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  3. R_Yell

Posts by R_Yell

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • November 10, 2006 at 4:33 PM

    This is a respawn area, lighting still needs some improvements:

    [Blocked Image: http://img9.imagevenue.com/loc372/th_75135_elpaso_b60003_122_372lo.jpg][Blocked Image: http://img156.imagevenue.com/loc532/th_75173_elpaso_b60004_122_532lo.jpg][Blocked Image: http://img136.imagevenue.com/loc551/th_75180_elpaso_b60005_122_551lo.jpg]

  • Procedural textures, is this the future?

    • R_Yell
    • November 9, 2006 at 4:44 PM

    Hope not! But some people are promoting them as a reliable way of producing game art:

    http://www.bit-tech.net/gaming/2006/11/ ... Gam/1.html

    I guess this is could make sense in consoles. Not too much RAM available compared to PC, lots of processing power to generate those textures even on the fly, and all hardware is the same so no compatibility issues.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • November 5, 2006 at 11:06 PM

    Shadows are still quite dependent of the ground lightmap scale. That's 64 now for compile times, so props don't even cast shadows. Final LS will be 16 I guess, except on outer parts. In the HDR shots maybe contrast was higher and shadows were darker, I'm not sure, below shots are LDR.

    And this is a small stagecoach I made. I'm not used to model such "complicated" props, he he, skin is a pain in the arse for me but I tried to do something decent. Some corners were cut to mantain polycount down (850/ 1520/2200)

    [Blocked Image: http://img7.imagevenue.com/loc326/th_67313_elpaso_b60002_copy_122_326lo.jpg][Blocked Image: http://img9.imagevenue.com/loc519/th_65408_elpaso_b60001_122_519lo.jpg]

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • November 2, 2006 at 7:41 PM

    I had many doubts about sun position, and also there were some problems with light intensity but that's partially caused by my TFT low bright configuration. Now I think this will be the final lighting, I tested also on a CRT

    [Blocked Image: http://img28.imagevenue.com/loc516/th_49719_elpaso_b50029_122_516lo.jpg][Blocked Image: http://img137.imagevenue.com/loc400/th_49724_elpaso_b50030_122_400lo.jpg][Blocked Image: http://img129.imagevenue.com/loc470/th_49730_elpaso_b50031_122_470lo.jpg]

    (HDR on)

    BTW, I can't get to work new prop static lighting, that supposed to work only in DOD/EP1 or am I doing something wrong? Well, I'm not sure at all, there is prop (curtains) which is half lighted, not possible with standard system. That prop is inside the saloon so doesn't receive light_env, could it be related?

  • Seamless normal map modeling, any tips?

    • R_Yell
    • November 2, 2006 at 4:06 PM

    Hey, nice tutorials, directly to favorites.

    I haven't started yet with zbrush, took a look and seems very effective for the kind of normal map I'd like to try. It's like PS, first paint middle and then offset and work on edges, quite simple. I'll try to paint some rock walls once I'm done with el paso map.

    BTW, this is a conventional modeled normal map, the base texture is the same on both cases.

    [Blocked Image: http://img105.imagevenue.com/loc536/th_82258_elpaso_b30007_122_536lo.jpg]

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 27, 2006 at 12:59 PM

    This store ends the second half of the town:

    [Blocked Image: http://img102.imagevenue.com/loc390/th_49475_elpaso_b40002_122_390lo.jpg] [Blocked Image: http://img137.imagevenue.com/loc359/th_49481_elpaso_b40003_122_359lo.jpg]

    Now only left third stage, which includes a respawn area for each team, vis optimizations and some extra effects and props.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 24, 2006 at 3:04 PM

    Thx Cardo, at the moment don't need additional references, but thank you anyway . Regarding your travel to my country, I guess you were on another different western town!, Leone westerns (as most spaghettis) were filmed on Almeria, which is in the southern continental part of Spain. As far as I know, there were 3 towns but only survives one as some kind of amusement park. Maybe you were there? (Gran Canaria is far away from there).

    Quote

    Do you already started on creating horses?

    We have no horses at the moment, sorry, there is no way of riding them anyway.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 24, 2006 at 12:58 PM

    This is a free interpretation of one of the main buildings in A fistful of dollars:

    [Blocked Image: http://img19.imagevenue.com/loc462/th_90345_elpaso_b30017_122_462lo.jpg][Blocked Image: http://img160.imagevenue.com/loc497/th_90350_elpaso_b30019_122_497lo.jpg][Blocked Image: http://img124.imagevenue.com/loc315/th_90355_elpaso_b30020_122_315lo.jpg]

    There is a new ground texture and some new props made by the o&l team or me.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 15, 2006 at 11:37 PM

    There is going to be small slopes on some parts, buildings or fences on other places. I'll try to avoid invisible walls as a way to seal the walkable area.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 15, 2006 at 8:39 PM

    That's 2 models with normal map. I think it looks better than backing up the precomputed shadow in the model texture, also gives more freedom because you can place the model in different places, so it's reusable.

