I too suffer from gradient normal bake-syndrome. I learned that the low poly should be fully smoothed and you're good. And I've just kinda fixed my bakes in photoshop since. So you guys are saying that hard edges should be uv splits to avoid them?
Posts by Dejavo
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TBH I think you still need an artist. Looks a bit like cs 1.6 with the heavy brushwork but with high res textures and nicer lightning.
I think it played well but B puts me off a bit with all the tight ever changing sight lines due to pillars and bushes.
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Are the textures your own? They have a nice consistent feel to them.
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It's a small team of env. artists from what I've heard. It's developed by massive and it's their tech too.
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I remember the first game as being more open world and letting you do things in your own pace while Witcher 2 was more rigid. In the end I was super impressed by the look and feel of witcher 2 but never got as invested in the story or the world as I was in witcher 1.
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Stranger I think you need to look at official maps and try to figure out what patterns and elements they consist of that make them fun and interesting. And take a look at their scale as well. Corridor widths, line of sights etc.
And the envorinement you are creating doesnt seem believable. For example if you went the right route as T and down through a lowered path and then pop up again in the middle of that big wall facing the bomb site. What would that lowered path represent in a real envoirnement? Why would there be an opening in the middle of a huge wall? In modern cs-maps I expect to find the envoirnement believable. I think the dust3000-look aggrevates this problem so stick to dev-textures at this stage.
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I just had 2 crashes in 10 minutes. Jejeeeeeeeee.
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Thanks. I have a reference for the left one. The other one is hurting my eyes right now.
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Love everything in this scene and the lighting in this pic in particular http://farm6.staticflickr.com/5516/11026035884_81efd9fd38_o.jpg .
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Speaking of source. I'm working on a small morrocan scene with custom content for cs go. A bit empty atm but this is what I've got.
[Blocked Image: http://i.imgur.com/ZUJalXd.jpg]
[Blocked Image: http://i.imgur.com/5BmxIOZ.jpg]
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"The war has changed" - solid snake + battlefield narrator.
"War never changes" - Fallout 3.
2-1 war has changed.
Looks cool though. BF-trailers never fail to get me hyped.
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This is my setup:
[Blocked Image: http://i.imgur.com/o1g2sYn.jpg]
I just did a test export and it was 1:1. Same settings at home and in school, same results :z.
Shawnolson: I figured it was something along those lines. Thanks for explaining that.
edit: Checked that qc $scale is set to 1.
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Stepphenwolf that makes sense to me but I had the same settings.
I changed system unit scale to 1 unit = 16 feet and it's 1:1 with hammer now. Maybe that helps someone else.
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Yes, that is where I found "Note: Hammer units are equal to 3DSMAX's generic units."
I'll try with cm, see if I can make sense of the conversion. Thanks for the reply.
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Yoho. The wiki says that 1 unit in hammer equals 1 generic unit in 3dsmax. But they don't match for me. 3dsmax units seem to be more than 2x bigger.
Also, if I resize things in max with the general resize tool, hammer doesnt recognize the change. But if I scale all the verts instead, hammer recognize it. Wat. Plz help.
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Wow. Great job. I love the subtle grit you put on some of the assets.
I agree that the scene is a bit cluttered with the current lightning. steppenwolfs paintover feels more grounded.
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Nice. I think foliage is a pain to do in source but that's looking good. Didnt know it was the mipmapping doing that btw. Just thought it was a limitation in source or something.
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What I said on mumble: I'd like A entrance for T to have a mirage-push style timing where T can push out and grab som ground easily. For B-push I feel a bit awkward and vulnerable as T before reaching the red doors. A bit to much open space overall on T-side of map for my cs-taste.
Overall I like the dynamic of the map when a bomb plant is happening and mid is being used to rotate.
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I've lost my own critical eyes for this now. Sculpt and bake practice. Gonna do the 3dmotive foliage for UDK-tut before I do any more outdoorsy stuff fo sho.
[Blocked Image: http://i.imgur.com/VaX2Dpk.jpg]
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Yeah I'm more pumped for cruising around on the countryside, driving dirt roads and making crazy jumps and all that. I really digged the vastness of it in SA.