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  3. capone_adam

Posts by capone_adam

  • level/mod project

    • capone_adam
    • August 7, 2005 at 12:03 AM

    I'm actually aiming this towards the engine that is used on 'insurgency' mod which I see you are on too. I'm only a contributer who has not been assigned anything of yet. Do you know if the engine being used is ok with multiple alpha planes? If so is this how most artists are going about adding 'unique' dirt?

    thanks

  • level/mod project

    • capone_adam
    • August 6, 2005 at 8:55 PM

    I'm trying to avoid repetition as much as possible. But the idea of doing long strip planes for the side dirt is good. Only thing then is that the more basic layers underneith with all the 'little' debris will be the same.

    I think I've been playing too much MGS3...seriously, I would just love to know how they did those rock/ground surfaces that just don't seem to repeat at all.

  • level/mod project

    • capone_adam
    • August 6, 2005 at 8:23 PM

    Intro

    One crit I often get with my work is that its all fantasy based so for my next project I'm trying to do a high poly realistic section of a game level. To keep myself going off on one I've offered to contribute towards a mod that is based on war in iraq. This should help me keep focused on being realistic.

    Just playing with a floor at moment. This is more or less just the base. I will be putting extra transparent planes on top and modeled debris. Any crits? In particular can anyone suggest how to go about adding flat sheet of paper on the floor. I added it to the map but its too flat and its the same if I make a transparent plane. Would it be insane to make a piece of paper out of 3-5 planes to put a bit on bend in it?...

    [Blocked Image: http://www.caponeart.com/del50.jpg]

  • TEXTURE DANCE OFF : Cartoon Texture

    • capone_adam
    • August 5, 2005 at 3:16 PM

    I sort of missed this thread and feel naughty for posting work that was not made for this exact thread but it WAS made in the last week at least...

    [Blocked Image: http://www.caponeart.com/fish_day2.jpg]

    [Blocked Image: http://www.caponeart.com/fish_textures.jpg]

  • game art - cartoony hill

    • capone_adam
    • August 2, 2005 at 11:24 AM

    Glad windwaker was mentioned Made the floor bright luminous green as well as other more subtle changes. For all the FINAL renders and wires visit...

    http://%7boption%7d

  • game art - cartoony hill

    • capone_adam
    • August 1, 2005 at 9:49 PM

    'Finished' it, thanks for all contributions to this thread.

    [Blocked Image: http://www.caponeart.com/del48.jpg]

    [Blocked Image: http://www.caponeart.com/del49.jpg]

  • game art - cartoony hill

    • capone_adam
    • August 1, 2005 at 1:58 PM

    ...it just gets better and better (hopefully you think so too). I am still working on it but will be doing final renders in about 5-6 hours. Then its time to move on!

    [Blocked Image: http://www.caponeart.com/del45.jpg]

    [Blocked Image: http://www.caponeart.com/del46.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 31, 2005 at 11:44 PM

    of course, theres always the good old green scheme...

    blue, brown or green?

    [Blocked Image: http://www.caponeart.com/del44.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 31, 2005 at 10:12 PM

    More changes...

    [Blocked Image: http://www.caponeart.com/del43.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 31, 2005 at 12:52 AM

    update...

    [Blocked Image: http://www.caponeart.com/del42.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 30, 2005 at 10:09 AM

    csharp Why do you not like the blue? Is it because it doesn't work with the design or because theres no such thing as blue rock?

    Pericolos0 That it looks like it has a blanket drapped over it is a big concern of mine too. I might take out all the highlights but I'm wondering if I need to add bumps etc into the modeling of those parts.

    Oski I might try out 3 more colour schemes, put em next to each other. Or I could just make up a story about this being for a smurf game.

    daano By cut off do you mean you want a area of floor around it? If I have time I may do that...a fence around it would be nice also...

    stolve I like the blue also, I just think its a bit too overpowering. I think it needs more red/warm elements to balance out. At moment it looks like a blue thing with 2 red things stuck on it.

  • game art - cartoony hill

    • capone_adam
    • July 29, 2005 at 10:45 PM

    lol, christmas pudding!!...

    Yep, that insult was the final straw in making me see my errors. I've made it more 'rocky' while trying to keep the previous style. I could go on for ages about all the difficulties I've had with this but I'll just show you what I have at moment. Its very nearly done but just wanted to run this past you before I spend a day polishing/adding to it. Obviously, the fish tank isn't working yet so any advice for that would be in particular be appreaciated.

    Just rip into anything about it basically, I won't mind!

