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Tema: The Making of Burly Brawl Scene

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    The Making of Burly Brawl Scene

    The Maquíng of Burly Brawl Scene
    by Mike Pan







    Introduction
    The decision to re-create the infamous Burly Brawl arena, from the movie Matrix Reloaded, came when I was tinkering with the idea of exploring and show-casing the possibilities of the Blender 2.42a game engine. But, to call the finished project a game is rather euphemistic. By the end of the project, all I had was an empty arena waiting to be filled with action. Nevertheless, it shows how easy it is to create a very realistic-looking 'game map' that runs at more than 100 fps (frame per second) in the Blender Game Engine.

    By watching the DVD fight scene, and looking up images on the net, I gained a pretty good idea of EXACTLY how the arena looks. The modeling was very straightforward, a few simple cubes here and there, combined with some extrusión and resizing, the arena quickly materialized. Since the viewer(camera) will only be limited to the ground of the courtyard, there is no point in modeling the 'other' side of the buildings where it won't ever be seen. This is done in order to save development time and improve the performance of the game.



    The high-rises are created using the new Array Modifier in Blender 2.42 and it allows quik duplication and extrusión required to create the many floors of a building.



    The trees are generated by the wonderful Gen3 script, I disabled the generation of leaves to give the scene a more deserted feeling.



    The finished scene, with no textures attached. Notice the presence of many seemingly orphaned polygons. They are, in fact, building walls waiting to be textured.



    Texturing is done by enabling the "Show Blender Material" option from the "Game" menú. This allows the artist to use an enhanced versión of the real-time material system, featuring multi-texture blending, vertex lighting and even GLSL support. Using the staircase as an example, the first layer is a stone-like image texture, while the second layer is 'overlayed' on top of the first layer of texture. The purpose of the second layer is to create a more varied appearance, breaquíng up the obvious patterns of repetition of the first layer.



    The actual building textures came from the free texture site [www.mayang.com/textures]. For the ground of the courtyard, I added a 'shadow' layer which consists of a pre-rendered ambient-occlusion map. This adds a realistic looking software shadow to the ground texture, which ties the scene together nicely.



    Mike 'mpan3' Pan (mpan3.homeip.net)





    Mike Pan (aka mpan3)
    I am 17 years old and have been using Blender for just over 4 years. As a self-taught graphics artist, I do most of my modeling, stills, animations and game creation in Blender. I alos have a passion for realtime graphics and photography.

    www.blenderart.org
    Miniaturas adjuntadas Miniaturas adjuntadas The Making of Burly Brawl Scene-img8.jpg   The Making of Burly Brawl Scene-img1.jpg   The Making of Burly Brawl Scene-img2.jpg   The Making of Burly Brawl Scene-img3.jpg  

    The Making of Burly Brawl Scene-img4.jpg   The Making of Burly Brawl Scene-img5.jpg   The Making of Burly Brawl Scene-img6.jpg   The Making of Burly Brawl Scene-img7.jpg  

    The Making of Burly Brawl Scene-img9.jpg  
    Si vas a subir un trabajo al foro, hazlo adjuntando la imagen, archivo, vídeo o lo que sea, no publicando enlaces de otros sitios. http://www.foro3d.com/f45/forma-correcta-de-insertar-imagenes-y-archivos-en-nuestro-mensaje-98930.html

    |Agradecer cuando alguien te ayuda es de ser agradecido|

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