Wow, loving the evolution going on here. I've tried a version of to the side of the cube, I think it breaks the shield look quite well.
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Wow, loving the evolution going on here. I've tried a version of to the side of the cube, I think it breaks the shield look quite well.
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Apparently there's a luck of the draw type Alpha key give out going on on the alpha page. I got pointed in it's direction and got a key straight away, while other friends haven't been so lucky.
http://bfalpha.battlefield.com
I didn't receive any invite email beforehand or after either, but it's downloading in Origin now.
Here's a couple of my elaborations of what's been discussed so far. Some really great ideas here guys.
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That's pretty awesome. I agree the lighting is nice, but I don't think it's gelling with the skybox texture properly, I think there's a bit too much yellow in it giving it a teal colour whereas the skybox is more pure blue/purple.
Yeah, congrats guys. I look forward to the Insurgency release, sunk a good few hours into that mod back in the day. Your new project also sounds intriguing, will keep an eye on it.
Yeah, I have the shared materials going just fine, multi-sub as Pampers pointed out. I was just hoping there would be somewhere I could add materials to a prop in groups. All my searching I've done hasn't turned up anything suitable so I guess it's not possible in the way I was expecting.
Started on some decorative meshes these last few days. First a set of pieces to construct walls, and then got started on the gardens themselves. Got a set of Garden path pieces modelled up and some pieces to create the box hedges, a favourite of the Romans.
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Going to do some large shrubs and trees next. As well as some prettier flowery things to add some colour to the space.
I love that little scene, If you stretched that style across a street I think you'd be onto something awesome. I love the rich warm tones you have in there at the moment.
Oh boy, the bot is awesome. But that vehicle is just something else. Awesome work all round.
Thanks for the tips guys. The problem I have though, is I went for using tiling materials as so many assets share the same textures, this means I only want to change 1 of 5 materials between the two models. Drag and drop apply's that 1 material to the whole model which wont do. I was hoping for something similar to source where you can assign multiple groups of textures to a model and then select them when you place the prop in hammer. Seems what I'm doing currently may be the best method I guess.
I'd say try to tie you yellow colour into some more of those pieces in your paint-over, such as the stairs. You don't want to overdo it though. It may also be fallout from your WIP lighting but there's not a lot of contrast between the floor and the ceiling.
I like the look of you concept, I think the retro style e-freak is suggesting would fit in pretty well.
Very fun, the gameplay mechanics were great. But there wasn't enough of it!
Interesting, the bot seems to agree with me word for word
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Your scaling is certainly looking better than before. Look forward to seeing this start to get fleshed out.
Whew, slow going on this, occasionally to the point of frustration. But I guess that's just what learning a new Engine does to a project. Really feel like I'm getting into the swing of things with UDK now, it's benefits are beginning to show through.
Spent the time since my last post working on redoing my road modules to allow for greater flexibility than before, should also help with any pieces I might need to produce in the future. I've also done some work on the building pieces, created some new bits as well as made a 75% version to create some smaller structures with. Next I am going to create a few detail assets to flesh the space out with a bit.
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Can I create meshes with multiple skins similar to source? For example my buildings use 2 versions of the same mesh at the moment, 1 with a red stripe on the bottom and 1 without on the top. Would be neat if there was a way I could make this one mesh with the two texture options. I haven't found anything on the UDN which would work like I wan't/would expect.
Probably never would have fixed it if you hadnt
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Thanks for the crit, that was an old normal map back when crazybump was new to me and I thought it was the be-all and end-all of normal map production. I hadn't learnt anything about the highpoly baking process at that stage, so I was mostly reserved to the Nvidia plugin and crazybump for any of my normal map making needs.
I have however spent some time redoing that map this morning, how does this look to you guys?
I think I'll put the time into fixing up the outside normal map in a similar fashion now. I am afraid it's still mostly Crazybump filtered, though a little more care taken than just running a tweaked diffuse through.
They may be double windows, that's correct, but if you look at them they are not actually double the width of the other windows in your reference as they have thinner panels of glass in them. They might be slightly wider but no more than a third I'd say. I think your other windows may be a bit too thin as well if you compare them to the reference, but that's being really nit-picky.
That being said, I think it's only looking wrong to you because you know the reference so well, the actual 3D stuff doesn't look that bad when viewed on it's own.
Love how concise and to the point it is, and how you cover some general stuff like project organisation. Good stuff.
That's all come together really nicely Seir, good work.
Right, so after sorting the seam issues between modules I turned my attention back to the normal map issues. I knew it was probably going to be a n00b mistake, and it was. Now after actually setting up my normal map textures properly it fixed both of my first two problems. The next stage is to create my road layout, and start populating the city with it's various landmarks, then to fill the spaces with generic buildings.
For anyone else who may suffer the same mistakes I did I just had to make sure they were set to tc_normaluncompressed, SRGB to false and Unpack Min to -1. I'm a little baffled as to how I managed to miss this info, even following a few tutorials on material creation. In general these tutorials often seem to skip what settings to use when importing textures.
Awesome, well it's looking good to me, good luck with your application.