A keel yes. We need that. This is for an environment based on a third world country river setting. So the boat would be pushed forward by a long stick, rather than rowed or propelled by a motor. But we need some more details. However this is just a small piece for the background.
Posts by marque_pierre
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Yeah, so...
Anyway, another project of mine, for my masters degree (feel really important saying that... :roll: ) is to make an environment of my own design.
As usual I want to focus on textures. But guys, be gentle, I feel that these days I spend 98% of my time doing everything BUT textures, and when it is finally texturing time, I have either lost my mojo or have too little time to do it right.

Anyway, here is a ridiculously simple little boat. A dingy of sorts. We are aiming for realism. The planks are not quite there... There is some je ne sais pas. Please point it out to me. Preferably with detailed solutions too!

[Blocked Image: http://www.marquepierre.com/small_boat.jpg]
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About the wallpaper. I like it. It really has potential. But as for wear and tear, I think you need to apply that to the wallpaper itself. Right now it has nothing of the desaturation of being exposed to the sun or general light, nor the yellowing of paper materials that comes with age. Which is out of balance with the general wear that is suggested by the holes in it.
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Hmmm. I think I might be barking up the wrong tree here. Perhaps the future of texture art in gamerdom is not gonna play out this way anyway... Just want to be prepared, is all. :roll:
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Okay, so how do you suggest one goes about learning to make shaders then? Any ressources out there, or just trial and error?

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Dear Klein,
You call yourself a texture and shader artist. And since you are our resident guy in the know, a few questions about the future is in order.
I keep hearing from my buddies involved with next gen development that we will see a lot of procedural shaders instead of textures in next gen. Any truth to that?
And since making a procedural texture is very different from painting one or manipulating a photo into one, we need to start practising. Can you recommend any tools to pick up? Been looking at DarkTree for procedural textures. Do anybody use that in the industry?
Basically I want to make sure I will not get left behind in next gen texturing, because of procedurals. Got any advice for us all Klein?
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Half Life 2. Do anybody know the texture resolutions and the corresponding poly counts for the models? Yes, I have googled for half an hour now - better ask people in the know directly...
I heard that the ordinary characters, like combine and such were 3000 polygons. What about the texture resolution for that? Was Alyx not like 8000 polygons? What about her textures?
I need to prove a point to my lecturers. I don't wanna model no 3000 poly thing and texture it with a crummy 512 map...
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Thanks for the suggestions. This is some high energy abnomal physics kinda lab, as far as I could gather.
Well, Nightwatch seems to be very much alive to me. But I wouldn't mind becoming mythical too, so... a myth it is then.
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For Nightwatch I working on some textures. Hi tech labs, oh yeah, we all have played in them to death, but what do they really look like? Anybody got some reference images?
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That moment, when you became a gamer; when you "got it" for the first time. What game was it for you?
For me it was the Gauntlet arcade maching from Atari.
[Blocked Image: http://home.hiwaay.net/~sandersj/gauntlet.jpg]
That's when I fell in love, and I have never looked back.
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Quote from von*ferret
Hoestly though my hours in hammer, unrealed, max, and photoshop far exeed my gaming time =( which is a sad thing because I need to know games to build games.
Come on von*ferret, now you are just giving all of us WoW addicts a guilty conscience.
But you are right though, gotta know games to make them, but sometimes making them can be a lot more fun than playing them. Photoshop is my comfortable home planet, with 3ds Max being a recent addition to my solar system. -
Getting Half Life 2 kinda introduced this thought of "when can I play it next?" to my life. Haven't been that involved in a story in a game since playing Icewind Dale. This summer was lost to World of Warcraft, when I should have been learning ZBrush and Maya. I am not gonna renew my subscription now, since my masters degree is coming up. That would just spell disaster.
But a lot of older games still have this magic to this day, where you know if you start a game, it is gonna be 4 in the morning very soon. The kings are still Civilization, Alpha Centauri, Pirates! and Heroes of Might and Magic III. Actually that Sid Meier really masters that style of "just one more turn" games design...
Other than that, the Age of Empires/Mythology games probably own entire years of my life... :roll:
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I DID see that movie. Meg Ryan and Tom Hanks and some weird story of why they should fall in love. But that scene, where this is supposed to be ripped off from? Nah... That kind of interior wasn't in the movie at all. As far as I remember...
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Well, learning styles differ immensely. I have always had a close relationship with books, and have had the good fortune to know a fair amount of excellent Max books, for different levels of competence I can recommend 3ds Max Fundamentals (absolute beginners), Modelling a Character with 3ds Max (intermediate), 3ds Max Killer Tips (intermediate) and The 3ds Max Bible (good for reference). There are more still. Anyway, I guess I just like better sitting with a book, instead of reading from a screen...
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Okay, I have heard of that super deluxe edition. But you are saying those videos are just the Buzz videos?
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Hi gang,
For my masters course we'll be using the Unreal engine for a games development project. Last year I think they used Renderware. Anyway, I am happy to finally get a task to push me in that direction, since there are a lot of interesting companies (Bioware among others) who use it.
I am not so much the dive in without manual kinda learner, I like working through a few tutorials, and learning the basics through that, and then start fiddling around.
I was thinking of getting this book, I believe it is published by the 3D Buzz guys...
Anybody have any experience with it? Are there tutorial videos out there? Anybody have any experience with Unreal editing at all? This will be my first FPS level editor to tamper with, so it is both daunting and exciting.