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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Skjalg
    • March 11, 2009 at 2:55 PM
    • #6,821

    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).

  • Pampers
    • March 11, 2009 at 5:01 PM
    • #6,822

    its written in c++, use lua for gameplay and havok for physics

  • VoodooBenshee
    • March 12, 2009 at 12:44 PM
    • #6,823

    can we get some moving stuff - like video? looks really nice =)

  • Nurb
    • March 12, 2009 at 3:08 PM
    • #6,824

    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.

  • DvS
    • March 12, 2009 at 3:13 PM
    • #6,825

    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.

  • PhilipK
    • March 12, 2009 at 3:30 PM
    • #6,826

    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

  • Nurb
    • March 12, 2009 at 4:42 PM
    • #6,827
    Quote from PhilipK

    Btw. I'm pretty sure those white bridges are just baked light in the diffuse so far if you mean those DvS

    +1

    Thanks for the comments. I think I have a couple of ideas on how to make the tank stand out more.

  • DvS
    • March 12, 2009 at 4:43 PM
    • #6,828

    Haven't mapped in the engine, excuse my ignorance

  • KungFuSquirrel
    • March 12, 2009 at 5:11 PM
    • #6,829

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

  • PhilipK
    • March 12, 2009 at 5:47 PM
    • #6,830
    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

  • AlexM
    • March 12, 2009 at 10:18 PM
    • #6,831

    awesoe work nurb!

  • Nurb
    • March 13, 2009 at 9:38 AM
    • #6,832

    Thanks for the comments all

    KungFuSquirrel: Thanks, I am very happy about that

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

  • Zeta
    • March 13, 2009 at 1:11 PM
    • #6,833

    nice sceen so far nurb

  • Jetsetlemming
    • March 14, 2009 at 3:01 AM
    • #6,834
    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.

  • AlexM
    • March 14, 2009 at 3:56 AM
    • #6,835

    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]

  • KoKo5oVaR
    • March 14, 2009 at 2:29 PM
    • #6,836

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

  • Buddy
    • March 14, 2009 at 3:20 PM
    • #6,837
    Quote from Jetsetlemming

    That stone arch on the bottom right looks like it's literally sculpted out of clay.

    I believe its just not textured yet

  • Psy
    • March 14, 2009 at 7:25 PM
    • #6,838

    Looking very awesome, Tanuki.

  • AlexM
    • March 14, 2009 at 7:45 PM
    • #6,839
    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.

  • Pampers
    • March 16, 2009 at 10:44 PM
    • #6,840

    eh crap quality but still some footage from the progress so far

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