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UrtJumpers - CMM Jump mapping - Progress report

Everything relating to mapping competitions
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johnnyenglish
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UrtJumpers - CMM Jump mapping - Progress report

Postby johnnyenglish » Sat Jan 21, 2012 5:32 am

Some of you will be aware that there is a jump mapping contest going on at the moment, the urtjumpers site is alive with chat about it.

As I've entered as a non-competing entrant I've decided to post my progress here on the CMM forum for those who dont visit the urtjumpers site (you should, they dont bite).

Anyway, contest began sometime early Thursday 19th when the theme of the competition was announced as MOVIES

I chose Pirates of the Carribean which I regretted initially, wish I'd been able to have Star Wars.

I started out building assets I thought I'd need, I made a spawn block

spawnblock.png


As this is my theme :

pirates_of_the_caribbean_2006_dead_mans_chest-wallpaper-1920x1200.jpg


I started to make as many models as I could think of

skull.png


I've also made barrels, laterns, ropes and a small sandy island. I still need to make 20 more models for decoration and I'll make these over the next 5 weeks.

I've raided Raynes texture pack for textures and have started looking for wood and plank textures. By the end of the first day I'd completed a spawnroom and had tested it with 32 bots.



Day 2 I went quiet and constructed the basic layout of the first jump, made a few more models (gold coins, more rope) and started to build a second jump.

I added fancy water and made a normal map for my barrel model, I intend to pack all models I make after the contest and add them for download.

So - just to totally depress anyone else who has entered, here's my progress after 2 days. Don't worry, I'm not in it to win it.



This morning I added a few ropes to the spawn room.

shot0158.jpg

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xandaxs
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Location: Oeiras, Portugal
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Re: UrtJumpers - CMM Jump mapping - Progress report

Postby xandaxs » Sat Jan 21, 2012 9:31 am

looks beautiful...
why do you have bot support on a jump map? xD
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

flajeen
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Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: UrtJumpers - CMM Jump mapping - Progress report

Postby flajeen » Sat Jan 21, 2012 10:53 pm

Looks like I need to start mine...
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KroniK
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Location: Fairbanks, Alaska, USA

Re: UrtJumpers - CMM Jump mapping - Progress report

Postby KroniK » Sun Jan 22, 2012 4:44 am

Yo Johnny, I found this model that might fit well into your theme.

http://artist-3d.com/free_3d_models/dnm ... ount=count
"I still miss my ex girlfriend, but my aim is improving."

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johnnyenglish
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Re: UrtJumpers - CMM Jump mapping - Progress report

Postby johnnyenglish » Sun Jan 22, 2012 5:57 am

Day 3

Managed to spend a lot of hours on this yesterday - I've got 3 jumps and the spawnroom well under way. I''ve started to make the first jump look more attractive with more final textures and I'm building the caves portion of the jumps in 3dsmax (like this)

caves.png


I could use shadow baking on these sections - I'll see how it progresses.

Here's what I've got after 3 days.



@xandaxs - bots are so I can test a lot of players spawning at the same time.

@KroniK - nice lamp!

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xandaxs
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Re: UrtJumpers - CMM Jump mapping - Progress report

Postby xandaxs » Sun Jan 22, 2012 10:07 am

That looks okay
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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SettinG
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Re: UrtJumpers - CMM Jump mapping - Progress report

Postby SettinG » Sun Jan 22, 2012 10:41 am

Ahah nice music :)

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johnnyenglish
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Location: Nottingham, England

Re: UrtJumpers - CMM Jump mapping - Progress report

Postby johnnyenglish » Sun Jan 22, 2012 2:53 pm

Playing with nice urthd water

hdwater.jpg

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johnnyenglish
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Location: Nottingham, England

Re: UrtJumpers - CMM Jump mapping - Progress report

Postby johnnyenglish » Mon Jan 23, 2012 3:54 am

Day 4

Finally got ideas for 6 jump zones and have completed the construction of 4.

So far I've constructed...

1) Spawn room
2) Jump the aztec gold coins across the water @ port royal.
3) New jump - 3 versions of this



This jump will have swinging balls like those used in the movie (1st) using func pendulum

4) The caves - a mixture of wall and platforms in a confined space.
5) The oasis - figure of 8 jumps.

Still left to construct are the climb out of the caves and a final jump over ship masts...

I've also got an idea for a 7th jump.

Still trying to think of a funny noob filter for the start of the map - I can't really consider joining all the jumps together until I've made this.

Although it looks like I've made a lot of progress there's still a huge amount of work to do, better textures, more sounds, more models.

Today I'm taking a break from mapping to rest my poorly wrist.

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xandaxs
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Location: Oeiras, Portugal
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Re: UrtJumpers - CMM Jump mapping - Progress report

Postby xandaxs » Mon Jan 23, 2012 7:21 am

Hope you get better soon :)
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image


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