The discussion of the Alien series of films and the props used in them is the aim, but if it's got Big Bugs and Big Guns, then they are welcome too!





Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Update on Hadleys hope South module level
PostPosted: Sat Jan 20, 2007 6:48 pm 
I have begun texturing. I got permission from Jan Rukr to use a modified ver of his paper model texture of the north module for the outside of my south module. The other textures I have began making myself. Tell me what u all think.

[img]http://img297.imageshack.us/img297/5876/hhwall19cs.jpg[/img]

[img]http://img258.imageshack.us/img258/4961/hhwall2u8aa.jpg[/img]

[img]http://img297.imageshack.us/img297/6372/hhwall31ml.jpg[/img]

[img]http://img444.imageshack.us/img444/9342/hhwall46cx.jpg[/img]

[img]http://img329.imageshack.us/img329/9889/hhwall56vn.jpg[/img]

[img]http://img255.imageshack.us/img255/981/hhwall67da.jpg[/img]

[img]http://img332.imageshack.us/img332/2020/hhwall6b7a99lp.jpg[/img]

[img]http://img332.imageshack.us/img332/7712/hhwall72vs.jpg[/img]

[img]http://img441.imageshack.us/img441/1057/hhwall82fr.jpg[/img]

[img]http://img332.imageshack.us/img332/2239/hhwall90rb.jpg[/img]

[img]http://img403.imageshack.us/img403/3338/hhwall325jj.jpg[/img]

[img]http://img299.imageshack.us/img299/1127/hhwall374ib.jpg[/img]

[img]http://img256.imageshack.us/img256/3601/hhwallx47wg.jpg[/img]

[img]http://img160.imageshack.us/img160/7606/level14xi.jpg[/img]

[img]http://img442.imageshack.us/img442/5053/level23rv.jpg[/img]

[img]http://img160.imageshack.us/img160/8743/hhcorridortextured6so.jpg[/img]

[img]http://img259.imageshack.us/img259/4790/hhcorridortextured20rm.jpg[/img]

[img]http://img259.imageshack.us/img259/596/hhoutsidetextured6nd.jpg[/img]


WHIZKID101.justgotowned.com
THE PRICE OF TOTAL KNOWLEDGE IS INSANITY


Top
  
Reply with quote  
 Post subject: Re: Update on Hadleys hope South module level
PostPosted: Sat Jan 20, 2007 7:08 pm 
Looks good but is it possible to resize the top few so they all fit on about one screen?
Its impossible to see and get a baring on it without copying and pasting the link from imageshack otherwise.
[img]http://www.colonialmarines.net/Banner.jpg[/img]


Top
  
Reply with quote  
 Post subject: Re: Update on Hadleys hope South module level
PostPosted: Sat Jan 20, 2007 10:53 pm 
That's looking pretty far out.
I'm looking forward to being able to walk around it! :D


Top
  
Reply with quote  
 Post subject: Re: Update on Hadleys hope South module level
PostPosted: Sun Jan 21, 2007 10:10 pm 
[img]http://img50.imageshack.us/img50/8361/hhjunction6df.jpg[/img]

Just added grating and caution strips. I have to have this done by wed:Z I may have to call this a beta ver of the level by wed and continue work on it in my free time afterwards.
WHIZKID101.justgotowned.com
THE PRICE OF TOTAL KNOWLEDGE IS INSANITY


Top
  
Reply with quote  
 Post subject: Re: Update on Hadleys hope South module level
PostPosted: Mon Jan 22, 2007 2:31 pm 
Have you assembled this enough so people can walk through it? If so, you should upload it somewhere and let us take a.. 'first person look-around'! It's designed for the unreal2 engine I believe you mentioned earlier?

Jay


Top
  
Reply with quote  
 Post subject: Re: Update on Hadleys hope South module level
PostPosted: Mon Jan 22, 2007 5:22 pm 
At the moment those textures are very flat, and lacking definition for the size they are. Either they need normal and specular maps to add detail, or detail needs to added to these maps.

Using metal reference pictures as overlays will add so much to the realism of the look. Even subtle amounts of rock and plaster can work well. When I do textures, I use several layers of such references to bring a sense of scale and realism to the texture.

Anyway, a few links to help you
marine.cottages.polycount.com/metaltut/
www.poopinmymouth.com/pro...s/dirt.jpg

I'd recommend posting on the Polycount and CG Chat forums for a great many more tips and links to tutorials.
[img]http://bk-coffeehouse.cottages.polycount.com/images/bk-sig2.png[/img]


Top
  
Reply with quote  
 Post subject: Re: Update on Hadleys hope South module level
PostPosted: Tue Jan 23, 2007 2:41 am 
Burnt kona im using unreal 2.0 which does not support normal or spec maps. it only supports detail maps. When I get around to putting it on unreal 3.0 when its released I will be sure to pull my hight maps of all the textures into crazy bump and make normal maps of them. For now I am trying to take it easy as unreal 2.0 is a rather bitchy editor and can barly handle the amount of pollys I have in my static meshes. Thank u for the links. I will be sure to check them out. If the engine could handle more pollys I would have modeled a lot of the electrical pannels on the walls out:T I will try to host the map somewhere when i get a shot. Right now Im trying to script it for an assult mission and its rather confusing:P
WHIZKID101.justgotowned.com
THE PRICE OF TOTAL KNOWLEDGE IS INSANITY

Edited by: [url=http://p220.ezboard.com/bthealienslegacy.showUserPublicProfile?gid=geometric123>geometric123[/url]  Image at: 1/22/07 7:45 pm


Top
  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 



You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: