nice , solid work nooba!
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).
nice , solid work nooba!
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).
Small Update//
Palms to be replaced,shadows to be fixed and very WIP!
[Blocked Image: http://www.kiiia.com/oasis/oasis6.jpg]
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Quoteso this ones for all the hatas who said all u can do is blue futuristic
Right ![]()
the more q3ish it gets, the sweeter it looks!
My suggestion would be to design some focusal points with breathtaking architecture , you know, real eyecandy! If you would do that, this one would be one of the very very few maps for the source engine i actually like from the screens.
QuoteI think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs.
I actually read your tut and i`m aware of the issue "Vertexlighting".
Apart from that i tried several other methods like prerendered textures and lightmapped statics with several bUnlit and Glow settings but the result was never satifying!
Where do you see Smoothing Group errors?
Quotevery hot so far, wanna tell me how you achived lighting like that? I always seem to get a very harsh contrast.
Yeah, lighting Statics in Unreal2k3 really can be pain in the neck. Being used to the comfortable env_sunlight entity from HL1 i really was shocked when i saw the fucked up results when i applied a sunlight actor for the first time. Lighting the scene the way it is now ( which is obviously far from satisfying ) was a hard struggle of putting millions of normal pointlights in the scene and moving them around to fix the main lighting errors.
I even experimented with 4 sunlight actors to get normal shadows......
To show you what i came up with in the end, i made a picture of my lighting concept!
[Blocked Image: http://www.kiiia.com/Bilder/lightingex.jpg]
It took me some time to switch from Q-Engine based editing to the U-Engine but finally i want to show you very very,early WIP shots from my current project.
Everything is still very WIP, so wrong texture alignment,missing parts or simply lack of details are to be blamed to that.
100% Custom Content!
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Quotebtw, head and body are 2 different files, but I dont know how to get the 2 parts into one file....can anybody help me?
Export one Model as .3ds and import it in the other scene. Thats how i use to do it!
Nice to see what a real skill0r can do with that door, Luka!
Little Render ( without Skylight SHadows due to a weird Max problem ) of an SM from my actual map project for UT2k3:
[Blocked Image: http://www.kiiia.com/Bilder/tower_render1.jpg]
I like the whole feeling and atmosphere of the architecture and lighting! Everything fits together nicely,but the colors fit perfectly.
I really like it!
Motherfocker......
Made a really Lowpoly A3, with a lame diffuse map ( cause i wasn`t able to do a proper Material for some reason ). Learned a lot from it and the next one will have a lot more details and a nice material and render. :wink:
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Quotethat looks great, can we see the texture?
Not too much of a sight to be honest:
[Blocked Image: http://www.kiiia.com/Bilder/tree1_tex1alpha.jpg]
It looks like this......(low quality game settings due to my slow hardware)
[Blocked Image: http://www.kiiia.com/Bilder/tree1_ingame.jpg]
Although it doesn`t have anything to do with my actual mapping project i felt like modeling a tree today ![]()
PARTY!
[Blocked Image: http://www.kiiia.com/Bilder/tree1.jpg]
Although it doesn`t have anything to do with my actual mapping project i felt like modeling a tree today ![]()
PARTY!
[Blocked Image: http://www.kiiia.com/Bilder/tree1.jpg]
QuoteYou mean with transparent stuff in the leaves? I know that that would be better, but I have no idea of how to do that. I am not the best texture artist and I am not sure of how to define invisible parts in Source model skins.
Alpha Chan. Example:
Original Tex:
[Blocked Image: http://www.kiiia.com/Bilder/palme_med_tex.jpg]
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Alpha Chan. that belongs to it:
[Blocked Image: http://www.kiiia.com/Bilder/palme_med_tex_alpha.jpg]
Simply make all the visible areas white and the invisible black.
Hope i was kinda helpfull.
Doing a small set around this base Tex atm...here the "door one":
[Blocked Image: http://www.kiiia.com/Bilder/bricks_ocker_1_door_wip.jpg]
Somehow I`m not lucky with the shadows....any comments on how to do this better!