Yeah this is true, I will be adding to extrusion into the wall so that the windows blend in more.
Posts by manhuntworld
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Thank you both for your feedback.
I will take this all onboard and update this when i've got the results.

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A palace that i've made for my master's degree dissertation showing the use of modular modelling within 3D architecture
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please can you give me both good and bad feedback about it. i need to balance out good feedback with bad feedback or more so constructive critique. Aim it more at the building, not at the environment itself. its the building that's the show piece.
thanks guys.
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Sweet !
I don't know why, It's remind me a lot the Samaritan demo of Epic at the GDC. I love it !lol, thanks very much Froyok

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Ok, i've updated the cinema a fair bit now and redone a few of the textures, added paralax mapping to the doors, added rain, wind (maybe too much wind so will reduce density) roadsign, changed the road and also changed the pavement. Used mafia 2 as references for the sidewalk and road. just need to get the lighting sorted still. also added some custom decals around the scene such as moss, bird mess and random grunge.
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/CinemaSign_screenshot27.png]
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I thought exactly the same thing, thought it was in cry engine because of the crabs on the beach lol
How did you do the waves washing up on the beach? was it an animated texture?
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Thank you all for the help and advice, i think as you have all said, its very different in regards to the scale of objects and models in a game engine than it would be to a read autocad program.
Quotewhat's different about the pipeline? do the rendering constraints of game engines make things too difficult from an asset creation perspective to make it worth it? are certain engines more inherently suited to this sort of thing than others?
i like that what Schmung said, think its good to look into asset creation and the pipeline differences toward a game engine etc. I'll give this a good think over and have a speak to my supervisor to see what he says.
thanks you all.
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hey guys, i need some level design / environment driven dissertation ideas.
I'll be starting my dissertation in september of this year and need a good problem or current issue to use for a dissertation project.
I originally had "using games engines for architectural 3D visualisation" so basically using UDK or any other game engine and modelling the environment inside to give a representation of what a design may look like but not in a normal way like a AUTOCAD program. basically my idea that i was pushing with it was that its all in real time and other visualisations used for architecture design are not, well not to the degree of a games engine. they're is many papers backing up my idea as it has been done before but was really wanting to know what you think?
other than that could you guys please give me any ideas that could be feasible in a level / environment art background.
thank you kindly

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You're doing it wrong. This is not helping people at all.Provide instructions how you solved it so people can learn.
Apologies on this, yes what Serenius said was how i done it. Simple fix.
Also another way was to "attach to actor" in kismet, select the base of attachment and then the mesh that needs to be attached. worked fine.
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i think you're really missing the contemporary style of the 1930s. none of the features of your model have distinct art deco traits.
Quotethere was a lot more going on in architecture than art deco in the 1930s.
I agree, it doesn't neccessarily follow a strict 1930's theme, but as said before i've used the concepts as shown in this thread all of which are 1930's cinemas and have taken different traits from them.
I think after this project once i've submitted it, i'll be back to the drawing board and trying a more direct copy from one of the concepts.
cheers for the feedback though. i'll take it all with a pinch of salt

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your reference is really cool! how much time do you have left to work on this?
@ e-freak, i only have two more weeks
, and i also have to do another 2 more assignments in that time as well so i can barely spend anymore time on it.@Minotauro, the idea was to not create an exact copy but just use ideas from all of the others, i may after the deadline in my own time create an exact copy where i'm not against a deadline, my lecturer at the moment hasn't complained so far on the feedback, but what everyone else says is spot on with changing the materials etc.
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Keep the DOF for the reasons you mentioned, but turn the kernel size down. It's way too pronounced and detracts from the scene more than empty space would.
ahh thank you so much serenius! i've turned the kernal size down like you said and its made it alot better! the buildings around are more visible without dulling down the theme of a 1930's scene.

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Thanks all for the feedback, good or bad.
Quoteyeah the materials need a bit of work, it looks like it's made out of meat!
that made me laugh. but all feedback is welcome!
SamCom - yes here are the references i worked from:
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its hard to really get a colour pallette down for this cinema as most of the references pics i found were black and white. So i had to improvise really.
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Thanks for the feedback e-freak, yeah materials still need work doing to them which i will spend some time on,
i do agree with the DOF but the only reason i'm using that is because im just using some pre-existing UDK city scape models to fill the scene up and because they arn't a 1930's theme or genre i'm blurring them out so i can just get the silhouette and the lights in still. I agree also that the lighting is too yellowish, i will definitley take that on board and bring down the yellow a bit. The scale of it is quite big as i was going for a premier type cinema, its around 1000 units high, and 1600 units long, so quite big, but looking at reference pictures from old cinema's thats the size they were as there tended to only be one screen.Not sure why i've kept it on the podest, it was more for presentation reasons although i was thinking of axing it completely and just have it on the ground flat.
Other than that thanks for feedback

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Hi guys, been working on a modular 1930's cinema for a udk MOD that i am involved in, this is also a University project so i am under a deadline.
So far heres how the work has progressed:
Please add any feedback you would like to give, the surrounding scene is not obligatory so i'm not getting marked on that, but just on the cinema itself. Sorry for the mass amount of images at one

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It's almost complete, just needs a few lighting issues sorting out and a kismet/matinee sequence camera walkthrough as well as moveable spotlights.
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Just adding to what everyone else has put, your textures are the focal point of this map at the moment and i just see way too much texture repetition. You need to mix the textures up, maybe even add some decals in there, or grunge up some of your texture sheets. As i don't quite know what you've done to build it, i'm guessing the building is modular so maybe have a couple of UV channels on your meshes instead of 1 which will help break up the scene. Your lighting as said by previous members is a bit dodgy at the moment, you have blues and oranges mixing together which isn't exactly an appealing mixture of lighting, so i'd reccoment changing that up a bit. Also have you thought about making this a night scene instead or a very late evening scene? this would help you understand how the lighting works a little better and be able to see the different contrast between varied colour schemes. Look up colour theory in level design, it will bring alot more character to your maps and be able to understand which colours go together and how they set the mood of your level
Other than that though the overall setting is very nice, and is an interesting building to say the least but i'd sort out your lighting and textures for sure.good luck, and keep posting your updates

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Don't worry guys, i've figured it out myself.
managed to play around with it in kismet and it works fine.
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Hey guys just need some advice, how could i go about attaching/constraining a "spotlightmovable" to my actual spotlight model in UDK. I want it moving around in a scene i have setup but want the light to follow with the model.
how would i go about this.
thanks in advance.

[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/spotlight_test.jpg]
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hi e-freak. yes it is happening in the test game from UDK so it could possibly be a ini mess up. anyone got a spare ini file they want to throw my way or shall i just edit it myself?
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Hi Serenius, thanks for replying. no its basically when i start up the editor its automatically going left. i've tried like pressing the left strafe to unstick it, but it just keeps happening. not sure if its an idea to reinstall UDK if i can't find a suitable solution. but yes in basic terms its going left without any input at all.
