View Full Version : PSP Environment - Harsh Crits Welcome!
Razorb
11-18-2007, 08:20 AM
Hey all! my first post here! i think heh anyways im modeling an environment for a university project! actually the whole project is the design of a game! .. writing a design doc and so on... but yea.. here is the first 3d thing ive made for it ! its the start of the first level and well there will be a large warehouse and rooms n upstairs and so on... so i just wanna make sure im goin about it in the right way! its quite hard finding psp game specs ya see..
anyways onto the pics ! its unfinished btw! lots more to come.. like the door texture and rooms and roboooots n stuffs
just trying to get it looking nicer n such for when i present mock up ingame screenshots.
http://i3.photobucket.com/albums/y69/Razorb/Beautyrender.jpg
just screengrabs from max
http://i3.photobucket.com/albums/y69/Razorb/Flats1.jpg
and some wires!
http://i3.photobucket.com/albums/y69/Razorb/Wireflat1.jpg
http://i3.photobucket.com/albums/y69/Razorb/Wireflat2.jpg
yea there is a white layer underneath the floor suppost to represent where the light is coming from n that ;O maybe i overdid it ! i dont know heh
Like i said before crits are super welcome! infact im here to learn... jus wanna get better in my 3d work and texturing.
Kwakkie
11-18-2007, 08:48 AM
It looks ok, but a bit bland sofar. You should add more depth and diversity to the walls. I dont think most PSP engines can work with lighting like that. You should vertex paint the shadows/lights/colours manually to fake lighting in your scene, or you can fake the lighting on your textures.
Here are some tutorials that might help if you want to vertex paint your stuff: http://www.urgaffel.com/tutorials/vptut/index.html
http://www.fred-hsu.com/there/developer/vertex_shading/index.html
Good luck!
Razorb
11-18-2007, 08:53 AM
Thanks Kwakkie ! really needed a tutorial on vertex lighting actually :D nice timing hehe but as far as the lighting goes.. ive just got a pdf on psp game dev and they can use point, spot and ambient lighting.. and as far as textures go diffuse and specular ! oh and alpha heh and thats all im using there.. point lights and a diffuse and specular map on the textures ;o
TryForce
11-18-2007, 03:00 PM
Looking good there Razorb.
I actually dont any crits on it as it looks clean and good , what more then enough to say you did very well.
but maybe try to show us some "more" then that. Like more a Room+paths (spezial would be with an object inside of them like that door for example)
Though its just my personal thing, i dont like seeing something where you could have done more. Sorry if i sound harsh on it what i dont mean to, i just dont know how much effort you putted onto it.
Anyway keep it up please. will we see more?
Razorb
11-18-2007, 09:00 PM
TryForce thanks mate ! but yea absolutely ! that door there will go into a small control room.. and the exit near it.. that is going into a big warehouse where i will be putting a big robot in there and stuffs ! its all for my psp game thing and ive only juuust started! im a 2d artist not 3d heh :o well wannabeee anyways heh !
so yea to answer ur question i will be putting alot more in here! thanks
GutsandBolts
11-18-2007, 11:43 PM
regardless of the capability of the psp it would be vastly more efficient and applicable to vertex light the level. it looks like a good start but needs to be filled up, pipes, vents, broken pieces displaced panels to start with.
Matroskin
11-19-2007, 09:14 AM
nice start man.
Yes, I agree that vertex paint IS the way to do, cause even on PS2 dynamic lighting was rare and with only a couple of lights at a time. I didnt see any psp game with dynamic lights affecting the level geometry.
Walls and floor look neat. Since u asked for harsh :), sorry, but it also looks boring. I guess that straight standart corridor right from the game start is not so good solution, espacially if u r studying game design. U could think of something that might capture the player right away. E.g. a large open space in front, a vehicle etc. No offend, just giving my suggestions.
I strongly suggest to check out this book:
http://www.lulu.com/content/545217 - an awesome helper.
Btw, could u tell where u got the psp pdf, I`d love to check it out as well ;)
a good start, looking forward to more. you could possibly bake that lighting into your textures in max? the lights are placed quite uniformly so I dont see why not?
Matroskin
11-19-2007, 09:58 AM
good suggestion Ged. That might work visually good. However, these texture look generic, so probably with baked lights they wont be usable in a diferent situation.
What can be done is also addidng extra vertexes/edges to get more accurate lighting.
brome
11-20-2007, 03:24 PM
Definitely a good start, if a bit too early to critique fully. One thing I can say is this would be vertex lit (mentioned already), and thus your long hallways would need to be sub-divided more and not just one long plane like you have there.