    Was made from real terrain data, reworked in world machine. I chose a real place called Flagstone (NM), which was a town name in a Leone's movie, but it was filmed in Spain

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 15, 2006 at 7:29 PM

    Here's the new 3dskybox

    [Blocked Image: http://img22.imagevenue.com/loc412/th_36353_elpaso_b30000_122_412lo.jpg][Blocked Image: http://img162.imagevenue.com/loc456/th_36363_elpaso_b30001_122_456lo.jpg][Blocked Image: http://img16.imagevenue.com/loc546/th_36368_elpaso_b30002_122_546lo.jpg][Blocked Image: http://img106.imagevenue.com/loc511/th_36373_elpaso_b30003_122_511lo.jpg]

    [Blocked Image: http://img44.imagevenue.com/loc598/th_36377_elpaso_b30004_122_598lo.jpg]

    Do you like the texture? Maybe too brown? That's something that might be rebuilt.

  • Seamless normal map modeling, any tips?

    • R_Yell
    • October 10, 2006 at 10:14 PM

    Ah Z-Brush, I heard about it. Finally I'll need to learn to use it. I also need some tutorial.

  • hessi's tree thread

    • R_Yell
    • October 10, 2006 at 7:54 PM

    Hmm, seems I have no such option in XSI. Only could find invert polygons like polygon normals related option. Thx anyway, I'll try h2 method or something else if needed. At the moment I think it depends on sun inclination, if it's on the rigtht values there aren't dark shades.

  • Prop request: steam engine.

    • R_Yell
    • October 10, 2006 at 6:22 PM

    That freakish car would make sense in the Rocky Mountains map, not definetively in El Paso

  • Prop request: steam engine.

    • R_Yell
    • October 10, 2006 at 5:23 PM

    Oh yes, references. Final look should be something like this, however I left to modeler's imagination the exact design, so polycount is managed in the best possible way. BTW, coal car is optional. Maybe should be done as a separate model.

    Additional references:

    http://www.cprr.org/Museum/Locomotives/index.html

    Rest of the train, waiting for a steam locomotive!

    [Blocked Image: http://img105.imagevenue.com/loc392/th_97207_elpaso_b10000_122_392lo.jpg]

  • Seamless normal map modeling, any tips?

    • R_Yell
    • October 10, 2006 at 1:28 PM

    I was wondering how I could model complex and seamless normal maps in an efficient way. Which app to use? I'm XSI user, there is a better suited app for such task? I made some seamless normal maps in XSI, but they were quite simple at the edges, not a big problem to make them seamless.

    Regarding the approach, these normal maps are going to be coupled with world textures, so maybe it's a good idea to start with geometry generated from a height map (but not necessary in all cases). Once modeling is done, the hard part (at least for me) is to make it non tilable. I suppose it should be done like PS offset filter, just cutting the mesh into 4 parts and each piece is rotated 180º. Am I right or is there a better method?

  • hessi's tree thread

    • R_Yell
    • October 10, 2006 at 11:45 AM

    Thx hessi. Yes, the planes are a problem. Maybe this shot is better to evaluate:

    [Blocked Image: http://img121.imagevenue.com/loc335/th_76502_displacement_test10007_122_335lo.jpg]

    There is an issue related to plane inclination, if they get too vertical appears a dark shading. So tried to avoid that, there is also the possibility to use unlit material for the branches (which looks worse to me than vertex shading). Maybe it needs more planes, or make them bigger so they cover more area.

    This tree is meant to be repeated lots of times, so I won't add subdivision on lower branches, I want to do the opposite on top branches.

  • Prop request: steam engine.

    • R_Yell
    • October 10, 2006 at 11:22 AM

    Maybe someone here may help me. I need a steam engine, it will be included in several western styled maps as static model or moving as part of complete train (cars are already modeled). I could model the engine as well, but would be better if an expert modeler does

    The requirements are these: around 3 LODs, ranging from 3000 to 7000 triangles, animation for the external moving parts, skin also required. Driver cab won't be enterable.

  • hessi's tree thread

    • R_Yell
    • October 10, 2006 at 11:01 AM

    Here is my pine (mediterranean style, 1600 tri. before optimization):

    [Blocked Image: http://img105.imagevenue.com/loc578/th_73232_displacement_test10004_122_578lo.jpg] [Blocked Image: http://img40.imagevenue.com/loc418/th_73237_displacement_test10005_122_418lo.jpg]

    Maybe the branch texture is too blurry? Any suggestion will be welcomed.

    Sorry for the map! (it's just a test). I plan to follow Hessi's tutorial about overlay shadow.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • October 7, 2006 at 8:44 PM

    I could show you a closer shot, but it has no porch believe me

    Probaly I'll make some minor changes. I pasted both stairs and forgot to change the shape and color, they do not fit well now.

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