Nice man, remember you showing me this ![]()
Posts by 2d-chris
-
-
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
-
blackdog, watch this for decorating tips, awesome short episodes, https://www.youtube.com/watch?v=Os02K3VP8-I
-
that looks dope, god I'm so hyped for this now

-
-
Did the Captain play this map yet?
Jokes aside, looks good, wood it play well in a clan game? Definitely cutting edge, right enough phuns, bark to work. You tree what I did there?
-
Well, it's a new map, assets and tech, https://www.youtube.com/watch?v=clakekAHQx0
I have no idea when/if we will release it, hope we do though

-
keep it up man, enjoy watching these, think that demo map is really old, we made leaps and bounds with the gdc demo recently
performance is a nightmare in that older map I think and the detail isn't good up close. -
Well, for the actual art pass, that would require quite some discussions and planning, we'd evaluate all our tools and workflows to figure the best course of action. I'd be surprised if we decided to use terrain for any more than a few areas of this, it would be no different in Cryengine, the voxels have not been used since Crysis 1 and terrain is only used for flatish areas, cliff props are then carefully added to hide the seams, but it does look a little last gen (no blending between props and terrain etc) The caves in Crysis 3 are modeled, with a mixture of rock props you slam into each other, not voxels.
Terrain is useful, for certain things like sweeping landscapes, but even then it's usually generated in world machine and then tweaked in the level itself, the days of "painting" terrain in the tool are slowly ending. If you require lots of vertical and precise measurements it's not going to make sense.
As for using terrain in a prototype, sure, if it makes sense.
-
Interestingly, the first effort I started with some terrain, soon realized it was not an efficient way to be building this one.
Terrain make sense for flatish areas, not complicated connecting, extruded caves and precise vertical shapes that you see here. Figuring out how to use terrain in this kind of map would take a lot of effort, it's easier to see the entire layout in Maya than farting about with tons of different parts at this point. I use different methods to build each map, it really depends on each situation.
-
Thought this might be of some use here, I took some pics from Maya of the scene for anyone who is curious, I started with a cone for the volcano and a sphere for the magma chamber, entire level is about 5k polygons, it's split up into smaller meshes so it's easier to work with an lightmaps don't completely bork out.
It's not the cleanest mesh in the world, but it works, it is after all a prototype model
[Blocked Image: http://i59.tinypic.com/5d9kd4.jpg]
[Blocked Image: http://i59.tinypic.com/2n1hlar.jpg]
-
Tombraider has the same but in reverse, it's really stupid no matter which way you look at it. Nobodies gonna buy a gpu just for a fecking hair feature and any article worth it's salt will know whats going on here.
-
This thread has 1.2million views! :cool:
-
-
Been working on a Volcano CTF map for UT, been a blast to make (phun intended) I'm a huge Volcano nerd, it's been tough to get the impression of scale, boundaries and sight lines working, particularly when your passionate about doing the theme justice. Rebuilt this sucka 3 times to get to where I am now. It's a blend of facing worlds, Eternal Cave and Lava Giant, to make that old school UT feel. It should be in the official build pretty soon.
[Blocked Image: http://i60.tinypic.com/efewjr.jpg]
-
Yeah really enjoyed it too, although I need to see it again to really appreciate it, shit was a sensory overload I no doubt missed a lot.
-
Quote from Tensei
Counterstrike isn't quite a game that should have rainbows all over the place, because it is fast pace action game. So less environment makes it easier to recognize enemy from just a wood plank

Call of Duty and other games like that are not so fast paced so there's more detail.
Sure it looks way more better and realistic, but for some it is bad experience.
Yeah I get ya, some official maps have more props than others, the key is to cluster them in groups - so it's less noisy, also, official maps at least try to lower the contrast of small objects either by placement or by material work. It's no different than a deathmatch arena, In fact I would say a game like UT uses even less props, the key is to understand where you get away with it, and where you don't, each game has it's own guides. Still, back to the original shot, it's not as bad as let on, could be improved though.
-
Are you saying they are too distracting or your worried about people getting stuck on them? Doesn't look all that troubling to me?
-
cracking first map, as for holding off the art fun, I'd say do what you think is most interesting at this point, obviously don't abandon the gameplay side of things, but what ever keeps you progressing is better than getting bored and stopping. When I started I constantly moved back and forward trying all sorts In fact, my older maps got attention because they looked pretty, and because of that people played them so I got feedback. Although it's wise to focus on gameplay, in the world of modding it certainly doesn't hurt to put a lot of effort into the artistic side. They do, after all go hand in hand.
-
well, a little more than a single wall, but it's not all the way around, prob about half of each room.