nice to see some new talent to spice things up, welcome. Spread the word and get your e-friends over here to spill content all over the forums.
Posts by von*ferret
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Think they could invest in some more elaborate costumes. lol
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the repetitive bolt highlights I dislike
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w
t
f
SHUT UP THIS IS THE ONLY COMMUNTUHYI ALOWED
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shit btw happy contragrats kungsfusfsiouerl!!!!
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i'm 53 and rrunkd
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I wish I aws you!
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texturing on one of my bridges. Still needs tweaking but I have to do the other stuff before I can go back and refine everything =/ Damn so much work to dol.
[Blocked Image: http://www.thevon.net/wip10.jpg]
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I think you should put the scratches on the normal map rather than the diffuse map. Lighting will be more realistic I think.
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I'd tap killzone, it has a sexy ass.
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when building a scene like this, do you weld all of your verts together or just have them through planes?
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I'll go when I have a career
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first and last pic rock. Middle pics feel like they dont belong.
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very sexy, might be a little too saturated in areas for me?
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The gameplay is alread set =( I agree that mirroring will take away the believability, but for gameplay reasons I want to keep things fair. One side will look more damaged and "old" and "wild" if we have time to edit all the meshes. We have less than 2 weeks to finish everything on this.
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Just beacuse you buy competition doesn't mean its hostile

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buy out the competition

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There will be 2 levels of terrain and a 3d skybox for depth. But i have gamplay priorities to settle before I can work on those touches. I only have the 1st level of terrain that defines the game zone. There will be a lot less stone. I just have the base stone texture for testing of the static meshes. Most of the stuff will look like carved wood. The walls just have a brick texture to define them as walls. They'll again get custom. Everything will be 100% custom except maybe the terrain because I dont know if I'll have time to make a bunch of terrain textures ontop of all the meshes I'm responsible for finishing. There is one more area in the level but I'm nearly as done with it yet to show you.
All of the water is one giant mesh. I UVW"d it with a texture panner to get it to flow properly. I didn't use any fluid surfaces or anything for it.
Trees are just a trunk with a _lot_ of planes. For the tree ridge that I showed in the updated last shot I just rendered out a bunch of my trees and took the alpha channel and made a texture out of it. Than made a plane, applied the texture and made perpindicular trees to give it a little depth. Not hard and its noticable if you get too lcose, but for the average gamer (not a developer like us) you wont really notice that its a plane and it'll just look like dense forest.