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 ![]()
Posts by zaphod
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but they have pirated skinemax
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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!
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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]
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and with no overlapping uv's
took forever to unwrap
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here are a few more views
[Blocked Image: http://marshmonkey.googlepages.com/shanty2.jpg]
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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.
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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]
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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.

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yea, it's easy to fill in the details in your head based on how well lit and just the feel of everything.
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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.
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yea, these are friggin rad, I wouldn't mind having prints of some of these puppies.
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yea, feel free to use them in any non-commercial project
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freakin awesome. I put this on devbump
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Might be updating my entry too pretty soon, but not to GBX since I don't want to be too trendy.
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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.
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freakin awesome
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it does seem like kind of a messy mashup. Someone posted it on devbump but the purpose of it isn't really clear cut.
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welcome! Oh wait, I don't work at threewave.