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September 23, 2009
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elevator by strangelet elevator by strangelet
These Work In Progress shots are from the development of the Blue Omega/Codemasters game Damnation.

all work here was commissioned from myself by LiquidDevelopment on behalf of their clients. (see gallery notes)
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:icondrskytower:
drskytower Sep 24, 2009  Hobbyist Digital Artist
Damnation... is that the game where you're a cowboy and you can climb up and down stuff? These are very nice renders.
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:iconsenor-freebie:
senor-freebie Sep 23, 2009  Professional Digital Artist
Fantastic work! Is that a normal map on the wire mesh? If so props! Did you have to make custom Mipmaps for the wire mesh?
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:iconstrangelet:
strangelet Sep 24, 2009  Professional Digital Artist
mips were not my problem, i wasnt importing any of these, but youre right, they would have had to do custom mips. looks nice ingame.
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:iconsenor-freebie:
senor-freebie Sep 24, 2009  Professional Digital Artist
Sweet ... thats the important thing. Did you get a copy of the game for your efforts? As well as food etc. :P
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:iconbrentogara:
BrentOGara Sep 23, 2009  Hobbyist Digital Artist
The modeling is very good, but the textures are awesome! This is the kind of stuff I'd like to do, but don't have the patience for. Did you model the bolts and chain, then convert them to textures, or were they always textures to begin with? And the rust, do you have a lot of rust textures you use, or do you paint the rust in for each situation? Like on the floor of the elevator, are the grooves and channels modeled or a normal/displacement map, and if they are modeled, will they be mapped in engine, or will they just have a really high polycount? Also, your textures look very high resolution, will the engine support this resolution or will it have to be reduced?

Wow, I had a lot more questions than I thought. Great work here, I love it.
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:iconstrangelet:
strangelet Sep 24, 2009  Professional Digital Artist
i work pretty oldschool. i handmade a bumpmap of the plain, clean bolts, then worked the rust in and around them, overlaying some of it into the bumpmap. its important not to just rely on grayscaling phototextures for bump maps - i always manually build important details.

the wire mesh is a model rendered with a *normalmap* shader on it, a cheap way of getting normals from geom. the grooves in the floor are simply heightmap work, using layer fx (black inner glow with a round contour) on simple shapes in photoshop.
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:iconbrentogara:
BrentOGara Sep 24, 2009  Hobbyist Digital Artist
That IS oldschool! It is obviously worth the time and effort though, it looks very nice. I usually do rely on greyscale images (and highpass filter) to make my bumpmaps, although I have made bump and specular maps from hand in the past... if I really had to.

I usually have the NVIDIA Photoshop tool make my normals, or I get XSI's Ultimapper to compute them from a target mesh and a highpoly version of the same mesh... I had not considered using an actual normalmap shader... perhaps the software I am using does not have it.

Using layer effects to produce the grooves on the floor is very clever... I will have to try that myself.

Thanks for the detailed reply!
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:iconstrangelet:
strangelet Sep 25, 2009  Professional Digital Artist
try xnormal
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:iconbrentogara:
BrentOGara Sep 25, 2009  Hobbyist Digital Artist
I will, thanks.
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