http://news.bbc.co.uk/2/hi/science_and_ ... 132762.stm
The end is near. Humanity has not learned one bit from the Quarians and their mistakes...
http://news.bbc.co.uk/2/hi/science_and_ ... 132762.stm
The end is near. Humanity has not learned one bit from the Quarians and their mistakes...
Quick max mockup with assets created with the textures I posted earlier in the random texture thread.Specular maps still need a lot of work but I'll do that once inside UDK
[Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_wallmockup03.jpg]
Environment art looks good imo! Can be a little fun game if they get the level design right!
Quote from st0lveDid anyone buy it? I'll get it soon, I just need my paycheck first
But my friend completed it in 2 days on Hardcore, except most of the online challenges since EA Nation doesn't work with a router
I was gonna get it this weekend... but then Red Dead got released... maybe next month ![]()
hmm I think you could get a much better low poly mesh by running your high poly mesh on polycrunch or something instead of just using bevelled boxes.
You could alternatively try to render a displacement map on Zbrush, apply it to a zbrush plane and set the iteration value really low. I remember some dude doing that for a rubble pile asset on polycount.
Another good idea would be to rotate some of your bricks, scale them inwards/outwards, to create more depth variation.
Hope that helps ![]()
Happy birthday Helder Penis!
Quote from Mazy
Seconded...or, thirded?
I have a print out of that ad on my office wall, you can say a lot about it in terms of it being bad taste and disrespectful, but it's almost gotten iconic by now. I bet it's the printed gaming ad that most gamers remember, for better or worse.
Regarding Romero, then I've grown to really respect him as I've read more and more about him. Might be an underdog thing, which I'm always a sucker for, the fact that he went from being pretty much the biggest game designer name on the PC to designing mobile games. He definitely seems like a pretty cool guy once you ignore all the generic internet hate that usually surrounds his name. Not entirely sure what he's up to now, if it's still that MMO there was talk about, but part of me would love to see him return to the FPS scene with a big AAA title and actually be successful. I do however doubt that it would ever happen ![]()
Do you have a high-res scan? I've looked everywhere and could only find shitty tiny pics ![]()
Quote"You know, I never wanted to make you my bitch, not you, not them, not any of the other players and, most importantly, not any of my fans. Up until that ad, I felt I had a great relationship with the gamer and the game development community and that ad changed everything... I regret it and I apologise for it."
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http://www.eurogamer.net/articles/romer ... d-campaign
Everyone should read Masters of Doom, best book i've read in years ![]()
Quote from Seldoon182Interesting feature but I hope that lots of details will be fixed (animations, hostages models and such...)
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I refuse to play a game where you have to kill dogs ![]()
Quote from n8brakerwell, the textureshader hammer uses for it's 3d view (3D texture shaded polygons option) doens't work for this specific texture, while it does for all others.
I might be completely wrong here but Hammer always shows displacements full bright if I recall correctly.
Quote":kdyyqc10]Very nice and clean, what are you using to render the panels? UDK?
Nop, 3ds max + Xoliul shader =)
I'm having quite a hard time getting these materials to look good on UDK with lightmass. I'm getting a lot of lightmap artifacts if I set my indirect normal influence factor high, and no artifacts but flat normal maps if I set it low. According to UDN:
QuoteIndirectNormalInfluenceBoost - Lerp factor that controls the influence of normal maps with directional lightmaps on indirect lighting. A value of 0 gives a physically correct distribution of light, which may result in little normal influence in areas only lit by indirect lighting, but less lightmap compression artifacts. A value of .8 results in 80% of the lighting being redistributed in the dominant incident lighting direction, which effectively increases the per-pixel normal's influence, but causes more severe lightmap compression artifacts.
These artifacts wouldn't be too much of a problem if my textures didn't have so much specularity or weren't so clean, which is exactly the opposite of how UT3 maps look.
Some dudes having the same problem:
http://forums.epicgames.com/showthread.php?t=710591
I lowered the "DiffuseBoost" factor and it helped a bit, but I'm still not satisfied with how it looks. Anyone knows a workaround for this?
Working on a few sci-fi tiling textures for a UDK scene. I'll be creating various modular wall/ceiling/floor pieces from these textures. Kind of an old school approach I know but saves a lot of time!
[Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_wall07.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_wall06.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_floor02.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_Trim02.jpg]
The last screenshot is a bunch of trim textures placed together in the same material in case you are wondering.
Crits are always welcome!
Quote from SkjalgMe in front of some weird looking structure in italy[Blocked Image: http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs519.ash1/30577_409322417240_515072240_3980282_3750040_n.jpg]
Nice stuff, that's the place Bruce Lee defeated Chucky Norris back in the 70s ![]()
Quote":3hq7hkfz]I know Im starting to sound like a broken record around mapcore, but where are the COLORS!?
It's a shame to see such nice map being eaten away by such bland lighting and lack of life, what I see is Gears syndrome all over the place tbh, and I would like to see some originality from your part in that field!
Keep up.
I actually like the desaturation in this one. Fits the mood/assets well.
Environment looks pretty sweet, only thing that kind of bothers me is the sand slope in the first pic. It looks very "game'ish". I don't think one would find sand with that kind of pattern on a slope. Make it a bit rocky, just like this:
[Blocked Image: http://farm3.static.flickr.com/2473/3589206229_cc88336a0b.jpg?v=0]
I also think you could have your sand material spawn little grass sprites here and there. Example:
[Blocked Image: http://www.tumtum.com/climbing/trips/Escalante01_images_full/Esc01_s130_FoldSandSlope.jpg]
Quote from n8brakerdid that too, I forgot to remove it after I experimented with it. removing that line doesn't help but I'll do it anyway! thanks for the suggestion.
Are you sure you have set your other VMTs to lightmappedgeneric? Have you checked them for errors?
haha i love how the horse almost got hit too ![]()
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I'm so buying this game on day one ![]()
Quote":2g3admrj]":2g3admrj][Blocked Image: http://www.ballisticpublishing.com/press/2010_03/un2.jpg]http://www.ballisticpublishing.com/books/uncharted2/
omg, I just got this and its rally quality shit! Totally recommended, shitloads of inspiration in here.
Waiting for a price cut/discount ![]()
Looks really good
Glad to see devs are finally using colors in their deathmatch games!
Quote":1zajeuo0]Epic bump!http://citynoise.org/article/10598
Wow, thanks for sharing! Seeing those photos felt like driving back in time on a time machine.