Some screenshots from Zulag1Zone2.
http://img52.imageshack.us/img52/799...g1zone2.th.jpg http://img97.imageshack.us/img97/799...g1zone2.th.jpg http://img97.imageshack.us/img97/287...1zone2d.th.jpg http://img40.imageshack.us/img40/799...g1zone2.th.jpg http://img340.imageshack.us/img340/7...g1zone2.th.jpg http://img163.imageshack.us/img163/7...g1zone2.th.jpg http://img52.imageshack.us/img52/177...1zone2m.th.jpg In Zone2 i used different lightning technique. Instead of Static Lightning i used dynamic lightning. I lose all Global Illumination System effects, bt i get some nice shadows on mesh surfaces :D. Half of Zone2 need some new backround models (This half which i didn't show you) |
nice work man, bit confusing with the missing pieces though, still, looking great
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Yesterday and today i've been playing with ZBrush. I created simple normal map for Barrel caps and new better metal texture (which is also used on barrel caps)
http://img442.imageshack.us/img442/7...g1zone2.th.jpg From a close distance caps still looks flat, but from further distnce it looks good enough. |
why fartuess you are really begining to come on with this. I can't wait for you to have a finished product of which you can brag about.
EDIT: Can u give a link where to download free version? |
well... I'm working almost every day on it for 1-3 hours (and 4 in weekends) but i still don't think that i can finish evironment in less than 2 months :/ (Textures !!). Only environment, without core gameplay and characters models and animations :/.
I can give link for dowload my files, but now you can only fly around. And you have to dowload UDK (Unreal Development Kit which is free) to open files using UDK editor... And even if you open levels, there is almost nothing more to see, than on screenshots... You can only look at scene from different view. |
can you gve the link to the kit? I would like to use it. Thanks Fartuess
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Official Site: and dowload
http://www.udk.com/ Some Usefull tutorials: http://www.hourences.com/book/tutorialsindex.htm http://udn.epicgames.com/Three/DevelopmentKitHome.html |
thankyou Fartuess
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This is awesome, high resolution 2d renderings to replace the original games screens would be so cool ;)
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Enchilado don't block up Fartuess' thrwad with your own adverts. Unless your looking for help and then I would ask someone who does 2d, 3D is hard, I fail at it
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Enchilado, if you don't want a lot of people to bash your game that you consider "the best idea since..." then I suggest you remove that proclamation. That is for the customer to decide. Not only that, advertising is generally frowned upon in the Fan Corner, or anywhere else. You can advertise in your signature, but not anywhere else, unless you make a thread.
Fartuess, if you are having trouble texturing, could you not just download some from the internet and use them? Unless it's the actual applying of textures that bothers you, which I'd have to agree with you is not as easy as designing levels, and moddelling. I don't do very much of the latter though. And Vista isn't kind to the Doom 3 editor... |
Well. I dowload textures from cgtextures.com , but i still have to tile them and modify, because they not fit exaclty how they should.
And by the way: http://img697.imageshack.us/img697/7...g1zone2.th.jpg One screenshot with some new textures. |
Dose anyone else see a radar dome from Red Alert 1?
Really good work, by the way. |
looking very, very cool,
are you going to add the panelling and and the paramite pies poster to the column? oh and the RF logo on the barrels |
Could you get in touch with Black Venom?
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Last week i had no time to work on any of my projects because of mock exams i had last week.
Today i made this: http://img20.imageshack.us/img20/799...g1zone2.th.jpg This is first secret screen. It's incomplete (i dont have models of grinding mashines and one dcorating model which is originally above top platform) I was mainly engaged with creating shader for this mudokon face (Texture of this face is made by Joshkrz). Creating this shader tooks me a lot of time (because i'm quite unexperienced with creating shaders for decal actors) especially effect of worn paint on this. @Grieva Yes i'm going to make paramite pies poster when i find texture of it :) @Scrabtrapman Black Venom? Who is he? |
Wow! Beautiful.
