time-lapse as gameplay/environment element?
maybe not, but if that's all in-engine, it certainly can be done.
time-lapse as gameplay/environment element?
maybe not, but if that's all in-engine, it certainly can be done.
ha ha, awesome.
can somebody read the subtitles to me? i'm too busy watching the background.
i knew it was nymphenburg as soon as i saw it, if that counts as a positive.
on the negative, while the central building looks pretty good, the wings look pretty off, just in terms of general classical proportion (not checking the source for accuracy). the pilasters are relatively heavy, and look like they're floating above the ground floor rather than resting on it (most evident at the corner of that building in the last image). i would think the ground floor would be a different material/color (show modularity through rustication, maybe?) and would be beefed out a little to help solve this. also, the entablature is either too big or too bare, and is contributing to the imbalance in the stuff below. seems like a missed opportunity to show even more modularity through ornament/texture, if you were to decide to keep it on the big side.
good luck with the project.
look under projects
Quote from YoumeBut even as it currently is, the small amount of fixing required is much faster than making the beams all from scratch or even copying and pasting from another area.
i enjoy doing that stuff manually...there's something about nailing down the final weight of a space through details that automating it can't quite match.
as a kit of parts, though, i like it.
it would be cool to see this implemented at other scales for other things once it becomes a little more sophisticated, simply as an experiment.
i understand it's just an exercise, but the mismatch of the windows, doors, and floors to your results really undermine the idea of the tool.
is there a way to give the compiler a little bit more info to ensure some accuracy with the structure?
2nd or 3rd time i've been sorry not to have an xbox.
looks like a lot of fun.
Quote from JacksonLI scanned Titanic in 3D yesterday and it was great!I got it why this movie is one of my best implanted memories
As for the tv series, I'm a bot
...and being able to jump on stuff that's thigh high is so 2010.
i finished rage, which is more than i can say for 90 percent of the sp games i try and play... although finishing it was kind of an accident since the end pretty much leapt out of nowhere and said, "fuck you, we're done."
though i generally liked the game once it got going...i don't even know what would be appealing to mod for this game...
Quote from ThrikI don't want to be that guy who seems to be talking to himself.
one day you're going to look up and be that guy who isn't talking to himself.
i spent a whole 30 minute bus-ride the other day trying to figure out if some guy snickering to himself behind me was criminally insane or just had a really funny friend.
when nodding off in meetings, try to follow it up with more nods so people think you've just got a good beat in your head.
Quote from barrakidIt's funny that the CVS article on wikipedia says on the first paragraph that "These symptoms can be further aggravated by improper lighting conditions (i.e. glare [1] or bright overhead lighting) or air moving past the eyes (e.g. overhead vents, direct air from a fan).".
yeah, but even before it says any of that, it says it's temporary, which was basically the point in referring to CVS in the first place.
my dad's an eye doctor, and i actually asked him about working in front of a monitor all the time a few weeks ago. he basically denied that lighting was an issue as said above, but also said that prevailing wisdom has it that prolonged close-work (on anything, not just a monitor), is a cause of myopia.
so make sure to station your monitor 2 meters away.
but also done it in an environment that accommodates it generously.
still impressive, though.
i thought those were statues until i went back and read about your plans for the cloth.
i actually think it serves the ghostliness of the isle better for them to be statues.
think it's coming together really nicely, especially the tactility of the ground vegetation.
i think the bulldozer is a nice stand-in for the yellow in the windows of other shots. marks the area as in-play. maybe if you had the time, you could model a snowcat, though.
[Blocked Image: http://i293.photobucket.com/albums/mm57/rb_prod1/TheShiningScatmanCrothers.jpg][Blocked Image: http://www.imcdb.org/i029272.jpg]
were there some conflicts between older versions of max and/or source that prevented something like this before now?
there certainly seemed to be a peak in demand like 5 or 6 years ago.
i personally don't have many complaints about creating basic geometry in hammer, but this is cool, nonetheless.
i appreciate the desire to detail the floor of the corridor like you have, but it just looks like a sprained ankle.. err toe... waiting to happen...perhaps sink the panels (so you can keep the relief) and put a corresponding grate system over them to even the floor surface?
nice stuff.
hopefully it's not exaggerated at all. cause and effect could be pretty wonky at times in past iterations.