Latest Render of the new tank model. I've added a grunge to the side skirts and one massive one covering the whole tank.
Tuesday, November 10, 2009
Monday, November 9, 2009
Revisiting my Senior Design Project.
I was never happy with how the texture work on my senior design project turned out. I didn't give myself enough time on the project to do a really great texture job. So with both models I created I am going back and adding the appropriate level of texture detail needed so I can show these models off without people being turned off by the texture work.
The first vehicle to be re-textured is the T-62M Main Battle Tank.
# of Objects: 128
# of Tris: 20395
# of Vertices: 11389
Wireframe.
Ambient Occlusion Pass
Base Color
Base Color + Ambient Occlusion
WIP Camouflage Scheme
Camouflage and Modeling based off of this image
And Finally the Detail Work. This is where I've been putting a ton of my time and effort into. This is where all of the extra detail that wasn't modeled gets put into the final product.
The first vehicle to be re-textured is the T-62M Main Battle Tank.
# of Objects: 128
# of Tris: 20395
# of Vertices: 11389
Wireframe.
Ambient Occlusion Pass
Base Color
Base Color + Ambient Occlusion
WIP Camouflage Scheme
Camouflage and Modeling based off of this image
And Finally the Detail Work. This is where I've been putting a ton of my time and effort into. This is where all of the extra detail that wasn't modeled gets put into the final product.
Sunday, September 6, 2009
Future plans
I feel as though I am at a crossroads with how I should be spending my free time. I want to complete a team fortress 2 level, however I feel my current attempt in my payload race map hasn't quite worked out as planned. Furthermore I've had a common mappers advice repeating constantly in the back of my head to "never release your first map." While I admit this technically isn't my first foray into level design. I have 1 level under my belt for Unreal Tournament 2004, 1 for Unreal Tournament 3, and a few combat multiplayer scenarios for Lockon: Modern Air Combat. This is however my first quality attempt in the source engine, which powers TF2. With regard to powerplay, I don't feel like I should totally abandon it however. I've put a ton of time into creating the behind the scenes logic, designing, and redesigning the construction of the level. My current line of thinking is to put it on hold for a while. Giving my mind a nice rest from thinking constantly about it and to slowly get back in the groove of finishing it. Perhaps a break will give me a fresh perspective and allow me to look at it or approach it differently.
So what will I do? On one hand I still want to design and finish a level, on the other I could just focus my attention toward other things. Perhaps practice my modeling skills, maybe import some objects into tf2, or shift to something completely unrelated to tf2. While deciding on what to map I drew up several different possible ideas. With the inclusion of King of the Hill mode to TF2 I could create a simple and small map to fit that gamemode relativity quickly. After-all a KOTH map is just a single stage with a single control point.
I'll probably make my final decision in a few weeks time, as I am currently creating an official portfolio web site and polishing my demo reel. My computer already spent 5 hours last night and today re-rendering my senior project for inclusion into the demo reel.
So what will I do? On one hand I still want to design and finish a level, on the other I could just focus my attention toward other things. Perhaps practice my modeling skills, maybe import some objects into tf2, or shift to something completely unrelated to tf2. While deciding on what to map I drew up several different possible ideas. With the inclusion of King of the Hill mode to TF2 I could create a simple and small map to fit that gamemode relativity quickly. After-all a KOTH map is just a single stage with a single control point.
I'll probably make my final decision in a few weeks time, as I am currently creating an official portfolio web site and polishing my demo reel. My computer already spent 5 hours last night and today re-rendering my senior project for inclusion into the demo reel.
Wednesday, September 2, 2009
Stage 3 and the Future
The Friday evening playtest went without a hitch. I havn't posted anything about it because... I got a temporary job that has thrown me off my daily rhythm. At any rate I'll be showcasing the 3rd and final stage of my level in this post. I'll save any comments, plans, and other thoughts for the next post.
The design of the 3rd stage of payload races tend to be an equal affair. Both carts run on parallel tracks, generally up 1 or two major hills, and it is usually a battle to get the high ground first. I wanted to keep the same principles alive but I also wanted to change the formula slightly.
This is the basic layout of the map. As you can see both of the bases are rather close to one another. This makes the entire map a pretty hardcore "meatgrinder" as all the players meet in the center of the map. The carts start at the bottom and the team is to work their way up the map. Also for the majority of the map your teams cart is closer to the enemy.
This is the first major floor which sees alot of combat at the start of the round. The hill also provides for the first milestone for a team to accomplish in trying as it is a rollback hill.
This is where I divert from the common formula. Usually where the tracks turn away from each other is where the final control point is. I wanted the tracks to double back at least slightly. It brings an interesting perspective to the game. In other PLR maps the further away from spawn/closer it gets to the control point the harder it is to defend. So the ideal solution is to either keep the enemy closer to your base, or to control the far end. By doubling back there is a bellcurve of sorts in terms of the difficulty of defending. It starts off really easy, becomes difficult, and then gets slightly easier. I say slightly because there is no simply and quick path to get from your spawn to the flag. They all take approximately 14 seconds.
