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View Full Version : work in progress hallway sections.


moose o death
05-10-2008, 06:30 AM
leadwerks engine if you haven't heard of this engine before and are interested in realtime stuff it's worth looking into as a lower cost crysis style engine.
http://img186.imageshack.us/img186/1892/progressshotdr5.jpg

to start things off the barrels are the only donor art there, and those will go before long i just wanted something in the scene for scale. the mesh design is all being handled by XSI foundation and i'm starting to get much better at using it thanks largely to alot of help from this community.

many models still remain to be made for this scene, doorways, more dynamic props, hall sections to go up stairs, and more open areas. so any suggestions would be appreciated.

the segments are currently assembled in 3d world studio before being executed in the engine simply because i have full control over entities there.

more art soon

Zac-Donald
05-10-2008, 12:14 PM
I like the basic look and feel of it so far, the concrete walls need some harder seems in my opinion, whats thing in the middle of the tunnel? its hard to tell... and whats the darker lower part?

moose o death
05-10-2008, 06:06 PM
all the parts currently in the scene:
a tubular (dug with a boring machine) concrete passageway
a floating steel floor with service channel, hatch's can be removed to access under the floor to get at wiring, piping and as a stealthy alternative to a room.
the room is ribbed for additional strength, and because it's a shadowmapped engine and plain geometry looks boring.
there are steel bars to help support the ribs, however these are not very compatible with screen space ambient occlusion, the engine designer has changed that recently so when the final release goes live i'll see whether they need changing or not.
there is light fixtures with a glow channel so they appear to be the light source, they are not the light source, those are 50CM lower so the lightfixtures shadow looks more believable and to cause specularity where the light fixtures are.
barrels which are part of the art package in one of the beta builds. i'll ditch them once i get around to making my own.
loadtimes about 6-7 seconds

parts still requiring work
the pipes need their own texture, and i need to generate a normal map with ultimapper. this place isn't abandoned so everything needs to be somwhat lived in but maintained.
the service channel is about half the polycount of the scene and i've alreaddy ultimapped that into a flat plane so i just need to replace the mesh with a plane. it looks almost as goodhttp://img135.imageshack.us/img135/4211/parallaxye7.jpg
then i need to go through and really line up every texture 100%, the two toned concrete doesn't line up when i butt the meshes together.

Neptune_Imaging
10-05-2008, 09:18 AM
How good is this engine? Is exporting from XSI quick and intuitive? And in fact moose, you can use xnormal to generate normals from the grayscale version of the textures :). I love the eerie look of this place. Keep it up...

and I saw the price of this engine, not bad at all...

moose o death
10-05-2008, 09:34 AM
export pipeline is very easy. however because xsi has no b3d export you also need ultimate unwrap 3d.

save an obj, load it in uu3d, save as gmf. place it in the map in sandbox. these screens were created a long time ago. sandbox was an idea at the time.

http://forum.leadwerks.com/viewtopic.php?f=32&t=1043

this conversation in the showcase forum of leadwerks is full of progres shots.