    [Blocked Image: http://www.caponeart.com/del40.jpg]

  • help - max's 'render to texture'

    • capone_adam
    • July 29, 2005 at 12:23 AM

    Thanks all,

    Schmung Doh, only just logged on and its too late. I have 2 other tutorials including the official one. I seem to be doing everything right but no matter what selecting 'use exsisting channel' creates a blank render.

    Pericolos0 Allthough Hourences says this won't work I'll try it as in theory it sounds good.

    Hourences Yeah I'm using max7 too. I've tried new scene and object but same problems.

    Again, thanks

  • help - max's 'render to texture'

    • capone_adam
    • July 28, 2005 at 11:01 AM

    I'm really stuck, can't get help in two other forums. Basically I've never used render to texture before and am trying to export a image showing a unwrapped object (like you do with something like texporter) but with the texture remaining on the pieces. I also want the pieces to be arranged like how they were unwrapped.

    [Blocked Image: http://www.caponeart.com/del38.jpg]

    I'm certain that map channel 1 is being used and have tried BOTH 'exsisting channel and auto unwrap' options and get this result (both create same image)

    [Blocked Image: http://www.caponeart.com/del39.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 25, 2005 at 10:40 PM

    The thing is, theres different types of cartoony...I'm not going for 'wacky' cartoony (there really should be official names for types of cartoons) such as bendy houses and what not. I'm trying to do something thats a bit more real.

    Check this out, is this 'alien' mountain texture ok?...it reminds me of something from either a Robocod game or that B.O.B from the 16bit days but theres a little voice in my head going "NO...WHAT ARE YOU THINKING?!?!?"

    is it cool...or just...wrong?, be honest please...

    [Blocked Image: http://www.caponeart.com/del37.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 24, 2005 at 7:18 PM

    managed to get a few hours in today, update...So far I have still only used 2 512x512.

    [Blocked Image: http://www.caponeart.com/del36.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 21, 2005 at 4:37 PM

    I don't model THEN texture...I sort of keep tweaking/adding to both at various times. But to me this project is about the textures so I figured it suited this thread best. Also the model is quite simple.

    ReNo Thanks, I agree with the unbalanced. As I just said, I'll probably add modeling/objects later. Not sure what to do with that top part, originally it was supposed to have resturant tables etc but well...thats just TOO daft. Any ideas what to have there? As for other things I may add statues onto the hill and make a big resturant sign...

    Friechamp Thanks, I hope I can do the concept justice...

    Elliot Thanks...see above.

    csharp Thanks

    Pericolos0 Thanks

    ok, I need some advice. 2 things...

    1) Firstly, how would a fish tank be done in todays games? By this I just mean the glass and water. What I've done here is add specular and opacity to polys. Is this really dated? Maybe I could do a animated texture with bubbles etc?, maybe a rotating cylinder with light clouds...

    [Blocked Image: http://www.caponeart.com/del31.jpg]

    2)During my last project (old pier) I got a lot of crits about the lo res textures. Before I get fully into the texture job what do you make of the following...the square is a 512x512. I really have no idea if this is too hi res or low res...

    [Blocked Image: http://www.caponeart.com/del32.jpg]

  • game art - cartoony hill

    • capone_adam
    • July 21, 2005 at 2:27 AM

    One thing that bugs me about these forums...never know if to post into models or textures...I never JUST model something or JUST texture it...

    aaaaanyway, I did a cool doodle on a train the other day and thought it would suit this project. This project is about me showing I can do toony textures, hopefully.

    The main core of the idea is that there is a big fish tank within the hill/mountain. You will be able to see fish and scenery in it etc. I'm thinking to maybe make it a seafood resturant. I'll keep you updated!, feel free to crit.

    [Blocked Image: http://www.caponeart.com/del30.jpg]

  • Old pier - game environment

    • capone_adam
    • July 18, 2005 at 10:37 PM

    I'm all done now, need to move on. Feel free to keep crits coming as I can still learn from them. Thanks for all your support.

    [Blocked Image: http://www.caponeart.com/del17.jpg]

    [Blocked Image: http://www.caponeart.com/del18.jpg]

    [Blocked Image: http://www.caponeart.com/del19.jpg]

    [Blocked Image: http://www.caponeart.com/del21.jpg]

    [Blocked Image: http://www.caponeart.com/del20.jpg]

  • Old pier - game environment

    • capone_adam
    • July 18, 2005 at 1:59 PM

    if its high memory shouldn't it be sharp?...I actually do not think its 'blury'...

    oh dear, I really really need to find out about this kind of stuff...

    Just about finished it...will post final shots tonight...

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