This is scene in Unreal Engine3 made of custom models created in Maya. Most of models i created in single day to or three weeks ago (except barell model and round rupture logo which i created 3 or 4 months ago ).
Don't pay attention to this strange tile material which is on every element of scene. This is just Default material in UE3. I will create proper ones later .
I also want to add, that proportions of all elements on scene isn't good, and will be changed
now barrels have 1240 tris, but there is model which have 4640 tris. I mean this metal things under walkeable platforms. Unfortunately i dont know how to decrease polycount of that models without losing entire shape.
Although I belive that Unreal Engine 3 shouldn't have problems with that amount of polygons
if i can be honest it is only temporary lightning . Just a few point lights with large radius ;]. Now i mainly work on modelling. When i finsh it i will start UV mapping, creating textures and shaders. Lightning, Post Process scene effect, DOF, Fog volumes, Lens Flares, Emitters etc .
Looks pretty sweet at the moment. If I had to complain about anything really it would be about the shortness of the third screen (how the doors are so close to each other) but you already said you'd fix proportion so nice job.
Although I hardly ever go on Unreal 3 anymore you could potentially make a mod for it if you put enough time into making screens and AI and whatnot (just an idea).
Well every screen ( part anlogical to part of environment which was on single screen in original Abe's Odysee) have 1024x1024 unreal units). Probably it should be 1280x1024 (because Abe runs on monitors with proportions 4:3)
:
Although I hardly ever go on Unreal 3 anymore you could potentially make a mod for it if you put enough time into making screens and AI and whatnot (just an idea).
I doubt i will create playable mod from this. I can't create characters. I once try to create slig model (which should be easier than creating human character) but i failed. The same thing refer to scripting .
Today i've been working only in Unreal Editor and costructing next parts of level from existing models. No new models are created.
Proportions are better now ( size of one part 1280x1024 instead of 1024x1024)
Don't complain about some levitating barrels . I will make new barrel model from beginning those have bad proportions of different parts of it. I also noticed, that barrels aren't located randomly
Lookin good, the barrels stretching off into the distance looks as cool as it does in the game, nice work
Ive not seen much of the Unreal 3 engine, can it do the volume light type effect in the original, so that the barrels in the distance fade into the background?
i think that for this zone it i made 80-90% of models (eg. third screen background models), but also some of existing probably need remodelling, or creating high-poly versions for mormalmapping.
lookin good, judging by the temporary textures you've UV unwrapped the barrels and the sign very nicely,
eventually your going to have to rotate a lot of the barrels though, it's going to look odd (pun?) if the RuptureFarms logo is always facing in the same direction
Unreal Development Kit has been relased. It's free access to Unreal Engine 3.5 (but only for non-comercial use). I probably will continue creating this scene in new Engine
This is screenshot from this scene moved to new UE3 . Now Default Material is white and blue instead of white and grey.
This screenshot shows only light chanel (Without material information). You can see some blue lightning which was created by new feature called Global Illumination which include radiocity effect