Not much but some proof of life. Currently experimenting with some techstyle...
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Not much but some proof of life. Currently experimenting with some techstyle...
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Model is only about 80% completed, but after long, long rendertests today, i wanna show the result. Been working on this for about two weeks now. Everything thats looking weird because some geometry is missing will be added. Lots of shaderwork has to be done too.
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Quote from Erratic3DS does that automatically if I follow you correctly.
Hmm, didn`t explain it right i guess. What i asked was, if there is a button in Max that fits the renderview to the edges of a model that you get something like this:
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instead of something with black borders like this:
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That would be really handy cause it would save a lot of rescaling in PS.
Nice tutorial!
But i have another question concerning the rendering:
Is it possible to perfectly fit the render to the size of the plane you project on, so that without croping, scaling etc. in PS you can directly open the perfectly tileable normalmap without black borders (or whatever the color of your background may be)?
Quote from Bl1tzWould it be possible for you to post some kind of tutorial on doing that sort of complex architecture in 3DS or whatever 3D program you used? I'd love to see your method and workflow and that sort of thing.
Honestly i didn`t use any kind of special method. It`s just the standard tools for editing polygons and stuff. The only trick that might be useful refers to the round shapes. Instead of directly modeling them round, i modeled them in a straight angle , which is far more handy, then cut all polygons like a carrot ( didnt find a better example
), and finally applied the "Bend" Modifier, who generates the most perfect roundness for the object.
I also used this method for the windows of the roof.
Quote from Ascard... assuming that it was modeled from seperate primitives then booleaned at the end.
I didn`t use boolean and i wouldn`t recommend to do so cause it`s like substracting more complex brushes in HAmmer as it never generates a clean results and the vertices dont fit etc.
Hey i`m feeling honoured, thanks for making it Spotlight! ![]()
Quote from Bic-B@lli still want a wireframe of the ceiling
This I don`t wanna deny. It`s modeled in one piece, under the aspect of it being vertexlit in the engine, so possible potential of saving polies is caused by that.
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Gametype: Deathmatch
Players: 2-4
Weapons: SniperRifle, RocketLauncher, FlakCannon
100% Custom content
After about 5 months working on this map, i finally finished it. DM-Baroque is a large Arena for quick and dirty 1on1 duells or Instagib games.
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Beautyfull.
You found the right balance between beauty and that good feeling i had on old maps like chateau or prodigy. For some reason i absolutely feel comfortable in that environment you created.
Top-notch environment design work.
Some criticism:
-HDR (like always) seems overdone on some screens
-The sky seems like brightest daylight, but all lamps (even in outside areas) are on
Currently learning High Poly Modeling and REndering. Didn`t get too far with that yet, but wanna show some results though. There are many little bugs in the MEshflow, i know, so comments on how to improve the render would be more usefull. The car is planned to be textured in the end.
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I think i already said it, but this is actually one of the 5-6 Maps that i`ve seen for the Source Engine that are comfortable to look at. Skill shines through in every pic. Nice, clean and harmonius in every part, from custom models to textures to lighting.
Reminds me of de_Corse on screen two.
I for some reason wanted to do a techstyle texture today.It`s just the diffuse map, in the whole shader there would be a blue-white laser move in the black gaps, and the whole tex would get a nice EnvMap, especially the blue hardware stuff would seem as if it was behind glass:
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Hmm, in my opinion you missed a lot of chances on details and lighting.
On pic one for example you could make the scene a lot more interesting by adding a projector or HL2 equivalent to make some funky round light spots on the floor (maybe even some rotating fan shadows).
BEhind all the quads that are the walls i would put a plane with a moving blue energy lasertexpan.
I would replace the orange skybox (i think it is one, right?) with a beautyfull space art skybox with rotating colourfull planets etc.
Pic 2 really lacks a funky JumpPad with upwards moving energyshizzle.
Had it in before. Didn`t work out very well!
Although the quality of this texture is too bad for an actual entry to the contest, due to a not exactly fiting normal map (i wasnt expecting to render a normal when i created the diffuse and afterwards had problems to align the normal texture render right).
When i thought of a clean texture, for some reason i immediately had to think of a beautyfull victorian wallpaper texture for a living room or library room . This texture is supposed to be the kitchen wallpaper of an victorian house like this:
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And here`s the texture:
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Hello, finally my new project for the UT2k4 engine has reached BETA status. Dm_Baroque is a small Gael-like arenastyle DM Map (which doesnt mean, that you cannot build other layouts with that content) with 99% Custom content ( the 1% still to be replaced in the final version). There`s still a lot missing ( some Static MEsh architecture, serious lighting, and gameplay stuff like placing items etc.). So there`s still much work to be done, but after such a long time, working without the public eye, i just wanted to show a bit:
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C&C?
That screen of "skeleton-crew" shows a realy nice inspiring architecture!
The model that took me almost the whole day skinning it. It`s will be used as a StaticMesh for my current UT2kX project:
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PS: Sry for the picture format!
Is all that custom stuff?
Anyways, in my oppinion, it looks beautyfull!
QuoteKIIIA wrote:Did you have the arch on a photo before and model after it, or did you texture it after you finished the model (which can be pain in the neck).
I don't quite understand this... I based this arch on a photo, and used the photo to texture it Smile
Sry, that was kinda unprecise. I wanted to know if you modeled the arch after a plane with the origin photo in the background ( like you would when modeling a car or a head for example ), so that it could be uvunwrapped and textured very easy......cause when modeled an arch the last time i didnt do so and texturing it afterwards turned out to be pain in the neck!
But after all its not that impoortant.....