Mrs_Doublefire

Name: Mrs_Doublefire
Joined On: May 13, 2005
Maintag: Mrs Doublefire
Age: 32
Occupation: Artist, formerly at Bungie Studios
Location: Goodyear, AZ
Currently: Offline
Last seen: 1/2/09

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That's So Wastefull!

It's a desert waste land! That's probably why the internal name for The Ark was known as Waste. My biggest task for this level was all of the terrain work. When I got this assignment, all of the level design and major modelling had been done. My job was to smooth out any major jagginess, sepparate out parts and remodel if necessary to hide texture seems, UV unwrap all the texture coordinates and do initial shader work. Additionally, I did the same for all of the individual boulders. In the images below, I used the debug tools to remove as much of the non level BSP clutter as I did not do those things. You will also notice some bareroot trees and Forerunner architecture. I didn't work on that. Just the terrain.

Durring the Polish phase I revisited this map on a few occasions to fix, tweak, or completely replace a few objects. I don't currently have images of that work as I really just, minorly, contributed to them. Later on I may just do some game screenshots to include and explain. For now though, we will leave Waste alone.



Posted by Mrs_Doublefire on Wed Oct 17, 2007 @ 4:29 pm EDT | 4 Comments
when you get the assignment to model something from scratch, like the turret you posted in a previous blog...do you have to keep track of how many polygons the model is? Or is there a limit of polygons per model?

Or do you make it with as many polys as possible and then you scale it back as necessary?

Great stuff man.

Posted by Gatsu on Wed Oct 17, 2007 @ 4:38 pm EDT

Another exciting installment! Thank you so much for sharing once again!

Posted by Flapjaxx on Wed Oct 17, 2007 @ 4:40 pm EDT

The production staff had laid out a rough guidline for every object to be made. Each object was categorized by a letter and that letter had a set of guidelines associated with it. Included in that list were texture sizes and polygon counts as well as other information. Sometimes though, we were able to go above and beyond those recomendations depending on if the original assessment was wrong or how important the object was to the game.

Posted by Mrs_Doublefire on Wed Oct 17, 2007 @ 4:47 pm EDT

H3 is a beautiful game,imo. This kinda info. always makes us me more appreciative of the efforts/time put in by the folk that put their heart into it.

Posted by OldManRiver48 on Wed Oct 17, 2007 @ 9:56 pm EDT

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