View Full Version : LowPoly Building for shoot them up game
daghen
05-29-2007, 12:21 AM
Hi everybody this my first post here ...I should maybe start with more interesting stuff but this is waht i'm working on actually so...
well it's more texturing work than modelling ( I master the cube extrude modelling:lucky: )...
so here the first four building i made the 3 first one have a 512*512 texture then i try to progress on that for the last one and go to 256*
this game is programmed on blitz engine it is very low generation 3d type game but it's a solid engine anyway..
here the building..
http://img502.imageshack.us/img502/8628/b1pg9.jpg
http://img501.imageshack.us/img501/7291/b2dd3.jpg
http://img172.imageshack.us/img172/1920/b3sy3.jpg
http://img517.imageshack.us/img517/3918/build4in9.jpg
i post some shot of the actual world editor for the game ...the city generated are random each time ..we don't paln about light mapping anyway as it will be a bit hard to figure out due to the way world are generated..
http://img516.imageshack.us/img516/7586/cityeditorza7.jpg
thanks for looking and of course any feedback is welcome
daghen
05-29-2007, 05:08 AM
just finished another one ...
http://img510.imageshack.us/img510/3498/build5webwq9.jpg (http://imageshack.us)
and anotehr one
http://img508.imageshack.us/img508/7497/build6webtn3.jpg (http://imageshack.us)
I'm really impressed by the world editor, looks like you would have nice big maps to play on. what scale are players, normal human or godzilla-sized?
hm, if you're reducing to 256x256 maps for the entire building, I would assume you play as godzilla-sized or else you would be staring at giant pixels. I was going to suggest that you need to have more details, but if I have guessed right about the gameplay scale, I would say these would fit the bill nicely! :)
daghen
05-29-2007, 11:15 PM
thanks keo for reply ..yes you're right it's a godzilla scale game the in game view will be mainly over the top of the city
and a new one ...
http://img166.imageshack.us/img166/4641/build7webtt4.jpg (http://imageshack.us)
finished one more ...
http://img267.imageshack.us/img267/3450/b8webvc8.jpg (http://imageshack.us)
daghen
06-11-2007, 11:19 PM
hi
just start to remake some low poly vilain ship for the game..based on this rough sketch sheet...
http://img209.imageshack.us/img209/1700/shipconceptsheetwz9.jpg
some ship and a boss...
http://img214.imageshack.us/img214/6325/fiveshipsheetoneer6.jpg
http://img505.imageshack.us/img505/4236/bosscompletecm4.jpg
see you !!
Antimagic
06-12-2007, 12:23 AM
I was wondering why the texture sheets were so small until you confirmed Godzilla would be marching through your game. This explains why the bases of the buildings have no doors or anything. How will you do the cars? Animated alpha planes? I don't think models would actually be needed if you are looking at everything from the top.
the latest ship you made looks a little strange. It's sort of a cross between an organic ship and a human made metal ship. I think the problem is with its back thrusters. The standard 1990's shuttle look ain't helping them. What if you just put a big ball or lump on it's back and made it show flat surfaced lights (sort of like an light propulsion system) instead of having a jet exhaust?
looking forward to seeing more. I think everything will come together nicely when you add the environment map for the city background. Keep us posted:thumb:
Marcus Dublin
06-12-2007, 07:04 AM
This sounds like a really cool project, I love shoot em ups or "shmup" for short! Is this going to be in the style of say Raystorm, or Ray Crisis and how many people are you working with to build this or are you going in at it alone. I'm really looking forward to seeing how this progresses due to the nature of the project so I wish you all the best.
Marcus
PS: Cool alien ship design!:thumb:
to bad you did a city in straight blocks.. I would have loved to see a more organic city layout
daghen
06-18-2007, 09:09 AM
hi all and thanks for reply
i just finished to model the serie of alien ship 23 in total ...
here some screen...
http://img296.imageshack.us/img296/8625/alienarmadamodcompletetsm2.jpg (http://imageshack.us)
http://img503.imageshack.us/img503/2139/alienarmadamodcompleteln9.jpg (http://imageshack.us)
Evil ..well actually building are this way ..still we have to think about doing variant and things like this ..hope we could find nice balance anyway..
here a quick edit just finished the fighter too...so have to do the boss now
http://img514.imageshack.us/img514/2027/fighterallcompletean6.jpg (http://imageshack.us)
http://img407.imageshack.us/img407/7388/fighteralltopkg3.jpg (http://imageshack.us)
to bad you did a city in straight blocks.. I would have loved to see a more organic city layout
Ah yeah, i didn't notice that... It's fairly normal for portions of a planned city to be on a standard grid and then sprawl once you get towards the more residential sections.
Something to mix it up without making any alterations to the way your world engine generates the maps: have multiple smaller buildings sharing a city block as a single model that can be selected by the software.
I do think that the geometry of the ships is a good choice, no right angles makes for a nice contrast with the rectangular buildings on the ground.
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