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Sewer Rats

3D Studio Max Science Fiction posted on Aug 17, 2007
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Description


I'm not a big game player, but I love game art. So every now and then I have to do art from a non existent game. Plus I haven't done anything dark for a while. And I don't think I've ever done anything with brown as the primary color. The scenario. A soldier has to make his way through sewers on an alien planet. The sewer water is toxic. You have to think about that water. The cans in the back right would explode if you shot them. The water might or might not catch on fire. Either way it wouldn't be pleasant. Those orange bits are especially nasty. The symbol on the back wall made sense to me. Shrug. Multiple lights, supersampling, 14 hours to render, all textures made in Max and Photoshop. I make a lot of textures in Max, using blend and multiblend and blend masks to combine photos, rendering them out to 1200 X 1200 bitmaps then working on them in Photoshop. It's a trick that works well and I still have a lot of exploring to do with it. There's a lot of postwork on this, not to fix anything, but because there were details I wanted to bring out more clearly. There's one cheat. I added an extra light just to illuminate the rat. With the lighting set up as it was, he showed up only as a dark shadow. But I worked so hard on the textures for him I couldn't stand him not showing at least a little, so I cheated. I love that rat. The shadow under the rat is actually a dark spot in the texture of the walkway. I just cleverly placed the rat directly on top of it. I wanted to put a snail on one of the walls. I had the shell but couldn't manage to model the snail. Oh well. There are no caustics. I looked at a lot of images of sewers for reference. Not a single one of them had caustics, so I don't either. My only complaint with it is that the water seems to end at the back grate, but in the scene it doesn't. It extends further into another tunnel. But there are no lights there, so it doesn't show. In reality, this would never work in a game engine. Way too high poly. But, then, I'd rather design game scenarios than actually make the games. Way more fun. And since I don't really play games very often, I'd be hopeless at actually building them.

Comments (3)


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Dann-O

11:04PM | Fri, 17 August 2007

Looks like the sears underneath Vivec in Morrowind.

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shadownet

11:50PM | Fri, 17 August 2007

Talk about bio hazards galore! Excellent game scene!

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nootz

2:40AM | Sat, 18 August 2007

Thats one fat rat, what an excellent place for him to scurry about. The back wall logo .. what is that? excellent image!


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