my modding project...
My idea for my project is to make some swampy & wet environment, some reptile player character, some monsters/aliens/demons for enemies.. and maybe have quite massive amounts of them.
I've been working on some textures.. So, here's some environment, brick textures and some kind of gameplay testing... and the textures are 1024*1024 resolution.
no monsters:
http://koti.mbnet.fi/jeejeeje/wip/env_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/env_02.jpg
action:
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_06.jpg
no monsters:
http://koti.mbnet.fi/jeejeeje/wip/bricks_07.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_08.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_09.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_10.jpg
action:
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg
I've been working on some textures.. So, here's some environment, brick textures and some kind of gameplay testing... and the textures are 1024*1024 resolution.
no monsters:
http://koti.mbnet.fi/jeejeeje/wip/env_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/env_02.jpg
action:
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_06.jpg
no monsters:
http://koti.mbnet.fi/jeejeeje/wip/bricks_07.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_08.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_09.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_10.jpg
action:
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg
Comments
I made some metal textures. I had the metal material done some months ago, but was never satisfied with the shapes I made for it. This is now the third go at them. They're still mostly just some generic lines and tiles.
http://koti.mbnet.fi/jeejeeje/wip/xgrate_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/xgrate_05.jpg - the ceiling texture shouldn't be broken like that...
http://koti.mbnet.fi/jeejeeje/wip/xgrate_06.jpg
http://koti.mbnet.fi/jeejeeje/wip/xgrate_07.jpg - the tall panel is still a bit wip, I'd like it sharper.
edit: Here's some update on them. I redid the metal shapes with 3d models. I think now the tall panel is sharp.. but when I made the floor tiles same way, they became a bit too sharp, or have too dark borders. I need to experiment some more on how to get them good...
http://koti.mbnet.fi/jeejeeje/wip/metallic_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/metallic_03.jpg
yet another edit: Some more of this metal stuff, I think they're starting to be final soon, just need some bigger metal panels, though maybe as big as the previous one, it seems smaller panels will appear better.
http://koti.mbnet.fi/jeejeeje/wip/metallic_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/metallic_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/metallic_06.jpg
http://koti.mbnet.fi/jeejeeje/wip/metallic_07.jpg
That stuff is gorgeous.
Keep it going!
Here's 3 of them that I saved for previews:
http://koti.mbnet.fi/jeejeeje/wip/metal_diffuse_01.jpg - grey theme
http://koti.mbnet.fi/jeejeeje/wip/metal_diffuse_02.jpg - green theme
http://koti.mbnet.fi/jeejeeje/wip/metal_diffuse_03.jpg - orange theme
Keep up the good work!
I illuminated the level with the bias lights and some little ambient sector light..
http://koti.mbnet.fi/jeejeeje/wip/sw_town_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/sw_town_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/sw_town_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/sw_town_04.jpg
and here's a screen capture from 3dsmax with normal and specular maps:
http://koti.mbnet.fi/jeejeeje/wip/metal_49.jpg
But maybe that's what you're aiming for anyway.
What is a specular map?
Here is a good description: http://www.3dtotal.com/team/Tutorials/l ... leaf_6.php
Here's a wip of an Imp replacement. The animations for the jaw and hands are a bit incomplete, the model was different before, and I haven't reworked the animations to fit the changes yet. The texture is not complete either, I think I want some more red and lighter areas to it. Then I'll try to work it less flat looking, I'd like to get it more like this http://koti.mbnet.fi/jeejeeje/wip/candy_monsters.jpg (thought not so candy coloured).
This other texture is meant to be used on a larger version of it, though it fits for this character as the uv maps are so similar. Don't know how that model will be used with Doomsday, so I could just randomize the textures...
And here's them with normal maps:
http://koti.mbnet.fi/jeejeeje/wip/spike ... _front.jpg
http://koti.mbnet.fi/jeejeeje/wip/spike ... s_back.jpg
Oh and they're 3372 polygons... might make them lower later, don't know yet.
2) normal mapping needs directional light.
Sure it would be nice if Doomsday someday got normal (and other related) maps. Dynamic, bias, flat glow lights probably could show them, but I think they should be seen without dynamic/bias/flat lights around too. Don't know how they would work with sector lighting, probably the light smoothing is essential and then somehow calculate the distances to the different light levels and use them as directions for the lighting. Of course there could be a situation what to do if all sectors are just the same light level, maybe then the model is just lit from all around.
I've also done some particle textures and gib models, but didn't add them yet.. I wanted to try the gameplay more.
I think tomorrow I'll do some work on textures and maybe some level editing as I now have some monster to prototype gameplay. Maybe I'll also add the monster's sounds in.. now they sound like Imps.
edit: Here's some new screenshots.. I was testing some textures. First I tried how it would look if the level textures were 512*512 scaled to 128*128 area, but they didn't look as sharp as the 1024*1024 texture on the models. I guess I'll use 1024*1024 textures for levels too. Now I have to decide some limit for how many different shapes/variations I'll make for one material.. and then not go over the limit.. I would rather have more different materials..
Anyway, I've been working on some base model for player character. I'll use it to build some 2 to 4 different characters. I think at least one of them will have head visible, but others might have it fully covered with helmet. The model is 1854 polygons, my budget for player character is 1500 - 2000 and same size monsters would be 1000 - 1500 polygons. Hopefully that would be low enough to have even 100 of them visible without major framerate drop.
edit: And here's with armor. The armor is 2194 polygons, so I could remove some to get it into the 1500 - 2000 range. Maybe the feet could be smaller, then the boots wouldn't need to be so big. I've also thought I should change the initial pose for the thumbs to get it better looking when it's holding something in the hands..
Player character base model finished, UV mapped and poseable... 1694 tris. Don't know yet if I use this naked model ingame. I was thinking of some kind of transformation into some spirit/energy being and it could use this model with some partially transparent and glowing texture.. and some particle effects. Then it could fly and shoot magic missiles and psionic death rays...
Then I made some textures. I made them 512*512, I think it's enough after all. Here's some concrete...
And here's some nature textures. I'm also experimenting with some shinyness to look like specular highlights.. It's kinda metallic look, but I guess it's better than nothing.
I made some test poses for my player character to get some idea how tall it would be ingame in the different poses. I want to have Stand, Crouch and Crawl poses. Crouch is meant to be 50% of Stand height, Crawl 25% of Stand height. The current poses would make Crouch about 60% and Crawl about 20%.
The crawl pose would also spawn some extra hitbox following player, though this hitbox would probably go through walls, only solid for attacks. If that doesn't work right, then I'll probably not have player crawling.
Your models and maps work on Doomsday engine?