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Posted: Thu May 01, 2008 3:59 am
by Cryticfarm
Maybe you should fix the grass texture. It doesn't look right to me :p.

Posted: Thu May 01, 2008 4:06 am
by metkillerjoe
Thanks for being specific :P. /jk

No, but really, what about it? Too dark? Light? Oversaturated?

I'll take a wild guess and say it is too dark.

Posted: Thu May 01, 2008 4:10 am
by Cryticfarm
Tile it more.
EDIT: And make it slightly brighter.

Posted: Fri May 02, 2008 2:12 am
by metkillerjoe
A small update.

This is what I'm shooting for for the bridge:
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It is a lightbridge. It isn't fully textured yet, but the basic geometry is there.

In-game (Sapien) shots:

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As you can see, I've got work to do to get the lightbridge texture in-game as well as functioning. I might create my own based off what I've seen. Anyway, enjoy.

As finals are coming up, the updates will get slower.

Posted: Fri May 02, 2008 3:55 am
by Cryticfarm
Looks cool, could use some fixing on those non-planars though :p.

Posted: Fri May 02, 2008 5:08 am
by CDK908
agh my eyes hurt from look at those pictures...too much pixalization =\

anyway looks good as far as i can "see"

Posted: Fri May 02, 2008 6:32 am
by metkillerjoe
I don't know why, but I think that Sapien is rendering via software, not hardware. So, its on my list of things to do.

And yes, Crytic, I will fix the planars.

Edit: Minor update:

Image

Most of the small stuff is now UVWed. Still need to fix non-planars and coplanars, though.

Posted: Fri May 02, 2008 7:44 pm
by Cryticfarm
Looks great :).

Posted: Fri May 02, 2008 7:49 pm
by CabooseJr
It looks great, but the screenshots need work.

Posted: Sat May 03, 2008 6:58 am
by antszy101
I'm very impressed with the modeling of the bridge. Looks like a good amount of detail with good poly count. Good Job!
Of course, thats discounting the non-planars =p

Posted: Sat May 03, 2008 11:29 am
by metkillerjoe
Hopefully this will be one of the final updates for the bridge. The textures aren't final, but they can be (they are more like alpha or beta textures, they could change, but if they were to stay the same, they, along with the models will need a bit more tweeking). The energy beams' (the twin beams) shaders I'm still working on to get the full effect (probably an emphasis on alphas and bumps) along with some minor illumination/specular work.

The UVing on the ends of the bridges makes me a bit anxious because if I change the terrain, the UVs reset themselves. If anybody knows how I could UV the ends without killing the UV's everytime I change something tell me (other than separating them from the map; I'm sloppy sometimes and this will eventually lead to unfixable open edges for me).

Anyway, without further ado, here is the first in a series of final updates (hopefully):

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And yes, these are rendered in-game not in Sapien. I have yet to fix the non-coplanars (I am working on this though, and hopefully this part of the update will come when I UV the ends of the bridges).

Posted: Sat May 03, 2008 12:12 pm
by TomClancey
Looking good Met, keep up the awesome work!

Posted: Fri May 09, 2008 11:48 am
by antszy101
You definitely just made me want to try making a CE map. I love the setting for the bridge. Will the entire area be playable?

Posted: Fri May 09, 2008 12:11 pm
by metkillerjoe
antszy101 wrote:You definitely just made me want to try making a CE map. I love the setting for the bridge. Will the entire area be playable?
Yes, the entire area will be playable. I've yet to put any real good endings on the bridge. I am modeling those along with the water that will be underneath.

Posted: Fri May 09, 2008 4:34 pm
by metkillerjoe
First, sorry for double post.

These are bridge endings I've been working on:

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Good/Bad/Horrible?

Posted: Fri May 09, 2008 6:29 pm
by SnaFuBAR
extremely mediocre. too much detail outside, not enough inside.

Posted: Fri May 09, 2008 6:34 pm
by metkillerjoe
SnaFuBAR wrote:extremely mediocre. too much detail outside, not enough inside.

Yeah, I think I'm just going to start from scratch.

Posted: Sat May 10, 2008 12:12 am
by L0d3x
I like the top part of the bridge endings.
Don't really like those holes in the sides.

Posted: Sat May 10, 2008 6:07 am
by antszy101
I wouldn't say too much detail on the outside, but yes, more is needed on the inside.

Posted: Sun May 18, 2008 4:51 am
by metkillerjoe
I had some modeler's block. I tried to be simple with this design because I had many design ideas but they were all conflicting and some of them had things jutting out that didn't serve a purpose.


This will be for one of the ends:
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The function of these are to act as illumination in game (again, I want to focus on the relevancy of object as opposed to aesthetics):

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As a side note the chambers on the bottom are openings for waterfalls.
Wireframe:

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