Unearthly Challenge 2009 | TheThing (3)
by Apparatus · 10/24/2009 (7:26 pm) · 3 comments
Hello developers,
Work on The Thing progressed a wee bit since the last post. And, might I add, it moves more and more away from the unavoidable association with the movie / game. I was worried for a second there :)
I remapped some of the UV work so that the more visible areas of the scene have more estate in the texture space, did some work on the walls textures and also on the floor. By all means, the floor is gonna go, hopefully tonight because it isn't at all inspiring for me. I am looking for something else. As you can see from the following shots, it doesn't really kick visually so I need to work on it.

A second pass on the floor texture was a bit closer but is still not what I am looking for. Looks pretty good with the baked lights on the texture but I am not happy with the results.

The good news is that the base mesh still keeps a low profile at just 2115 triangles. Since I will probably add more details to the floor, I believe the final polycount for the base mesh will be just fine, floating at around (or less) 4000 triangles. The props in the scene shouldn't exceede this number either so the entire scene should be able to run smooth on just about any configuration. The limit on the textures also helps to keep the entire scene at a very optimized level, so we're good here as well.

On another note, I've been testing some stuff in Torque and not sure if I will implement that or not, but the thing is, and it has to be mentioned, Torque just works; and it's not me knowing torque for that long, it is strikingly working great from prototype onwards serious editing. Cudos, developers.
Thanks for reading and please feel free to comment,
Apparatus
Work on The Thing progressed a wee bit since the last post. And, might I add, it moves more and more away from the unavoidable association with the movie / game. I was worried for a second there :)
I remapped some of the UV work so that the more visible areas of the scene have more estate in the texture space, did some work on the walls textures and also on the floor. By all means, the floor is gonna go, hopefully tonight because it isn't at all inspiring for me. I am looking for something else. As you can see from the following shots, it doesn't really kick visually so I need to work on it.

A second pass on the floor texture was a bit closer but is still not what I am looking for. Looks pretty good with the baked lights on the texture but I am not happy with the results.

The good news is that the base mesh still keeps a low profile at just 2115 triangles. Since I will probably add more details to the floor, I believe the final polycount for the base mesh will be just fine, floating at around (or less) 4000 triangles. The props in the scene shouldn't exceede this number either so the entire scene should be able to run smooth on just about any configuration. The limit on the textures also helps to keep the entire scene at a very optimized level, so we're good here as well.

On another note, I've been testing some stuff in Torque and not sure if I will implement that or not, but the thing is, and it has to be mentioned, Torque just works; and it's not me knowing torque for that long, it is strikingly working great from prototype onwards serious editing. Cudos, developers.
Thanks for reading and please feel free to comment,
Apparatus
About the author
Tarakibu Studio

Torque Owner CSMP
MP Studios