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Hboybowen
04-24-2010, 01:51 AM
http://i152.photobucket.com/albums/s183/hboybowen/LevelDesignReferencePage.jpg
http://i152.photobucket.com/albums/s183/hboybowen/Planetdemo.jpg
I am currently starting a demo project to work on concepting for a Space Sim I call The Universe. The game has a very easy and sport like gametype. The Player captures areas of the "Universe" much like conquest. Each area has different planets which represent the many black dots on the layout image with may of the great celestial objects found throughout the universe. The game ends when all areas all captured and the invaders destroy the opposing stronghold which is heavily fortified.The bottom image is one of many planets I did ahead of of all this. I used Maya for texture creation and will hopefully use the UDK Planet Shader if I cant get it to work and create some extra planets. My main concern is the celestial bodies which will be done in particles.

so:
1-Planets
2-Celestial Bodies
3-Demo Ship Models
4-Demo Space Station Model

I have some fun work ahead of me.:D

KazeoHin
04-24-2010, 02:38 AM
great idea! go for it!

TheOneandOnly
04-24-2010, 10:10 AM
Sounds risky.

danimal'
04-24-2010, 08:08 PM
For planets, depending on your needs, I found this stuff extremely useful for creating larger planets:

http://udn.epicgames.com/Three/TerrainAdvancedTextures.html#Random%20Tiling%20Mas ks:%20Randomize%20the%20texture%20mapping%20to%20r educe%20tiling

The Planet shader may work well for you, for my needs it was way too low res to support a large planet so I had to use the techniques mentioned on that page to get good, sharp looking planets at larger scales. Otherwise, sounds good and have at it :)

Hboybowen
04-25-2010, 05:25 PM
This is my demo ship base mesh I did. I gonna pump it into zbrush and get it actually of some realistic quality and detail using hard surface modeling.:D

Reference:
http://www.igorstshirts.com/blog/conceptships/2010/skylow/skylow_02.jpg

http://i152.photobucket.com/albums/s183/hboybowen/basemeshforumrender.jpg

The base mesh is abit above 3k poly my limit Im using is 10k.
Texturing will be done in Maya or zbrush will see on that