The original Carmageddon was my favourite game for a loooooong time. 3, 2, ... HEY, YOU! BRRRRRRRRRRRRRRRRRRRRRM
Congrats, tomdon!
The original Carmageddon was my favourite game for a loooooong time. 3, 2, ... HEY, YOU! BRRRRRRRRRRRRRRRRRRRRRM
Congrats, tomdon!
I agree with you, ifO. I don't like doing basic geometry in modelling packages either. I find it especially clunky when trying to navigate a scene in max, even when using the first person camera. Hammer and co are the business for blocking out basic geometry; maybe one day we'll have the best of both worlds (like a kind of 'speedbuilder' brush modelling styled max feature).
It's probably because his graphics card is archaic. To do efficient soft shadowing you need to be able to use dynamic branching to run only the expensive calculations where required (i.e. on the edges of shadows) which is a Shader Model 3 and above feature. As for the rest, I have no idea. It looks lovely regardless ![]()
Games will never be accepted as art until they stop being perceived as the preserve of 12 year olds who like stealing virtual cars. Most commentators don't understand games, much less the various genres. It's hard to evaluate what you do not understand.
Once the generation gap starts to disappear I think the prejudice against gaming will also start to dissipate (as all people born since the 90s will have grown up with a much bigger exposure to games). Let's face it; gaming isn't taken seriously by the majority of countries, governments, commentators etc. You only have to look at the grants to given to film, music & arts and compare that to the support given to game developers. I've heard people saying they'll take games serious as soon as developer stop making derivative / formulaic games and, while I agree that could be a good change, it's not like it stops the latest soundalikes band or knock-off film, does it?
My personal opinion is that a lot of what it means to be 'art' is just high-brow fancy bollocks. Games are like films & music in that there's a lot of mindless / mundane / uninteresting crap out there, but there's also a lot of very interesting & engaging stuff. A good game can look beautiful, engage you and make you think. Again, I think it's snobbery that's largely to blame because, for me, gaming can check all of the boxes.
I doubt I'll texture it as I wouldn't know where to start ![]()
Cool scene, Nooba. I especially like the trees.
Bit more detailing. The turret housing reminds me of the Juggernaut, bitch! ![]()
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bartollo: Thanks a lot. That last link is particularly excellent ![]()
Been pottering away with some various models for practice.
Lighthoose #1 updated a bit:
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New lighthoose. Hard to finish this one as the only reference pic (wikipedia) doesn't show the top of the lighthouse
I'll probably just make something up to finish it.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthouse02.jpg]
... and I fancied doing some vehicle modelling, so I started working on a BTR-70. Got the basic shape done (tricky bugger this, even with a lot of ref pics it still has a lot of areas with ambiguous geometry).
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Started the detailing. Needs cleaned up a bit later on. Need to redo the exhaust shape too since I found some better pics.
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This ends my model spam.
boxhead versus manpuncher?
I started Beyond Good and Evil on the PC, but it suffers from a terrible synchronisation bug. The audio & video go out of synch during the (many) pieces of story/cut-scenes, rendering it basically unplayable ![]()
Thrikky, help me!
Anyway I decided to give the lighthouse one a go, too. The top curve bit's wireframe looks weird from this angle, but it's actually OK. I'll finish this and add the light itself tomorrow.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthoose.jpg]
If by the wireframe mesh you mean to get the wireframe in the render like that:
1. Clone the mesh you want to render
2. Add a push modifier to the cloned mesh with a smallish value
3. Apply a new material to the cloned mesh with the "wireframe" box checked
4. Render
I wish they'd add a proper way to do this.
*edit - Beaten to it by Dark.
This is the only reference pic I used (couldn't find more angles of the same one):
I saw the speed modelling challenge thing on the game artist forums and, although I missed the boat, I thought it'd be fun to model a windmill like in one of the previous challenges. Obviously some of the geometry would have to be replaced by transparent textures (the little prop thing and the windmill blades), but it was fun to do nonetheless. I was well outside the 90 minute limit (probably took me 3 hours or more in total), but hopefully I can get faster. The render doesn't have the push value for the wireframe mesh set high enough so there's a few edges missing.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/windmill.jpg]
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/windmill_thingy.jpg]
Sounds grand. Best of luck to you ![]()
Rick: I've noticed that a lot of your posts are rather negative too (whether you mean it or not, that's the way it comes off), so I don't think you're being picked on. Your last post was far more constructive than the previous one; if you posted like that all the time then everyone would be grateful for the criticism ![]()
I'd buy this if they sorted out the mouse control. Why on earth would a PC game ship without mouse control in this day and age? D:
AFAIK Valve are happy to turn a blind eye to it as long as you don't go bonkers (like releasing an unofficial CS mod that uses CS:S content). As long as it's just bits & pieces, it shouldn't get you sued.
The huge pavement chunks are a touch weird looking and I think the colour is a little too orange & saturated, but other than that, it's some nice work ![]()