Looks really nice. I love that it looks like it's got a huge fire selector from an stuck on the back end.
*sets btr-70 to safety mode
Looks really nice. I love that it looks like it's got a huge fire selector from an stuck on the back end.
*sets btr-70 to safety mode
Ah cool it looks just like how Wings3D does it but fancier.
Wings3D has been able to do this sort of thing forever. Wings's AutoUV seems such a well kept secret for some reason: http://forums.cgsociety.org/showthread.php?t=258801
Recently I've been searching for UV tutorials for max and maya and I keep finding ones which are like: 'select part of your model, separate it, hit planar map or cylinder map'. I'm like wtf, I'm not doing it that way and I go back to Wings.
EDIT:
I just tried it. A bit slow but man is it nicely done. Nice simple interface. Just nice. This is going to help me a lot!
EDIT2:
Tried it some more. Spent about 5mins unwrapping a player model then the thing crashed. All progress lost. Lose!
I watched it without sound and nearly fell asleep. A countdown to a mere teaser trailer like that I have to say is kinda lame.
Woah nice Rick, I hope that's for the game I think it's for!
Perhaps that's his 'on standby' lights ![]()
You could make a different texture for in-motion that had lights that weren't baked across multiple limbs, cos yeah that would look crappy if you were to animate it.
Awesome though, and damn aevirex that's nice!
That's awesome! ![]()
Yeah I mean max/maya/xsi whatever.
It might be better but it's a ton more time consuming and less flexible. Modelling apps for props and fancy architecture, that's fine, but if I want to make a straight wall... I don't want to have to do that in max.
Imagine an app you do every single bit of your level geometry in, but you can texture in a number of ways. You can generate UV maps automatically and paint them, or you can use old-style texture application. For making basic structures it should be as easy as in Hammer, and for making complex architecture it should have all the power of a modelling app. If you tweak some geometry, it will auto-adjust the UV for you and prompt you to check it's correct. If you want to make simple models like trees you should be able to generate them procedurally. Same goes for terrain and for things like railings, pipes etc. And all of this architecture is converted automatically into the cheapest form possible.
A naive dream maybe, but that is where I think things should be going. I don't want to design levels in max.
For that shot yes, but I guess you wouldn't normally view from up there?
Looks very nice though how about 800x600 next time eh (and a link to hi-res) ? ![]()
toning down power is something i have to try to do in my everyday life.
it's just part of the burden of being a superhero, i've grown kinda used to it.
rick, n00ba, defrag and 0rtho, nice stuff.
0rtho that rack is mental, what an original thing to model, gj ![]()
I still think it may have been a joke based on the content of the thread this tutorial came out of ![]()
Oh man, how have I never found that cgtextures site before. I've used all the others, but that one is amazing. Woulda really helped in some textures I was making recently too, d'oh.
Isn't soft shadows one of its biggest advertising points?
QuoteReal Time Lighting and Dynamic Soft Shadows: CryENGINE™ 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.
The Gimp is both freeware and open source. The two definitions are not mutually exclusive.
Freeware means simply free of cost and unrestricted in usage/time. Tell me what there is about The Gimp that makes it fail to meet that definition. Nothing.
Everyone's so damn pedantic lately.
Amazing stuff, I just don't ever see myself moving to an engine where I have to model everything in max.
Lighting is amazing though. How doo they make it so dynamic and crazy defined and not whore on performance? Are there any articles on crytek's lighting tech?
I almost wonder if that line was deliberate ![]()
Great tut. Thanks for taking the time on this, appreciated! You make it sound so easy. ![]()
Terminator, I can only reiterate the 'nicely made but lacks originality' comments. If you have the time and patience to recraft the map to add in some style or take it in a different direction it would really be worth it.
Also JohnSmith and Terminator I would say each of your posts deserves a separate thread!
They are Method's not blitz's!
*points to quote
If a phrase saves time and everyone understands the meaning then I say fine, there's no need to get fussy about it.
It's phrases like 'Goldsource' that I see as pretentious and more damaging in that they take away understanding of something already well-known (it is the 'half-life engine' to about 90% of the gaming population - there's no need to call it by Valve's own internal nickname, that's just stupid).
Next-gen imo is fine.
Quote from Bl1tzI'm really digging these Method. Would you be interested in writing up some quick tutorials for how you approached doing maybe 1 or 2 of those? I'd be interested to learn your perspective since I know you're more of a level designer than a texture artist, but those do look great so I'd love to know a few of your tricks
Seconded!
Sooo nice. And yeah it really does make Source look great. It's hard to describe why but it looks oodles better than some of the Source stuff I normally look up to which is crammed with custom content.
Mainly I guess it just looks consistent (brushwork/texturing/lighting) to the point of looking 'perfect'. gj.