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looks great, its pretty amazin how quickly you've been building these scenes
something to think about when you put in the grinders tho, the one on the far right appears to be infront of the higher platform, which would make them intersect on your model i think, also the mud face's eyes are looking up and screen left which isnt important at all but could be quick to fix :p great work tho, keep it up |
Add the meat saws and it'll look great.
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Hey sorry for the distant reply, Black Venom used to be part of this forum, he helped Joshkrz with making the backgrounds for his game! Ask Joshkrz for his email maybe? Also I love the Mud face!!!!
Are we gonna see anything more? |
any updates on this? would be great to see more of it
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Well... I didn't make any updates because i was studying some tutorials about advanced tools in UE3 (such a cascade-particle system and kismet-graphic script system) and i was also watching some video tutorials about basics in Chrome Engine4 ( example game -> Call of Juarez - Bound in Blood)
I also was more focused on creating models and beta testing for Witcher modding team There will be some updates, but i can't say exactly when :) _______________ Edit: I just downloaded some usefull fonts. http://www.oddworldforums.net/showpo...3&postcount=51 I also think that i should create my own Mudokon face symbols using vector graphic (Joshkrz ones have a bit wrong propotions, and too thick strokes). I've watched some video tutorials about it, so i think that i can do it :). I also can now add some Lens Flares Actors (At last i know how to create lens flares :D ). Maybe i now schould add simple Post Process effect (I've been refraining from it from begining) |
Sounds good, can't wait for the next bits, are you animating them like the barrels? later on I mean. The fonts are good as well, you really coming along with it all fartuess!
EDIT: does this help? |
http://img31.imageshack.us/img31/351...zulag1z.th.jpg
Same place but with new mudokon face texture done by me :D |
cool, looks just like the original, nice work man
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screenshot of original one was my reference image. I've also created less happy version (this one with horizontal smile ). I think I'm becoming better and better in creating vector graphic :)
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looks as if so!
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http://img63.imageshack.us/img63/866...ulag1ab.th.jpg
Fixed model of No talking to fellow... blah blah... banner with texture (it's not final version of this texture). http://img52.imageshack.us/img52/825...ulag1ac.th.jpg This temporary texture was made week ago, when i started working with vector graphic |
cool, I llok forward ot seeing new posts most days from this thread!
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The first image is my favourite screen in the entire game. That mudokon sign is what does it.
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Nice! I'm liking the second one, I remember that scene in AO with the Scrab sign.
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Some Screens from Zulag1 Zone2
http://img51.imageshack.us/img51/799...g1zone2.th.jpg http://img214.imageshack.us/img214/7...g1zone2.th.jpg I have mess in second part of zone2. Especially with objects on background |
This is the part I was really looking forward to, it really moves up a gear in detail here but its also a lot less coherent, I've got a pic of the second part of zone2 stitched up and those girders and the barrel conveyor never fit together right
you seem to be doin very well with it though, and that large pipe in the background looks spot on, are you going to animate the barrels on the conveyor eventually? |
that would be cool!
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i can animate barrels without any problems, but you won't be able to see this on screenshots
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you should have a youtube account =.
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And yes the Unreal Engine can easily handle up to 10,000,000 tris. Me and a group of friends tried a similar attempt with the Reality Engine, we made it crash :) EDIT: to decrease the amount of the Barrels, just remove some edges and put a nice bump texture on it, it will make not a blind bit of difference.('cept to your poly count.) |
?? 1240 tris - this is polycount measure which hasn't nothing in common with shadows (you maybe mean something about vertex shading :) )
If barrels will slow down computers too much, then i will simply create LOD for them. Barrels closer to camera will have more details and barrels further will have less deatail. Bump offset and normalmapping won't help, because main problem will be angularity of model, not amount of small details :) |
Small update
http://img269.imageshack.us/img269/7...g1zone2.th.jpg http://img514.imageshack.us/img514/7...g1zone2.th.jpg better platform ending model, fixed some other models too. Better background. New element in platform material - stripes which color is very easy to change inside editor and i don't need to modify texture file to change it. |