looking very sexy indeed. Want to normal map all my static meshes for me?
lol jk jk jk
Posts by von*ferret
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some sketchy sselection things in unrealed, I dont enjoy camera movement, and I desperately miss texture application like in hammer, but unreal ed is superior out of the two in my opinion.
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I've exported the whole BSP brushes into .obj->.max formats to scale for the meshes to be created off of so thats not a problem scaling wise. Only thing I can imagine us scaling would be foiliage.
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awesome friend says: if you have a problem with a normal map look at the channels separately
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my friend says your blue channel is invereted, so invert it and see if that works.
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man all your angles look so sharp I dunno if its the Normal map or not. I h ave NO idea why its brown. Never seen a brown normal map before.
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I can't imagine a war machine being so shiny, there is a reason tanks are painted with matte paint. So they do not reflect light.
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I've been working on the BSP brushes for a while now and have all the geometry for the most part exported into max for my team mates to start work on. Problem is I dont have ALL the areas fully blocked out and we've started creating static meshes. Forinstance I'm responsible for aproximately 80% of the actual level (yeah I have no life) which is mostly consisting of outdoor environments with little indoor connections. My team mate is responsible for working inside a large building which will act as the major "indoor scene." That area has one large brush that blocks it out, but isn't hollowed or anything. Should i Have him hold off as I get the layout in there set up? My third team mate is just working on generic foiliage meshes so I'm not really worrying about her at the moment.
My main concern is when we merge our work together we get errors or forget things because I can't handle wasting time on stupid little mistakes.
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exaclty stolve, compiel this compile that. WTF. Unreal there is no such thing. You simply export the model as an .ase and import it in unreal and you're DONE. Unreal will automaticaly throw on a texture if you dont have one on it and it's dynamicaly lit inside the editor. I can say it takes more time to do that crap in source huh?
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I worked for the state government for the past summer and during the winter break and I can tell you offices are for the most part very clean. The further away an office gets from district the messier it gets. By this I mean that the centralized government offices = clean. Outskirt offices in the boonies of Oregon = less clean/dirty.
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In the past 5 weeks of working with unreal2 I'm turning to it for one reason. The easyness to import texturse and static meshes keeps me moving at a fast pace. I'm not wasting my time compiling _anything_. I can quickly export a non-uvw'd model into unrealed and I can see what it looks like quickly with dynamic lighting in editor. This helps me make sure things are to scale while i'm building it, meaning less time correcting later on when I polish stuff. I'll probably only do one more source map so that I can say I'm profficient enough in the engine for portfolio reasons, than turn to the Unreal 3 engine.
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For my final I decided to open up and take on a group like the teacher wanted. So my question is how can I effectively have a pipeline for the Unreal2 engine. One girl is repsonsible for mostly static meshes concering foliage and skinning other models. But myself and this guy are working in both BSP and static meshes in the actual map. So how can we more easily communicate and keep both of our stuff up to date without wasting time or making mistakes. We only have 4 weeks to complete our level so its important we dont make silly little mistakes. If I explained this roughly throw some questions at me so I can clarify.
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Man I wish you guys luck, you have some amazing media. I would help if I could however I have work at college that takes precedence above all and I'm working on the side on an insurgency map soon. Maybe late summer I'll have some time. Good luck in the mean time.
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Even with VMT create it is a major pain in the ass to make anything in Source. The editor needs tools to easily and readily import custom content otherwise the community will not feel up to the task of doing it. I'm sorry to say it but its true. How long has it been since halflife2 has come out, and how much custom content do you see outside of organized mod teams?
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Post with links to anything texture or 2d related and i'll sticky them up here for the communities. Reference. Thanks!
General Computer Graphics:
http://www.planetquake.com/polycount/
http://www.neilblevins.com/cg_education ... cation.htm seemingly a very good source for everything CG (modeling, color theory, ect)
http://www.tutorialoutpost.com/ Neat tutorials on a lot of stuff.
General Computer 2d:
http://www.tutorialized.com/tutorials/Photoshop/1
http://www.strangefate.com/Tutorials/index.html
http://www.twisted-strand.com/ut_tutori ... index.html
http://www.planetquake.com/polycount/co ... orial.html
http://www.mapcore.net/forums/viewtopic ... 2&start=15 getting textures to repeat properly for games.
Modeling:
http://www.poopinmymouth.com/tutorial/tutorial.htm
Skinning Tutorials:
Reference Photos:
http://www.animax.it/animax/frame1.html
http://www.mayang.com/textures/
http://www.locationworks.com/library/cat/29/25/01.html
http://www.monitorstudios.com/bcloward/ ... tures.html
http://textures.boom.ru/texture/building.htm
http://www.grsites.com/textures/
http://rubens.anu.edu.au/lists/ Less of a texture resource, more of a concept development resource.
Anatomy Books:
Normal Mapping:
CGTalk - Normal Mapping in 3ds max
http://www.cgtalk.com/showthread.php?s=&postid=833112
Generating and using normal maps in Maya
http://www.drone.org/tutorials/normal_maps.html
creating normal maps with cinema 4d
http://members.shaw.ca/jimht03/normal.html
Normal Mapping Tutorial by Ben Cloward *very good tutorial*
http://www.monitorstudios.com/bcloward/ ... maps1.html
Normal mapping tutorial by Gary Pate
http://www.ionization.net/tutsmain.htm
Normal Mapping for Games
http://www.cgtalk.com/showthread.php?t=129627
How to create Bump Maps with Photoshop
http://reality.artificialstudios.com/tw ... umpMapping
Normal-Mapping in 3dsmax 7 - It's easy! by moppius
http://www.cgchat.com/forum/showthread. ... tid=196134
Good texturing tutorial and 3dsmax videos by Ben Mathis
http://www.poopinmymouth.com/tutorial/tutorial.htm
Contributers: Reno, Stolve, LeeDee, klein, stolve, Mino, sic1, Danno, Low
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go ahead and post them. Lets get a thread started and stickied with links to modeling, mapping, ect. Help the forums out a little.
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my friend gave this to me today for my assistance also.
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Source has its benefits but I'm starting to open my eyes to other things now like unreal's pro's/con's. I'm finding that source has the best looking lighting so far, but I've barely dived into unreal lighting so I can't say for sure. I just like how source lighting looks. As for more user friendly source is definately a pain in the ass to get anything custom into the engine compared to unreal where its only a couple of mouse clicks and voila. Dunno, maybe in the future valve will implement somehting more user friendly.
as for the Reality engine, I'd really have to play it to get any sense of whether or not I"d like to learn it. I"ve been playing Dawn of War recently and have downloaded the SDK tools to explore it for a while this summer possibly.