Thursday update #04 - First bit of texture work on Javelin
by Weston Tracy · 06/03/2011 (12:56 pm) · 7 comments
The last couple of weeks I have been working on texturing a piece of Javelin (the new Metal Drift deck). I started with the most common piece, the bumper. It is also the part of the deck you will be driving around and looking at the most. I am borrowing more heavily from international speedways for this texture set, in an effort to make it feel more plausible. I am also experimenting with a new lighting technique.
Here is what I have so far:

I am sure I will tweak this here and there, but this is generally what the final product should look like. Here is a fly through of it in-game:
This is of course using Torque! :)
Please ignore the sky and, well, everything beside the bumper. More on the way.
-W
Here is what I have so far:

I am sure I will tweak this here and there, but this is generally what the final product should look like. Here is a fly through of it in-game:
This is of course using Torque! :)
Please ignore the sky and, well, everything beside the bumper. More on the way.
-W
About the author
Game artist. Lover of pixels. Co-Owner and Artist for www.blackjacketgames.com
#2
06/03/2011 (2:00 pm)
Looks great!
#3
06/03/2011 (3:03 pm)
That is so cool ... more info on the texture sizes and UVmaps would be interesting. :)
#4
Texture size is about 1024x1280 for the bunker. 512x512 for the ground.
06/03/2011 (4:11 pm)
Thanks for the comments.Texture size is about 1024x1280 for the bunker. 512x512 for the ground.
#5
06/03/2011 (6:36 pm)
now thats schexy !
#6
Really great looking stuff!
06/04/2011 (9:44 am)
Care to share any insight on the "experimenting with a new lighting technique" part?Really great looking stuff!
#7
On our previous levels we used Giles for our light map creations.
For this set I'm generating the light maps directly in 3D Studio. I'm also using a symmetrical 4 directional light set up so I can mirror the light maps. This allows for less work, and 4x higher res maps.
The approach is only possible in a contained arena that's mirrored.
06/04/2011 (3:41 pm)
@Henri On our previous levels we used Giles for our light map creations.
For this set I'm generating the light maps directly in 3D Studio. I'm also using a symmetrical 4 directional light set up so I can mirror the light maps. This allows for less work, and 4x higher res maps.
The approach is only possible in a contained arena that's mirrored.

Torque Owner Jules
Something2Play