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  3. PhilipK

Posts by PhilipK

  • [UDK] Custom SkyDome

    • PhilipK
    • July 30, 2010 at 10:39 AM

    Well, easiest way IMO is to just create a sphere, flip the faces and delete the underside so it is half a sphere.

    Top down- Planar map it and then go into Unwrap editor and Relax the UVs.

    Then simply export it as a regular mesh and import it as a static mesh in UDK. You can then set stuff like no shadow casting or collision on that object.

    [Blocked Image: http://philipk.net/other/skysphere.jpg]

    Planar mapping the object will give you no seams automatically, but it can be tough if you want to paint in a city skyline or something at the horizon. Then you'd probably want to split up the UV into a side strip where you just paint your city stuff on a horizontal texture and then maybe only have half of the half sphere's top part planar mapped top down.

  • What have you purchased recently?

    • PhilipK
    • July 29, 2010 at 11:37 PM

    [Blocked Image: http://spelbloggen.se/wp-content/uploads/2010/04/intro1.jpg]

  • Kane & Lynch 2: Dog Days

    • PhilipK
    • July 29, 2010 at 11:23 PM

    nice! New videos looks awesome!

  • TEXTURE SET: PK02 - Source/TGA versions

    • PhilipK
    • July 23, 2010 at 11:14 AM

    Damn, thanks man! I'll add that download to my posts as well, very appreciated!

  • Tutorial time #2: Modular Rocks

    • PhilipK
    • July 16, 2010 at 3:27 PM

    Thanks!

    Quote from Seldoon182

    Awesome as hell Philip but I miss some extra such as a wireframe view between the mesh in max and the one in UE3 and the flat geometry in UE3...

    Ah yeah, good points. I'll see if I can update that soon, thanks.

  • Indie game : Ayla

    • PhilipK
    • July 13, 2010 at 3:56 PM

    Looks really cool! Nice job in such a short time

  • NT_Shibuya_ctg

    • PhilipK
    • July 13, 2010 at 8:37 AM

    Damn, that looks sweet. Nice with some colors.

    Only crit I'd have is that the signs do not seem to emit any light, I think you could benefit by having a bit darker ambient and let them illuminate the scene more. Also it seems some models are a bit off in lighting.

    Otherwise, kickass stuff!

  • Tutorial time #2: Modular Rocks

    • PhilipK
    • July 12, 2010 at 3:25 PM

    Thanks guys!

    Yeah it's a nice addition Mino. I think I mentioned it in the tutorial, tho I didn't really show howto do that in Max.

    But yeah it can be really nice as you said to get a base up with that and then handpaint/fix up the rest by hand.

  • TEXTURE SET: PK02 - Source/TGA versions

    • PhilipK
    • July 12, 2010 at 2:14 PM

    Thx!

    I see with the specs :S Hmm I really think the old one has way too much spec.. But I may have went overboard with using lower ones on the new.. It's really hard to tweak for a general purpose as they are all recieving cubemaps. If you want to you can always do a search and replace in all vmts on this:

    "$envmaptint" "[0.35 0.35 0.35]" If you instead use 1 1 1 or just remove the whole line it should give you a really different result.

  • Tutorial time #2: Modular Rocks

    • PhilipK
    • July 12, 2010 at 2:07 PM

    Hi again.

    I just finished up my second tutorial on the modular subject: Modular rocks (and other more organic stuff).

    This is a bit more step by step but I tried to keep it as general as possible so you should be able to apply it on more things.

    Anyway, hope it may be useful!

    http://philipk.net/tutorials/modular_ro ... rocks.html

  • TEXTURE SET: PK02 - Source/TGA versions

    • PhilipK
    • July 11, 2010 at 10:47 PM

    ty!

    I reuploaded the source version now with compressed normals. The ingame difference was indeed minor. Wouldn't really matter much unless you've got something extremely clean, that also have a lot of subtle gradients in the normals.

  • Pirates of New Horizons

    • PhilipK
    • July 11, 2010 at 2:59 PM

    Nice stuff! Looks interesting

    Really like the environments as well

  • TEXTURE SET: PK02 - Source/TGA versions

    • PhilipK
    • July 11, 2010 at 2:18 AM

    thx guys.

    Quote from Campaignjunkie

    Are uncompressed normal maps really worth the memory? There are some 5 mb VTFs here.

    About that I was very unsure about going that way with it. I may as well just compres it with DXT5 tbh. I think the loss will be minimal espcially since I dont really have anything critical in terms of beveling or perfect gradients in the normal. So that is a good point.

    On the other hand tex memory is a bit less of a problem nowdays. But that doesn't mean you shouldn't give a shit about older PCs etc when building stuff. So yeah, I think it might be a good idea just reexporting those with DXT5 compression and it'd minimized the file size significantly.

    Thanks man. Brought up a good point there.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • July 10, 2010 at 4:32 PM

    thx released it now: viewtopic.php?f=61&t=15428

  • TEXTURE SET: PK02 - Source/TGA versions

    • PhilipK
    • July 10, 2010 at 4:08 PM

    Here is the texture set I was set to release today.

    It is basically revamped versions of old NS textures I made a long time ago ((most) not used at all in NS anymore and I have clearance to release this).

    I tried keeping a theme of mostly whiteish, blackish and yellow. There are also number and letter decals included.

    I decided to release one HL2 Source version and one with just pure .TGAs for anyone to use as they want.

    The Source set contains 98 materials.

    DOWNLOADS:

    Source version: http://philipk.net/portfolio/textures/pk02_source.zip

    TGA version: http://philipk.net/portfolio/textures/pk02_tga.zip

    Image of a few ones in the set:

    [Blocked Image: http://www.philipk.net/portfolio/textures/pk02_scene.jpg]

    Hope there may be some people finding this useful

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • July 9, 2010 at 5:25 AM

    Yes, most are old ns stuff

    Don't worry I asked Cory about it tho.

    Some of them are actually originally older than my PK01 set :S

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • July 8, 2010 at 9:35 PM

    I know this isn't really level...

    It's a selection of a set I should have out on saturday hopefully. It's tweaked versions of old textures I had, this pack will only be some of all ones I had with the same "style", there are just too many useless ones to make it worth updating them. Think the set may land on 70-80 textures or something like that.

    And yes, I know texture packs aren't that cool anymore, but better get it out than just have them rotten away on my hdd I guess... may be something useful to find perhaps. Could also probably be used as base for some simpler meshes.

    [Blocked Image: http://philipk.net/other/pk02_01.jpg]

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • July 5, 2010 at 7:35 AM

    Cosy, really reminds me of Quake 2 (in a good way)

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • July 4, 2010 at 6:41 PM

    Ah yes I saw those pics and even better, the video a couple of days ago. Fantastic stuff Rob! It's really impressive, especially in motion

  • Singularity - Released - *Art Dump Added*

    • PhilipK
    • July 2, 2010 at 10:08 AM

    Nice scores there! I'm a bit interested in checking this out. Just have a bit too many other games to finish atm.. but after that

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