What did he write it in (Silverlight?) and what API's did he use to get varius aspects like physics (assuming he didnt write this all on his own).
WIP in WIP, post your level screenshots!
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its written in c++, use lua for gameplay and havok for physics

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can we get some moving stuff - like video? looks really nice =)
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A couple of new screens from my UT3 project.
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_01.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_02.jpg]
First I wanted to make the big tank and the pipes stainless and more shiny, but imo it manages to be a main focus point in the environment even with more blended materials, but I'm open to opinions.
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Absolute sex nurb, if there's one thing I'd nitpick over though, it's that the white "bridge" things don't really blend in with the brick walls well enough. It kind of looks like you pulled a model from a snow environment and put it in an industrial one.
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really neat nurb. I think the tank works well like that but maybe it could be cool if it pops out a bit more. doesn't hurt to try at least.
Btw. I'm pretty sure those white bridges are just baked light in the diffuse so far if you mean those DvS

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Haven't mapped in the engine, excuse my ignorance

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Looking great, Nurb, also late congrats on placing in MSU with your last UT map

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Quote from Pericolos0
awesome work nurb! Very very good use of modular meshes, really looking forward to some more progress =).
Yes, seeing models being used like this makes me very happy

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awesoe work nurb!
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Thanks for the comments all

KungFuSquirrel: Thanks, I am very happy about that

PhilipK: just a "btw"; sent you a pm

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nice sceen so far nurb
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Quote from Nurb
A couple of new screens from my UT3 project.[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_01.jpg]a
That stone arch on the bottom right looks like it's literally sculpted out of clay.
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Small update, I had to attend to some other things the last couple days. Started texturing though. I initially tried to do some fancy SSS with the sun blockers but opacity maps seemed to get a decent enough result without being profoundly confusing.
Also I reshaped the layout to have the buildings more on a curve as per KoKo5oVaR's suggestion.
My texturing is quite a bit worse than my modeling IMO. This should hopefully be a good practice project.
[Blocked Image: http://mahwebspace.levelism.com/miyashima/032.jpg]
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You can still try to make some slight SSS on the diffuse map, by hand

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Looking very awesome, Tanuki.

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Quote from KoKo5oVaR
You can still try to make some slight SSS on the diffuse map, by hand

I'll give it a try I have a feeling the sunblocker textures will have to be redone a few times

I may see if I can extract a little bit of a photo reference out of one of those files to help get the pattern down.
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eh crap quality
but still some footage from the progress so far
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