This is the final cap room. It was a difficult design decision to make, but I chose to make it at least slightly defendable by an engineer. That being said, its not the best place to build a gun at. You are basically limited to the upper catwalk next to the control point, and the lower catwalk. Depending on the location of a sentry a team can easily use the cart as a shield and push it on the cap. The area also has limited ammo, so it takes much longer for an engineer to build. Furthermore the windows allow for players to identify any threats. A back door, access is very near the bottom of the screen, gives players another entry opporunity.
Thats it for now. Tune in next time when I discuss...... the future!
The design of the 3rd stage of payload races tend to be an equal affair. Both carts run on parallel tracks, generally up 1 or two major hills, and it is usually a battle to get the high ground first. I wanted to keep the same principles alive but I also wanted to change the formula slightly.
This is the basic layout of the map. As you can see both of the bases are rather close to one another. This makes the entire map a pretty hardcore "meatgrinder" as all the players meet in the center of the map. The carts start at the bottom and the team is to work their way up the map. Also for the majority of the map your teams cart is closer to the enemy.
This is the first major floor which sees alot of combat at the start of the round. The hill also provides for the first milestone for a team to accomplish in trying as it is a rollback hill.
This is where I divert from the common formula. Usually where the tracks turn away from each other is where the final control point is. I wanted the tracks to double back at least slightly. It brings an interesting perspective to the game. In other PLR maps the further away from spawn/closer it gets to the control point the harder it is to defend. So the ideal solution is to either keep the enemy closer to your base, or to control the far end. By doubling back there is a bellcurve of sorts in terms of the difficulty of defending. It starts off really easy, becomes difficult, and then gets slightly easier. I say slightly because there is no simply and quick path to get from your spawn to the flag. They all take approximately 14 seconds.
This is the final cap room. It was a difficult design decision to make, but I chose to make it at least slightly defendable by an engineer. That being said, its not the best place to build a gun at. You are basically limited to the upper catwalk next to the control point, and the lower catwalk. Depending on the location of a sentry a team can easily use the cart as a shield and push it on the cap. The area also has limited ammo, so it takes much longer for an engineer to build. Furthermore the windows allow for players to identify any threats. A back door, access is very near the bottom of the screen, gives players another entry opporunity.
Thats it for now. Tune in next time when I discuss...... the future!
Labels:
custom level,
team fortress 2,
tf2,
tf2maps.net
Wednesday, August 26, 2009
Map Face lift: Stage 2
Stage 2's facelift has been completed. The majority of work was spent on the middle area dividing the two main bases and changing the layout the track takes in the actual bases.
Before
After
The middle area is a crucial part of gameplay as it is where the majority of in game combat is to take place. In my redesign I decided to tighten the area up and make it not seem so flat. I also adjusted the length of the first section of the track before the center control point.
Before
After
From the opposite corner you can see how the addition of the building. This building servers multiple purposes. It gives spies and other classes good visual cover from the rest of the area as they try to sneak in from the back door. It also has a dominant physical presence which helps in the appearance of the area being smaller than it actually is.
Before
After
In creating this room I basically knocked out the wall and extended it out to the right of the top screenshot. Also in an effort to make this area major chockpoint I have designated the long ramp as a rollback hill. Meaning that anytime a player stops touching their teams cart while it is on the ramp it will roll back to the bottom. By expanding the room and making it a rollback hill I am hoping this building will play as an effective chockpoint.
Before
After
The biggest problem with the base was how the cart path went directly by the spawn, the path itself was too long, and the defenders had a clear advantage throughout the area. The changes made should fix most of these problems. The track path is now more direct and overall further away from the enemy spawn. I moved the spawn location to the back corner of the space, by doing so players are nearly equidistant from most of the track.
Before
After
Stage 3 is next up for the screenshot updates. Until then, cheers.
Before
After
The middle area is a crucial part of gameplay as it is where the majority of in game combat is to take place. In my redesign I decided to tighten the area up and make it not seem so flat. I also adjusted the length of the first section of the track before the center control point.
Before
After
From the opposite corner you can see how the addition of the building. This building servers multiple purposes. It gives spies and other classes good visual cover from the rest of the area as they try to sneak in from the back door. It also has a dominant physical presence which helps in the appearance of the area being smaller than it actually is.
Before
After
In creating this room I basically knocked out the wall and extended it out to the right of the top screenshot. Also in an effort to make this area major chockpoint I have designated the long ramp as a rollback hill. Meaning that anytime a player stops touching their teams cart while it is on the ramp it will roll back to the bottom. By expanding the room and making it a rollback hill I am hoping this building will play as an effective chockpoint.
Before
After
The biggest problem with the base was how the cart path went directly by the spawn, the path itself was too long, and the defenders had a clear advantage throughout the area. The changes made should fix most of these problems. The track path is now more direct and overall further away from the enemy spawn. I moved the spawn location to the back corner of the space, by doing so players are nearly equidistant from most of the track.
Before
After
Stage 3 is next up for the screenshot updates. Until then, cheers.
