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Posts by ifO

  • BTR-70 APC

    • ifO
    • June 7, 2007 at 2:29 PM

    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

  • unfold3d

    • ifO
    • June 7, 2007 at 2:05 PM

    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!

  • this is the Fallout 3 teaser countdooOOooown

    • ifO
    • June 6, 2007 at 4:45 AM

    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.

  • WIP in WIP, post your level screenshots!

    • ifO
    • June 5, 2007 at 9:49 PM

    Woah nice Rick, I hope that's for the game I think it's for!

  • The random model thread!

    • ifO
    • June 4, 2007 at 7:23 PM

    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!

  • WIP in WIP, post your level screenshots!

    • ifO
    • June 4, 2007 at 8:25 AM

    That's awesome!

  • CryEngine 2: first mod images.

    • ifO
    • June 3, 2007 at 1:48 PM

    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.

  • WIP in WIP, post your level screenshots!

    • ifO
    • June 3, 2007 at 10:54 AM

    For that shot yes, but I guess you wouldn't normally view from up there?

  • WIP in WIP, post your level screenshots!

    • ifO
    • June 3, 2007 at 10:26 AM

    Looks very nice though how about 800x600 next time eh (and a link to hi-res) ?

  • The random model thread!

    • ifO
    • June 3, 2007 at 10:22 AM

    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

  • Tutorial - Texture Creation From Reference

    • ifO
    • June 2, 2007 at 9:23 PM

    I still think it may have been a joke based on the content of the thread this tutorial came out of

  • Tutorial - Texture Creation From Reference

    • ifO
    • June 2, 2007 at 2:55 PM

    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.

  • CryEngine 2: first mod images.

    • ifO
    • June 2, 2007 at 1:42 PM

    Isn't soft shadows one of its biggest advertising points?

    Quote

    Real 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.

  • Tutorial - Texture Creation From Reference

    • ifO
    • June 2, 2007 at 12:19 PM

    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.

  • CryEngine 2: first mod images.

    • ifO
    • June 2, 2007 at 12:10 PM

    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?

  • Tutorial - Texture Creation From Reference

    • ifO
    • June 2, 2007 at 10:05 AM

    I almost wonder if that line was deliberate

    Great tut. Thanks for taking the time on this, appreciated! You make it sound so easy.

  • WIP in WIP, post your level screenshots!

    • ifO
    • June 2, 2007 at 12:34 AM

    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!

  • totally random texture thread

    • ifO
    • June 2, 2007 at 12:30 AM

    They are Method's not blitz's!

    *points to quote

  • totally random texture thread

    • ifO
    • June 2, 2007 at 12:27 AM

    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 Bl1tz

    I'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!

  • WIP in WIP, post your level screenshots!

    • ifO
    • June 1, 2007 at 5:29 PM

    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.

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