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View Full Version : First room.


Arius
22-10-2005, 03:01 AM
I've started doing a little room for a demo i'm going to write. Its very basic, but its the first time i've really tried to give a room some character, other than just tile-textured planes and boxes. This is still very boxy, but I intend to define a bit more shape and add more detail. Come texturing time, parralax mapping will be used :D.

These are early shots, so bear with it. The TV is unfinished, as is the bed at the back of the room( which is actually going to be a stasis pod when its done ). You'll notice a couple edges at the hole in the wall where the bed is to be, they won't be visible once I put the framing in. As for interactivity, I mentioned the stasis pod. This will have a panel on the wall to the right. Activate/Deactivate, which will include a glass screen which swoops up infront of the bed and a nice particle effect i've been working on. The television will be on standby, but will have a kind of screensaver. There will also be a computer in the far top right corner of the first shot - next to that little hole in the wall( thats where the system case model will be housed. That system will control the lighting in the scene. I know the triangle count is a little high for what it currently is, but I do intend to octree it. I'm more concerned about the art in this project. I have the programming down. Usually I do basic artwork, or friends of mine donate some of their artwork. So this is my first attempt at something my own, from design to completion, any crits on the artwork are more than welcome. All comments help.

http://img453.imageshack.us/img453/4774/ts1small9cq.jpg
http://img453.imageshack.us/img453/9886/ts2small7fi.jpg

minestorm
22-10-2005, 09:08 AM
hey Arius the room looks good, hard to tell without the smooth shaded view, but I get what your going for. As far as the polycount I would say maybe the floor could be created w/ less quads, since it's just a flat floor your tex res may lose quality but it will give you plenty more polys to work w/ glad to see a Maya screenie, have yah tried the free Level Tools plugins for Maya?.. It had some great level editing tools and it was free....

Cyrenn
22-10-2005, 01:52 PM
Still early but the over all model looks interesting: )

Looks like some sort of sci-fi room or quarters: )

Keep up the good work: )

Arius
22-10-2005, 02:12 PM
Thanks guys. I cleared the floor, the ceiling and walls are next. Its going to be PPL so I can spare some of those verts without the lighting rig suffering. I also added some piping in the outer area. It is a sci-fi scene Cyrenn, i'm glad its at least recognisable :haha:

Minestorm, i've only been using maya for a couple weeks, I haven't had a chance to look at plugins yet. Been running through tuts etc etc. It sounds interesting though, do you have an url?

http://img482.imageshack.us/img482/5690/ts3small4wm.jpg
http://img482.imageshack.us/img482/9179/ts4small4hi.jpg

Arius
23-10-2005, 05:36 AM
Heres an update, I've backed the room out to give it a bit more room. Instead of going for a minimal computer system i've gone for a large "ship wide" terminal. Complete with touch screen. I haven't finished it yet, but i've done enough to give an idea of where i'm going with it. I've also built in a door at the opposite end of the room, though i'm thinking about changing the brackets.

http://img476.imageshack.us/img476/8044/ts6s7tb.jpg
http://img476.imageshack.us/img476/2739/ts7s6lm.jpg
http://img476.imageshack.us/img476/8585/ts8s3dx.jpg
http://img476.imageshack.us/img476/5927/ts9s8gg.jpg
http://img476.imageshack.us/img476/6461/ts10s3tc.jpg

Tweaked verteX
24-10-2005, 09:39 AM
hey Arius the room looks good, hard to tell without the smooth shaded view, but I get what your going for. As far as the polycount I would say maybe the floor could be created w/ less quads, since it's just a flat floor your tex res may lose quality but it will give you plenty more polys to work with.Actually depending on what you're making this for, you might wnat to keep those extra tesselations. PS2 and PSP (and NGage too though I imagine thats not what you're aiming for) get really bad texture warping if there isn't sufficient tesselation on large flat areas. Its always a tricky balance to get the optimum level of polycount ant texture warp.

Arius
24-10-2005, 08:18 PM
Actually depending on what you're making this for, you might wnat to keep those extra tesselations. PS2 and PSP (and NGage too though I imagine thats not what you're aiming for) get really bad texture warping if there isn't sufficient tesselation on large flat areas. Its always a tricky balance to get the optimum level of polycount ant texture warp.

Well, its going to be DX9. My main concern was with PVL, but its going to be PPL so hopefully i'll get a better light spread without the high vert count. I'll probably ask some questions related to texturing once I get to that stage. UV Mapping has always left me out in the cold. Its odd you should mention consoles, I have developed a little for XBOX. Not professionally though. I'm awaiting XNA now.

JepMasterAce
24-10-2005, 09:28 PM
Looks absolutely great in my eyes. I know you'll be able to pull off some good renders with per pixel lighting and maybe a good shader. Seeing that room, makes me imagine a cut scene for a game something on the lines of MGS2. Anyway, Good Luck and Keep us updated on your progress!