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NanoChris
05-18-2004, 08:32 AM
I've always wanted to release a sam map built in maya, but have never finished anything to the point of release. Maybe it'll happen with this concept.

http://chrisholden.net/m5_built01.jpg

This is all very early work, created in a few hours. Not much, but I thought it'd be fun to post.

Shrinker
05-18-2004, 08:49 AM
Nice, finish it :P

AverageJoe
05-18-2004, 01:15 PM
Interesting. Are those tiles models?

NanoChris
05-18-2004, 04:25 PM
Yes, they are model. Very basic right now/

marsboy0101
05-18-2004, 10:24 PM
very cool

NanoChris
05-19-2004, 09:31 AM
update:

http://chrisholden.net/m5_built03.jpg

first pass wall textures, ceiling is just a shape mold placeholder.

bright and clean.

Shrinker
05-19-2004, 09:58 AM
Reminds me of ut2003-trainingday somehow :P

cooldog
05-19-2004, 03:05 PM
I've always wanted to release a sam map built in maya, but have never finished anything to the point of release. Maybe it'll happen with this concept.

This is all very early work, created in a few hours. Not much, but I thought it'd be fun to post.i'm trying to do something like that in gmax, mostly coz i'm very used to it, but when you import 3d objects in SEd,
all the quad polygons turn to triangles :( but the framerate is still very high. :)
could you post a picture of the viewport in wireframe mode (in SEd)?
...where are these textures from?

looking very good.

NanoChris
05-19-2004, 03:58 PM
when you import 3d objects in SEd, all the quad polygons turn to triangles.

...could you post a picture of the viewport in wireframe mode (in SEd)?

...where are these textures from?

All polygons have to be triangulated before Sed will take them. It's better if you triangulate them yourself in your 3d editor before importing to Sed. So that you can control which direction your edges turn.

My map objects are models and visually overpower the level's wireframe. Is there a way to view them all as wireframe? I can post a picture of that or how my Sed appears, as is. I'm not actually using any of Sed's level building tools. This map's art/layout is being produced in maya 5, then imported to Sed.

The textures are all custom, how else would it be done? ;)

Philer
05-19-2004, 07:46 PM
hmm look like bumped :)

Fiendian
05-20-2004, 01:49 PM
Pretty nice. :)
But I canīt see if this is just high quality textures used in a basic corridor or this is highly detailed corridor with many textures.

Zocky
05-20-2004, 02:43 PM
Looks nice atm. Maybe it's too early to make comments as this, and I'm sure you are aware of it, but don't spend to much detailes just on walls and similar, and add a detail or 2 , like security cameras, monitors, computers, etc.
Keep it up!

Fiendian
05-21-2004, 06:33 AM
Something that catches the eye in shorter words. :D:P

NanoChris
06-02-2004, 08:38 AM
Haven't touched this thing in a while, build a couple of pieces tonight

http://chrisholden.net/m5_built04.jpg

cooldog
06-03-2004, 11:31 AM
pro quallity

Philer
06-03-2004, 05:30 PM
yeah! go finish this map!

X56
06-03-2004, 11:12 PM
dude that map looks good!

NanoChris
06-08-2004, 04:30 AM
pointless update

http://chrisholden.net/m5_built05.jpg

cooldog
06-09-2004, 05:36 PM
pointless update:(
why pointless?
why pointless?
why pointless?
why pointless?

Zocky
06-09-2004, 05:57 PM
Nice, NanoChris, nice! Keep it up!

NanoChris
06-09-2004, 07:21 PM
"why pointless?"

er, I was mad at my barrels and their ugly ways, that's why they are so far away in the shot.

DaPlaya
06-09-2004, 10:20 PM
good to see yer got that lighting look'n less washed out, this makes me wonder what that NR map will be like..

NanoChris
06-09-2004, 10:51 PM
yea, I've just gotten started with the lighting, I don't want to get too far on that until I'm sure with the design. It'll get better. I might add more light sources, make it darker/moody.

After I made that race track layout, I decided to experiement with a real city layout to see how that works. I made this, it's based on an aerial photo of Denver (just a small section I live near). The block/street/sidewalk sizes are proportioned accurately to the real thing. This was purely a low detail test, and answered a lot of questions concerning real world driving map design.
http://chrisholden.net/denmap01.jpg
While it's interesting because it is real, the 3d is very limited. The best use of something real would have to include a lot more 3d game play including parking garages, subway (underground) tunnels, etc. Additional, the corners are very sharp, and what I've played of NR (and other driving games), curves are much better. With that in mind, I'm planning on trying an extensive highway system, similar to what's seen on major highways in large cities. Lots of big curving bridges, tons of connectivity and lots of 3d! I'd be willing to continue discussing this in NR forum.

-=FREAK=-
06-10-2004, 02:01 PM
cool. i also like the road texture its pretty detailed