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Deep Drill Co. - Work in progress


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Thx teppe :)

How does an oil company looks without oil pumps? Weird I would say :P

Made this today and if there is time I might animate it.

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Great work Zeko. As far as im aware though oil pumps like that were used on small spongy oil fields where bunches of them were needed because horizontal drilling was impossible. Think about modern day oil rig and how they pump oil now.

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Nice work Zeko! Cool to see some of the old schools are still in the game and your doing way better progress then I'm nowadays due to work. Impressive that your making the textures aswell. If you haven't tested it yet, I can recommend mudbox for some texturing. Works great! :)

When it comes to the environment, why don't you do something a bit unusual like an autumn setting with yellow/orange leafs on the trees or maybe a dense old forest? Just throwing out some ideas! :)

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Nice work Zeko! Cool to see some of the old schools are still in the game.

I was excited to see your name come up as well lol. Hope a couple OGR modders come lurking time to time and get back into it :P

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Thx for the kind words guys :)

@pro: didn't even know that about pumps hehe and I sure don't know how they pump it these days. I'll stick with this design because it looks cool (my model looks bad hehe).

@Biro: I still love this game and it's too bad they don't make games like this. If they would only update the game engine that it could handle normal and specular maps and some other "modern" features...And don't be modest lol. Your work with Farm for GRAW2 is impressive! Also good idea about autumn version. We only saw green stuff so far ;)

Mudbox is on my list to try it out. From what I saw, it's very good for texturing yeah.

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Thank you all. Tonight I will try a next generation games modeling, design on a grid or modular design.

Will post render here.

Edited by Zeko
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So I tested the modular workflow and so far I'm impressed by it. Takes some practice and good planning but result is nice. The idea is to make all pieces separate. So door, window, pillar and trim is each it's own piece. And then you just assemble them into structure like lego bricks. If done right, the pieces easily snaps together and you quickly have building done.

Nevermind the crapy textures on these renders because it was just a test. I used a 2048x2048 texture I made for this test but even with 1024x1024 you would get nice result. With traditional UVW unwrapping and hand painting texture, you would hardly get the same amount of detail.

To break up the tiling and to make variations, you can add stuff like pipes, electrical boxes, air conditioners etc...

It took me less than 5 minutes to make both buildings once I had all pieces done :<img src=:'>

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post-2098-0-24765000-1354502901_thumb.jp

Sorry for offtopic but I had to share. Now back to map making ;)

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I made a new building with my new workflow and this building will make it to the map. I made new textures and modular pieces that I'm happy with it. Building wont have interiors but I will make stairs so you will be able to go to the roof. Gotta give something to the sniper's guild ;)

It still needs some small details to make it more live.

Comments or critiques are welcome as always :)

Click on picture for bigger view...

post-2098-0-89943400-1354576032_thumb.jp

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Today I have small props on the menu. Took some break from buildings and started on small objects to fill the area around and inside buildings. Will try to make as many as possible. This is just a start...

As always, click on picture for bigger view ;)

post-2098-0-37949500-1354652585_thumb.jp

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Beside some smaller issues in texture and probably scale, I call this pump finally done. Will add some piping to it and other small props. Animation of this is really last on my list but I will try it. I didn't touch animation much in 3dsm so I wont promise anything.

Also the pump is so rusted that I doubt it will move. WD-40 anyone? :P

I hope You like it....

post-2098-0-81978600-1354762248_thumb.jp

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Looking good Z! There's some serious modeling (and textureing) going on with some of the participants.

Nice pumpjack. To bad you're not sure on animating it though! It's just one pivot! Besides that, it'll be great for adding that typical pumpjack-sound. A couple of those bouncing back and forth would easily be your map's eyecatcher.

Just like Prozac's Tiling-idea, I like your idea on making the buildings modular. It'll need some extra detail-modules to make them stand out against one another, I guess?

Overall, great start!

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Thx for the comments dee! Means a lot to me to hear your input :)

I'm looking into rigging the pump with ik solvers but i'm lost with it hehe. I know it's a simple rigg in max but i'm missing something out. I could do it traditionally but i need to learn rigging anyway.

Yeah i like the modular idea as well. With 2-3 textures one could really make lots of variations. I took the concept on cgtalk from Stefan Morrell which is one hell of an artist in polygon world.

Anyway, that pump will get life! :P

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Stefan Morrell

Learning from the best Zeko. He also worked on OE2 for a while. I learned a thing or two from him. Although I seem to be following Sonedecker and Serellans ideas a bit more these days.

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