Some people already mentioned that at this stage its a bit 'boring'. But that's to be expected when it's just a wall, floor, and door. Once you fill this scene out with a proper set dressing pass you'll be golden.
Good one on yah man, this'll look decent when it's finished.
cookepuss
11-20-2007, 03:46 PM
It looks ok, but a bit bland sofar. You should add more depth and diversity to the walls.
True. He doesn't want to overdo it though. Remember, there will be props, characters, and FX in there. Too much detail and it'll look cluttered. A bit of variation never hurts. Just not too much.
I dont think most PSP engines can work with lighting like that.
It all depends on the game. PC games were doing stuff like that when they weren't supposed to be able to either.
sorry, but it also looks boring.
See, that's what I don't get. Imagine stripping out the props, characters, and lights from your favorite games. Some of them might seem as vanilla. I'm not saying that he doesn't need to add some more pizazz and variety to the environment, but what he has isn't so much boring and bland as it is a nice, simple foundation. It's pretty basic to be sure, but I've seen far worse on the PSP.
Good start, Razorb. I'm all in favor of more detail too, but what you have here is something pretty solid. Keep it up.
Definitely a good start, if a bit too early to critique fully.
Certainly where I stand on this. I probably wouldn't have said anything if I hadn't seen the bland and boring remarks. Everything looks bland and boring when it's only a fraction complete and unpopulated.
I'm looking forward to seeing where he takes it next.
Razorb
11-20-2007, 05:50 PM
GutsandBolts: Yea will definetly give it a shot ! need to learn vertex lighting even if i wont use it :D thanks ! oh and yea more detail will be on its way after i get the basics done first! few boxes n texture differences and yea soon soon!
Matroskin: yea its not the start of the map ! heh the start is a medium sized room with pillars n so on heh oh and as far as that pdf is concerned i think this should be the link ( http://www.technology.scee.net/files/presentations/PSP/IntroductionToPSPDevelopment.pdf )! if not just slap IntroductionToPSPDevelopment in google and u should get it
! oh and big thanks for the link ! might get myself that :D need to count the funds heh
Ged: yea nice idea ! might do that not totally sure on how to at the min but sure i can figure it out ! still very very new to modeling and texturing ya see ;O!
brome: thanks man! u dont have and "good" examples of a nicely vertex lit level anywhere do ya? ive only seen 1 or 2 and they looked pretty bad :(
cookepuss: Yea as for the lighting ! ive seen alot of psp games with real nice lighting ! like Gun and metal gear acid n so on! gun even has some sorta bloom goin on ! thanks mate am glad u think its ok !
and yea thanks alot it does look boring! heh will be populating that very soooooon heh ! next update that i will show will be nicer for crits ! and need it more :) will work on the main hangar next! and show u that as sooon as ive done :)
Just wanna say a big thanks to everyone that comments and gives there opinions and helps in one way or another!!
Im also working on another environment at the minute ! but its more geared towards current gen! say gears of war or something like that in terms of polycount and textures n so on... its a rundown broken church heh might posts that too soon.
And also here is the plan for the level that i will be modeling .. there is also a lower level and thats the one with the entrance ! this is just a quick 5 min thing i did ! heh nothin quality :)
http://i3.photobucket.com/albums/y69/Razorb/AF-LevelPlan.jpg
zabuza2k
11-21-2007, 12:59 PM
wow i like it its a lil bit metal gear style^^
_tdc_
11-21-2007, 01:21 PM
Fucking love it. The lighting especially. Looks like an important place, like a secret base or some kind of military base. Love how you applied some blur for depth of view in some of the images. Only crit is in some shots, the yellow (and grey) parts of the wall seems too "grainy" in the light like too much noise in the spec map or something. That's about it. Looking great. Keep it up.
Matroskin
11-21-2007, 10:01 PM
yep, I guess u r right guys. My opinion probably was given too early, let's wait how it shapes up.
Now with floor plan it has much more sense btw
And thanks for psp doc, Razorb , that is really cool stuff!
Rasmus Holmgren
11-22-2007, 08:47 PM
I like the style, interesting to see how it turns out. Keep it up.
Satya
12-01-2007, 12:23 PM
Yeah, I thought it was for a metal gear series for the PSP, great work!
But I think if the white lines on the floor is light source, the beam should go evenly graduated on the wall, right? Not in points like those omni lights. I think you should change that white lines with texture of little lights along the line, than you can bake the light cast on to your texture or just use vertex lights.
Keep it up!
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