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| | #1 (permalink) |
| Registered User Join Date: Feb 2009
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Rep Power: 4 ![]() | "A" team entery - The Laboratory Hi guys, Our level name is "The Laboratory" Team members: Dyablo213619, Shashanks18, 3dcat ****************************************** In this thread we will represent to you our work in progress. The level goal is to take an artifact from the Lab and escape before it blows it self in self destruction. This level take place on Biochemical industry building trough 2 floors. walking from one place to another acquires bypassing doors , finding and crawling through air shaft or sewers. thats all what we can tell by now ![]() Last edited by 3dcat_dancing; 08-16-2009 at 10:38 AM.. |
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| | #5 (permalink) |
| SkoleSlasken ![]() | Im realy impressed, thats realy good work. Im realy glad you guys made a overlook map. just that is a big stepp. Hoping to see more and with some textures later on to. Are you guys going room by room. or first model all then texture all? some times its usefull to just totaly finish one room before going on. can be teadious to texture it all in the end. good with variation :) but i think you guys gott this sorted out. keep it up.
__________________ Det som ikke dreper deg gjør deg stærkere :thumbsup: Norge ![]() Temp Home page: http://quad3d.webs.com |
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| | #6 (permalink) |
| Registered User Join Date: Feb 2009
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Rep Power: 4 ![]() | hi minimus since we never work together and not on a project like that, it was very hard to detrmine which will be the best way to work. but our first basic foundation was, we must enjoy the process :) our pipline method is: modeling - maping\texturing - animation- rendering - editorial and finals we started by writing the story of the level action and describing what will be doen there on playing. than guided by the story we build the map. we agree to fast the process that each one of us will render a range of frame its not so importent if one of us is less modeling or texturing 'cause thers a lot of work and eventually eatch one will contribute the most from the best he knows. but know that you mention it maybe we should do texturing to what is finished i will ask my friends and see what they think yes i am a bit desapointed the other teams dont show wip lol maybe they will in time. i hope they are working hard as we do its a lot and lots of work!!!!! |
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| | #7 (permalink) |
| Registered User Join Date: Feb 2009
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Rep Power: 4 ![]() | engine room where the elctricity can be activated (from big generator infront) up to control room . now that electricity is on its posible to open remote electric door down stars that connect this section to warehouse but..... all laser traps are activated in laboratory as well, and so is the posibility for self extermination mechanism..... modeling is almost finished time for texturing and animation |
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| | #10 (permalink) |
| Registered User Join Date: Feb 2009
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Rep Power: 4 ![]() | shashanks my dearst m8t your beautifull model was 26,742 poly after removing mashsmooth from wheels it was 1736 poly now its 4000 poly still concidered to be low since the forklift is an actor or supporting actor realy ( it has animation and behavior ) and a character avarage weight in games is 5000 poly. if you like to adite it more i will upload it you can add details up to 5000 poly but i think most of the details now can be added from normal map. its look great great job your next mission is to model the arm and hand that will hold the weapon this is a caracter too you got up to 4000 poly . after modeling with full details cloth and glave skine it and apply to a biped arms and hands (L R) the biped hight should be 1.85m dont forget to set your max unite setuo to meter!!!! cya soon i hope i am online now Last edited by 3dcat_dancing; 09-02-2009 at 12:25 PM.. |
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| | #11 (permalink) |
| Registered User Join Date: Feb 2009
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Rep Power: 4 ![]() | btw shashanks you will be happy to know our devil know grograming with c++ and we hv choosen a different engine to continue our project. when you be online i will give u all the details as to how many poly? in an article i once found abot the game industry they wrote that game engines work in a method of wusiwug (what you see is waht you get) its also means tthat the poly count is only of the polygons that are seen in given moment and not the all scene overall poly count. low poly game is a bout 40,ooo poly in given time you can see it in the leadewerks engine :) it count what you see when you play the game Last edited by 3dcat_dancing; 09-02-2009 at 12:56 PM.. |
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| | #12 (permalink) |
| Registered User Join Date: Oct 2007 Location: Mars "the Red Planet"
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Rep Power: 5 ![]() | wooow realy nice keep it up thts great i like the engine room. |
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| The Following User Says Thank You to wingman103 For This Useful Post: | 3dcat_dancing (09-03-2009) |
| | #15 (permalink) | |
| Registered User Join Date: Feb 2009
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Rep Power: 4 ![]() | Quote:
the reference for the warehouse also i hv texture foe the crates and the game angine we will probably use and a plugin for max that export the scene right in to the game engine. all that i will upload tonight my friend sorry because the site was offline i lost contact with you.... **/ you can texture the warehouse if you wants too i was hoping to finish texturing and to pass you the first scene for animation. after you finish your modeling assignment. but its up tp you. rule nmb1 = dont forget to scale max unite to 1 = 1 meter if you are texturing: 1/all maps should be 1024*1024 or 512*1024 or 512*512 that the standart map size of game engine. it will make it easyer later. 2/befor texturing every model should be UNRAPuvw maping. make sure there is no ovelaping polygons 3/ after you maping go to hirarchy and reset transform and scale for each object. we must do it cause some game engine dont recognise scaling doen in 3ds max and becouse of that the models apeare in them in thier original size. I will pm you DownLoad Link of our engine its far better then GameStudio ... i think lol ![]() | |
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ho yea we are working like crazy 







