Environment Art Update #3 / Bowling Alley

Published May 04, 2008
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Finished Bowling Alley & step-by-step construction screenshots.

These are all in-editor shots, with basic lighting & texturing, no shaders...



Here is the step by step construction...





















Also as a bonus here is a random screenshot of a vehicle in-game near the docks on one of the cities...



Next is either a butcher shop [ with back alley ]

Or a Coffee Shop...

Then probably a Pawn shop [ with back alleys, etc. ]

The bowling alley is 3 of 10 new art pieces I'll be creating, scroll back for the others already done in the last 2 days.

It took about ~15 hours of work for this one. 7 textures, 4 1024x1024 pages, and 3 512x512 tileable textures.

The high-LOD version of the building is 3,600 triangles.

- Danny
0 likes 5 comments

Comments

MarijnStevens
Do you have a shader toggle option? If this is all ingame I figure it is, but I wonder how you implement it; just by skip over the shaders calls ?
May 05, 2008 03:39 PM
dgreen02
Quote:Original post by MarijnStevens
Do you have a shader toggle option? If this is all ingame I figure it is, but I wonder how you implement it; just by skip over the shaders calls ?



No...these screenshots were taken in Milkshape3D...wait till you see it in-game with the Shadows/HDR/Reflections/SM 3.0/specular maps/detail texturing/etc.

If that's what you're asking? The models look really bad in MS3D tho I can project how it'll look in-engine...so it should be cool. I don't think I'll make this building enterable, and I might change the color scheme. The textures are actually pretty high res...higher than GTA4 up close. My next building uses 2048x2048 textures. I just run it @ 25% texture res...the game will be future proof....big time.

I do have a mode where I can run the w/out textures or with flat shading...but that's not how these screens were taken. This is achieved by a conditional statement in the Package->TextureLoad() function, and a conditional + Basic "Effect Technique".

Hope I answered your question.

- Danny
May 05, 2008 07:45 PM
brockl
Fantastic name of the bowling alley. I'd bowl there.

Keep up the great work Dan. Really looking forward to the beta
May 07, 2008 02:31 AM
ndatxcod
"The biggest balls in town" [grin]

One thing I've noticed about this game is that the textures are REALLY FUCKING HIGH RES man!. I hope you can manually adjust all the details of the game through an accessible "options" menu otherwise only a few hundred people in the whole world will be able to play your game! (excluding me of course) [grin] If history has shown us anything, it's that the top most selling games in the PC arena didn't have the best graphics in town. Which leads me to my next question, how much disk space will be required to play the game ? I suspect it will take "quite" a bit of space due to the amount of high res textures.

Cheers
May 09, 2008 08:14 PM
dgreen02
Ah...well think of it this way: you can always scale down, you can't scale up ;-) There are 5 texture levels of detail in the game.

I've got GBs of texture data about 5GB atm, and a texture caching/lod system is crucial :-) Especially with the characters/vehicles/weapons/objects...I have my character's high speced at 2048x2048 textures [ color+alpha,specular,normal+special value packed into alpha ]...it's like 50+MB of texture data per character ;-O

Of course my triple SLI w/2+GB of video ram and 8GB RAM on 64-bit XP will give some nice screenshots :-O

- Danny
May 09, 2008 11:05 PM
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