Announcement

Collapse
No announcement yet.

[WIP] Metro

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I wouldn't create meshes for the papers. Decal Material is the best choice which saves us a lot of performance. Keep going dude!

    Leave a comment:


  • replied
    Nice dude; that's going to take your work to the next level.

    You know what would take it even further? Take those brick walls into ZBrush and sculpt the sh** out of them!

    Good work, you're on the right track.

    Leave a comment:


  • replied
    Yeah that used to be me, spending every waking moment on creating my next project, luckily my boss said I could have the day off when I told him I was falling behind with my work and really needed to get stuff together.

    Today I wanted to tackled quite a few things, So I looked at my to-do list and I started off with the walls, at the moment their still BSP with static meshes so I opened up 3DS Max and started working on a few models.

    Here's the start of my work on replacing the walls, this is a basic modular piece that will be plain, I'll also create a few more for missing bricks or wiring

    [SHOT]https://dl.dropbox.com/u/21955490/model_work/wall1.jpg[/SHOT]

    Here it is in the editor.
    [SHOT]https://dl.dropbox.com/u/21955490/model_work/wall_UDK.jpg[/SHOT]

    I also started working on some trash pieces such as cans and bottles, I took reference from the following images.





    Here's my attempt in 3DS Max, I added my existing newspaper model and I'll tweak it further to get rid of that clean and smooth look.
    [SHOT]https://dl.dropbox.com/u/21955490/model_work/bot_and_can.jpg[/SHOT]

    I'll post more later but I'm glad I can make a good start on this today.

    Leave a comment:


  • replied
    I remember my mod days, I can relate. The awesome memories from back when I used to stay up till 4am everyday modding FarCry- those were fun times.

    Sux to not be able to find time anymore to work on large personal projects and mods; trust me I can relate to what you're saying more than you know.

    Keep at it!

    Leave a comment:


  • replied
    That's true but my problem is I'm working from 5 in the morning and getting home around now (6pm) I wanted to post with that clip and thought I would also add the PP images to show some content.

    Don't worry jak, your critique is posted above my monitor, I'm not going to ignore the good advice you gave me, it's just finding the time.

    Leave a comment:


  • replied
    Still looks like you haven't touched upon any of the items in my initial critique list. I wouldn't bother wasting time with the post processing, truth is you need to complete your environment art first before even touching post processing.

    Everything is still largely the same as when you first posted the level in your thread. Keep working on it.

    Leave a comment:


  • replied
    Been extremely busy recently, my day time job is starting to cut into my development time and that's never good.

    Anyway, the other day while cruising through GTA IV I came across the Suffolk station, although it's not fully underground (As the train entrance/exit is outdoors) It looked like a fantastic game environment to really get some inspiration from.

    I recorded this 20 second clip for now (first time using the games capture system) to get an idea of just the platform, I'll create another one later of the entire structure from pavement entrance all the way down to the platform.



    I also tweaked a bit more with the post process system, the following images of how it's looking now.

    [SHOT]https://dl.dropbox.com/u/21955490/Showcase/UDK/Metro_2.jpg[/SHOT]

    [SHOT]https://dl.dropbox.com/u/21955490/Showcase/UDK/Metro_3.jpg[/SHOT]

    [SHOT]https://dl.dropbox.com/u/21955490/Showcase/UDK/Metro_4.jpg[/SHOT]

    [SHOT]https://dl.dropbox.com/u/21955490/Showcase/UDK/Metro_1.jpg[/SHOT]

    Also started work on some more trash models along with re-doing the train texture, my friend has been teaching me a few tricks in photoshop in creating old and aged looking textures, will hopefully have that done by this weekend.

    Leave a comment:


  • replied
    Cheers Jak, I'm now working on a to-do list and I'm using your critique as a basis.

    We'll see how the next week goes.

    Leave a comment:


  • replied
    Getting better on the lighting side of things, but still a long way to go. All of my original critique still applies.

    Keep working on it; getting better.

    Leave a comment:


  • replied
    Updated the video in the original post to show work so far.

    Leave a comment:


  • replied
    Been a bit busy over the last few days, I did mange to do some work though, I added an Exponential Height Fog to the scene which I think helps the light volume meshes fit more with the scene now.


    This is an off/on comparison (If it's hard to see I apologize, my monitors brightness scheme has gone a bit weird recently)

    [SHOT]https://dl.dropbox.com/u/21955490/Metro/metro_17.jpg[/SHOT]

    I also added pointlights around the advertisements, I've kept the radius small and changed the falloff a little to not seem overbearing, any thoughts on them?

    [SHOT]https://dl.dropbox.com/u/21955490/Metro/Metro_19.jpg[/SHOT]

    Leave a comment:


  • replied
    They're look the best. Like the neutralized ads here and matinee. ^^

    Leave a comment:


  • replied
    fantastic, keep going!

    Leave a comment:


  • replied
    The ceiling only looks low because it's from a camera, not from a player perspective, you can see multiple characters throughout the video that show the true height of the level.

    O.k so I started ripping things apart, I created a static mesh floor and for now created two holes that have pools of water in them.

    [SHOT]https://dl.dropbox.com/u/21955490/Metro/metro_14.jpg[/SHOT]

    I also added volume meshs to the lights and tweaked with bloom scales from some of the lights while decreasing brightness.

    [SHOT]https://dl.dropbox.com/u/21955490/Metro/metro_13.jpg[/SHOT]

    With the adverts I created a flickering texture to simulate a broken light behind it, also added a smashed glass decal over the top of it.

    [SHOT]https://dl.dropbox.com/u/21955490/Metro/metro_15.jpg[/SHOT]

    I started creating paper and trash assets, this is just a quick one to get an idea of scale.

    [SHOT]https://dl.dropbox.com/u/21955490/Metro/metro_16.jpg[/SHOT]

    Again, thank you for the feedback, it's helping me a lot with me work.

    Leave a comment:


  • replied
    the ceiling is way too low, proportions look a bit off when looking at the boxes and benches in comparion if someone would sit there and be standing up.

    I advise our artists ALWAYS to put a static character ingame to match up to the environment, you cant substiute that by just using your eye

    Leave a comment:

Working...
X