Labels:
custom level,
team fortress 2,
tf2,
tf2maps.net
Tuesday, August 25, 2009
Map Face lift: Stage 1
I don't know why but I always like to think of making structural changes to something in 3d as a "face lift" or re constructional surgery. I think it started when I had to remodel a character's face, and I literally cut off the nose, made a new one in its place, and welded the vertices back in. Anyways back on topic. My goal is to release alpha 5 by friday. The first 3 days of the week will be spent rebuilding each stage back to the needed quality for playtesting. With the rest of the time spent checking the map for any glitches, lighting issues, or whatever I can find that isn't major. If all goes to plan I will post a short series of screenshots of what is different or new from the previous version. Today, my focus is on stage 1.
The Problems
Player navigation was confusing and the space between the upper and lower area's didn't flow well from one to the other. Also players we unsure of where their cart was at the start of the round.
Before
After
This image best illustrates the change made. The entire area is now in the open. In the first screenshot the tunnel at the lower left hand part of the screen was the only path (other than via spawn) to get from the bottom to the top. Also players who jumped down from the upper area to the lower area took fall damage upon landing. The middle building breaking up the openness of the area effectively contains an elevator for the cart. This allows me to place track in the lower area, hopefully giving players an extra visual cue that their cart is in that area. An elevator also provides a logical method to get the cart from the lower level to the upper level.
Before
After
The entire geometry of the area is now different. I removed the entire building in the area and replaced it with open space. Needless to say the "skyline" of the area is completely different and new now.
Before
After
From a distance you can see the track for your teams cart and that there is more to that area than the original design.
Before
After
This is in the shared middle area. The old design was more or less a place holder that hid the gate as it opened at the start of the round. The new one is mostly the same size, it now looks a little less awkward.
Thats it for today. Stage 2 progress should be up tomorrow. :D
The Problems
Player navigation was confusing and the space between the upper and lower area's didn't flow well from one to the other. Also players we unsure of where their cart was at the start of the round.
Before
After
This image best illustrates the change made. The entire area is now in the open. In the first screenshot the tunnel at the lower left hand part of the screen was the only path (other than via spawn) to get from the bottom to the top. Also players who jumped down from the upper area to the lower area took fall damage upon landing. The middle building breaking up the openness of the area effectively contains an elevator for the cart. This allows me to place track in the lower area, hopefully giving players an extra visual cue that their cart is in that area. An elevator also provides a logical method to get the cart from the lower level to the upper level.
Before
After
The entire geometry of the area is now different. I removed the entire building in the area and replaced it with open space. Needless to say the "skyline" of the area is completely different and new now.
Before
After
From a distance you can see the track for your teams cart and that there is more to that area than the original design.
Before
After
This is in the shared middle area. The old design was more or less a place holder that hid the gate as it opened at the start of the round. The new one is mostly the same size, it now looks a little less awkward.
Thats it for today. Stage 2 progress should be up tomorrow. :D
Labels:
custom level,
team fortress 2,
tf2,
tf2maps.net
Saturday, August 22, 2009
Oh boy. Here we go.
Last night my level was played on a popular server at peak playing time. Myself and 16 other players had a chance to play the map for the first time. Overall I was fairly happy playing it. The major error that had plagued the last version had been fixed and I got some really good feedback, testing data, and a (mostly) problem free play through. That being said, I realized some of the glaring flaws that existed in the level.
Changes
So here I am, with my original goal of some "minor" tweaks to stage 1 and 2 and the complete addition of stage 3. Something more than minor tweaks was needed for the first two stages. In-fact, what I need to do probably constitutes reconstructive surgery, at least in terms of 3d design. I will get into the specifics of the changes and why I made them in a future post, but for now I will leave you with this.
The problems
Stage 1 actually played really well and was alot of fun. That being said it isn't without flaws. The entire base design was found to be confusing and difficult to navigate. I will need to transform the base area to make alot more sense and to flow the combat a little better.
Stage 2. This was the problem stage. The entire map was way to large. It took way to long to get from your spawn, to the middle of the map, and into the enemy base. The cart path was also considered to be to long. This stage has seen the majority of my time revamping and reconstructing the area. It is my hope that this change will be a step in the right direction, otherwise I might have to come up with an entirely new idea for this stage.
Changes
So here I am, with my original goal of some "minor" tweaks to stage 1 and 2 and the complete addition of stage 3. Something more than minor tweaks was needed for the first two stages. In-fact, what I need to do probably constitutes reconstructive surgery, at least in terms of 3d design. I will get into the specifics of the changes and why I made them in a future post, but for now I will leave you with this.
The problems
Stage 1 actually played really well and was alot of fun. That being said it isn't without flaws. The entire base design was found to be confusing and difficult to navigate. I will need to transform the base area to make alot more sense and to flow the combat a little better.
Stage 2. This was the problem stage. The entire map was way to large. It took way to long to get from your spawn, to the middle of the map, and into the enemy base. The cart path was also considered to be to long. This stage has seen the majority of my time revamping and reconstructing the area. It is my hope that this change will be a step in the right direction, otherwise I might have to come up with an entirely new idea for this stage.
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