1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. e-freak

Posts by e-freak

  • Reset

    • e-freak
    • April 27, 2012 at 3:57 PM

    yeah, Crytek, Valve (and Epic, I guess) have done all trailers and videos in-Engine for years. The tech seems to work in that trailer but it doesn't prove too much as of yet. (Blending between textures/materials - easy, growing trees - case of assets (could be pointcaches, could be clever rigging)...) one of the obvious flaws in this for example is the DoF in the shot with the dead guy in the foreground - the background is smearing into the blurred beard. still very nice though and I guess there's a lot of potential in there

  • Dear Esther Getting Commercial Release

    • e-freak
    • April 26, 2012 at 4:27 PM

    could give it a try (iMac in the office)

  • MapCore Job Census

    • e-freak
    • April 24, 2012 at 10:24 AM

    Wow, congrats! How comes everyone left Frontier within a month?

  • The random model thread!

    • e-freak
    • April 23, 2012 at 10:23 PM

    make a plane, use some spare room on your texture (or use a second texture if necessary), put the plane as close as possible to the geometry and use alpha channel if necessary. should do the trick.

  • Are you man enough?

    • e-freak
    • April 17, 2012 at 10:14 PM

    dude, i wish i had half the relax you have. chemo is a bitch, but yeah - better safe than sorry. and i guess there's a couple more seasons you can watch good to hear you're feeling ok so far.

    on a not so related note: may i ask if you're still working (more or less) fulltime when you're not in the hospital?

  • Crysis 3

    • e-freak
    • April 16, 2012 at 2:11 PM

    there's also this on most of the EA sites:

    [Blocked Image: http://crysis.ea.com/sites/default/files/styles/mediamedium/public/field/image/pfo_1.png?cb=aaadac46f3b1b6139a35e495a20ce836]

  • MapCore Job Census

    • e-freak
    • April 13, 2012 at 4:26 PM

    yeah, are you arriving april 30th? may 1st is a bank holiday and we can probably organize a proper welcome party! welcome to the crycore

  • Joiner - An Automated VMF Tool

    • e-freak
    • April 13, 2012 at 2:52 PM

    clever

  • Teuta Grajqevci - 3D Character Artist/3D Artist

    • e-freak
    • April 3, 2012 at 4:00 PM
    Quote

    Oh, and the textures have a white background? Don't do that it's weird, just use the average colors of your texture in the background, it's better for mipmapping.

    Haha, my thoughts as well Looking at the texture I went a little "why is it white o_O". Then again - great character pieces. If anything, I'd say more content. Also, maybe get the firextinguisher and some more props as a small stage/turntable scene for one of your characters - which would show that you did the fire extinguisher but wouldn't give it as much attention, as - as Helder pointed out - it has some flaws in comparison.

  • How do I sample the grid on the screen?

    • e-freak
    • April 3, 2012 at 9:10 AM

    G is for grid.

  • Hw to add rigid physic to a Geom Enity?

    • e-freak
    • April 1, 2012 at 12:22 AM

    hey, did you use 3Ds Max or Maya or Sketchup? In any case: The thing you're missing is a so called Proxy. You might either set the material for your model to physicalize and let the Engine do the proxy for you or you could place Proxy Geometry withing your DCC-Software and mark it as Proxys by giving it an appropriate Sub-Material.

    Here's a very good description of how this works

    http://freesdk.crydev.net/display/SDKDOC3/Physics+Proxy

  • UDK One-Texture Environment

    • e-freak
    • March 29, 2012 at 7:13 PM

    Create a shader that reads the diffuse channels seperately and treats them as four different texture maps that can then be given additional color information through either parametric control or vertex color. The first channel is more or less just an underlying detail pass of grey metal, the next channel holds all kinds of cool shapes and borders and the blue channel holds decals and stuff and the alpha channel holds all hologram/screen textures. Now on the normal map you absolutely need two channels to cover for orientation, so the optimization is less aparent - but the blue channel is getting replaced to instead of holding depth information holding the actual cut-out alpha for the nice details that are stored in the green diffuse channel.

    All objects in the scene got this texture applied in modo already and instead of painting a texture on the UV, he mapped the UVs around the texture, using different UV channels/seperated geometry if I got this right.

  • Industry Professionals Share Nuggets of Information

    • e-freak
    • March 29, 2012 at 7:07 PM
    Quote from Minos

    This, a million times. I've lost count how many times I've argued with programmers about turning off the lights.

    I must be an aberration then cause Im always the first people to complain about the place being too dark

    I'm with you on this. Obviously you need to block light on the screen, but the room itself should be bright... otherwise the harsh contrast between the glowing screen and the dark room really gives me headaches.

  • Battlefield 3

    • e-freak
    • March 28, 2012 at 10:28 PM

    Hey Rick, have you been in Dubai recently?

  • Industry Professionals Share Nuggets of Information

    • e-freak
    • March 27, 2012 at 11:58 AM
    Quote from marks

    Holy fucking shit dude, you will not believe this.... but somebody ACTUALLY did that at Frontier today. Vilham can back me up on this, though he works upstairs so may not have heard. I'm being completely serious. Fucking weirdos at Frontier I tell you.

    Somebody smeared shit on the wall apparently, it caused a right ruckus I can tell you.

    Somebody's been reading mapcore .... ;D

    perfect alibi! good job vilham

  • Industry Professionals Share Nuggets of Information

    • e-freak
    • March 26, 2012 at 4:31 PM

    Mention "cupcakes" and a specific location in the company in an email and watch the zombie outbreak!

  • Post Your Pic Extravaganza

    • e-freak
    • March 26, 2012 at 12:03 PM

    Give Simon a shout Never worked with Tomas, it's kinda weird cause everyone I ever talk to seems to know him

  • Oliver Bartman - Environment Artist

    • e-freak
    • March 26, 2012 at 12:01 PM

    what Pogo said - integrating feedback and improving on your skills is the best attitude Keep us posted on how it goes (and if you need any help or hints!)

  • Wall Worm now has 3ds Max VMF Exporter

    • e-freak
    • March 25, 2012 at 6:51 PM

    Can you publicly speak about how much contact you had with valve over this? I could imagine a game like dota 2 benefitting alot from a tool like this over the classical everything in hammer...

  • Oliver Bartman - Environment Artist

    • e-freak
    • March 23, 2012 at 1:49 PM

    Not commenting on any of the modelling or texturing here, but you should think about getting your assets into a game engine and do a proper lighting for them. The whole diffuse viewport lighting doesn't help the presentation, while a nice lighting setup in either Unreal or CryEngine might bring this a long way.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 17, 2026 at 1:23 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™