210 18th St Apt#4
Huntington Beach, CA 92648
United States
ph: (609)-384-6283
ben
While at VXFS I was working faster than they could give me stuff, so one of the projects they gave me was to do build a medical bay and do all the detail work for it, with the exception of the textures. We had three guys who all they did was textures. The concept art we got from Davi was always interesting to build. So the medical beds, scanner units, the doors, are pretty much the assets that QA approved minus the textures. I did not do the original textures so I did not have a copy of them
Since I decided to re-do the textures I'm going to post the assets untextured and an updated version, as if it were going to go into an existing engine. I figure I can waste two or three days per asset group, if nothing else to keep up my skills.
UPDATE: Sunday Wire Frame, Flat Shader, Textured and Render




Here is a quick work in progress of the medical bay I started updating thursday.

As you can see the scanner units only have the normal maps applied, the doors have a new texture I hand painted. The image below is the screen grab from Maya showing the wireframe.The entire medical scanner unit and floating robot is 210 faces and moves.

The doors are 11 faces and 15 faces from left to right. I plan a few more changes as the entire scene when VXFS had it was 411 polygons. They intended to duplicate the 210 polygon scanner unit and 57 polygon chest six time around for around 1800 polygons.




which is really empty looking, where as my update which is at 2222 or the cost of one more scanner unit roughly has far more detail. I going to add a center isle of equipment, throw in a glucose bag or two and it will still be under 3K. I still need to add the strike plate texture to the entry way, and the texures for the displays. The other two things are the floor needs tiles, either as a normal map or as congolium texture + bump map, and I need to go back through and paint occlusion into the textures when everything is done.
Details about Asset #
I worked for VXFS from sept 08 a month after I graduated to Christmas. I should have spilt when the CEO ran with most of the money the investors had given the company around thanksgiving. Several people did at that point. They told us they had money for six months to prove that they could make money.
The MMO assets I had been working on since I started there were mothballed. After we got back from the week off we had for the Christmas holidays, half the company was bought into the managements' office and told that the company did not exist anymore. Several people who had been with the company the longest and all the assets were transfer over to a new company as they did not have enough money to pay everyone. Since one of my buddies is still there they have changed names twice since and shopped the cart game around to anyone willing to look at it.
I was not going to put any of the stuff I did there as anything I built was done rezed no matter the poly count, would get rejected by QA and generally then we would use the first one I built. Toward the end I just saved a good copy added extra loops in to give ryan something to take out, which was kinda scary that it worked. As a result I have a lot of the assets from when I working because I was saving them on my drive for convenience.
What I don't have are the final textures. I have the normal maps I did and some that others did, because I would end up having to fix the cages to suit the normal maps often to put edges back in that normal maps needed to display correctly. Some of the stuff like the crates, barrels and what not I may put up as part of something but for the most part I don't really think there is anything special in making fifteen types of crates and four or five type of barrels. What I did like was some of the rooms, buildings, and other miscellaneous stuff, where I built the low resolution cage and the high resolution mesh for the details.
I talked to Mike and Danial and they said I could use anything from the MMO assets I built for my reel and webpage as long as it said property of syngames, the twist is the company is under a third or forth name now so I'm not exactly sure what I'm supposed to put up here as a result.
It took me a while to find which hard drive actually had usable assets on it. So as I go through the stuff I did I'm cleaning it up and putting it up here. I'm going to put a screen shot of what was done for them, as it was limited by their engine that did not cull non-visible objects, and a version where I went through and added in minor details and new textures, while keeping it very low resolution to take advantage of way the normal maps where used to limit the polygons needing to be drawn. Having done some work modding before in a couple different engines, I still think that most have more problems with doubling the amount of texture memory than with drawing a few hundred more polygons.It is cool to be able to take a couple thousand polygon door and use it to make a five poly door look really good.
210 18th St Apt#4
Huntington Beach, CA 92648
United States
ph: (609)-384-6283
ben