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  3. zaphod

Posts by zaphod

  • latin american shanty

    • zaphod
    • January 28, 2007 at 6:14 PM

    there is only the hint of an inside where the wall is broken on the corner. Yea I modeled it all first and then mapped it, but I don't think it was any slower because I always keep tweaking it as I go so I would have had to re-map thing constantly anyway. Dosen't really matter what company it was for cause I didn't get the job

  • latin american shanty

    • zaphod
    • January 27, 2007 at 10:40 PM

    but they have pirated skinemax

  • latin american shanty

    • zaphod
    • January 27, 2007 at 9:41 PM

    lol a few blank spaces yea. This was the first time I have really had to manage uv's like this, I'm used to using multiple maps and stuff like that so this was quite a trial. The unwrapping and arranging uv's took as much time as texturing the dang thing!

  • latin american shanty

    • zaphod
    • January 27, 2007 at 9:07 PM

    I wasn't told exactly how the ambient occlusion map is used by the game engine, but I'm guessing that it acts as a filter as to how much direct light to receive when lit, which probably looks pretty dang cool.

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_diffuse.jpg]

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_ao.jpg]

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_bump.jpg]

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_spec.jpg]

  • latin american shanty

    • zaphod
    • January 27, 2007 at 8:53 PM

    and with no overlapping uv's

    took forever to unwrap

  • latin american shanty

    • zaphod
    • January 27, 2007 at 6:50 PM

    here are a few more views

    [Blocked Image: http://marshmonkey.googlepages.com/shanty2.jpg]

  • latin american shanty

    • zaphod
    • January 27, 2007 at 5:54 PM
    Quote from Pericolos0

    very awesome The ambient occlusion is rendered on a different map channel i presume? I need to figure out how to do that .

    http://devbump.com/story.php?title=Intr ... ion-Baking

    watch that. The ambient occlusion map was new to me too but it's such a cool thing to use wether you can actually use it as a map in the engine or you just bake it into the diffuse map, it really provides a nice effect. The only downside is that you can't have any overlapping uv's.

    I will post a few more views in a bit I think.

  • latin american shanty

    • zaphod
    • January 27, 2007 at 4:04 AM

    this is a latin american shanty building I did for an art test. Specs and maps are listed in the pic. The hard shadows are rendered in maya.

    [Blocked Image: http://marshmonkey.googlepages.com/shanty.jpg]

  • MumboJumbo aquires Ritual Entertainment?

    • zaphod
    • January 26, 2007 at 7:43 PM

    what?

    http://www.shacknews.com/docs/press/012 ... boritual.x

    http://devbump.com/story.php?title=Casu ... ertainment

    guess that explains why so many people just left.

  • Conceptual Art

    • zaphod
    • January 26, 2007 at 7:27 PM

    yea, it's easy to fill in the details in your head based on how well lit and just the feel of everything.

  • cartoon textures

    • zaphod
    • January 26, 2007 at 6:33 PM

    you can just grab the ones I posted . . . I can put up higher rez ones later if people want them. Making them tile wasn't that bad, just a lot of offset filters constantly back and forth when placing stuff. For the stone and cracked dirt ones I just worked on the clumps in the middle of the image, offset, then do more in the middle, then offset again whenever I had to adjust a certain part so it was in the middle and I could work on it. I did these all in photoshop with the pen and marquee tool.

  • Conceptual Art

    • zaphod
    • January 26, 2007 at 6:27 PM

    sharing is caring http://devbump.com/story.php?title=Conc ... Verhasselt

  • Conceptual Art

    • zaphod
    • January 26, 2007 at 5:57 PM

    yea, these are friggin rad, I wouldn't mind having prints of some of these puppies.

  • cartoon textures

    • zaphod
    • January 26, 2007 at 5:51 PM

    yea, feel free to use them in any non-commercial project

  • CES Physics Demo

    • zaphod
    • January 23, 2007 at 6:04 PM

    freakin awesome. I put this on devbump

    http://devbump.com/story.php?title=Euph ... -2006-demo

  • MapCore Job Census

    • zaphod
    • January 19, 2007 at 4:32 AM

    Might be updating my entry too pretty soon, but not to GBX since I don't want to be too trendy.

  • Seamfoam and shorelines?

    • zaphod
    • January 18, 2007 at 6:57 AM

    this is probably way old school by now but I remember in vampire we used a sine function to animate a seafoam texture on planes to slide up and down the sand.

  • warbys colossus contest entry

    • zaphod
    • January 17, 2007 at 9:44 PM

    freakin awesome

  • GameFlood

    • zaphod
    • January 9, 2007 at 9:58 PM

    it does seem like kind of a messy mashup. Someone posted it on devbump but the purpose of it isn't really clear cut.

  • Welcome to Threewave Patrick_H

    • zaphod
    • January 9, 2007 at 9:57 PM

    welcome! Oh wait, I don't work at threewave.

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