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  3. Nurb

Posts by Nurb

  • Unreal Engine - Static meshes with borked UV edges

    • Nurb
    • June 28, 2008 at 10:34 AM

    I have a problem with static meshes imported into UED3.

    [Blocked Image: http://www.claeng.com/__forumpublish/uv_egg.jpg]

    I don't know why, but for some reason the UVs seems to kinda "slide" apart. In Maya it works fine, but in the Unreal Engine the UV-borders always become more or less. On other objects I've noticed that the UV-borders seem to be hardened cause the shadowing gets different on each side of the edge even though the edge is fully smoothed in Maya (which could also potentially be the problem with this "egg" seeing as the normals are acting up). Does anyone recognize this problem and know of any way to avoid it (other than hiding the edges with other objects which is sadly what I have been doing >_<)?

  • totally random texture thread

    • Nurb
    • June 28, 2008 at 10:12 AM

    Wow Teddy Filip told me about this but I haven't seen the real result until now. I fully agree the previous poster in wanting to see the maps applied on a lowpoly mesh. Without knowing the specifics about how this works, what would you say are the largest limitations of this technology?

  • [UT3] DM-Calibrah

    • Nurb
    • June 28, 2008 at 9:55 AM

    I tried your map, the dark areas I mentioned wherent a problem (atleast not with my gamma setting ^^). You've got nice flow around the map though it's kinda hard orientating sometimes seeing as many areas are very similiar. The plants dominate the graphics of the entire level. It would help orientation if for example half the level was overgrown while the other half only had plants here and there.

    There are some problems with bugged vertexlighting on static meshes (they are completely black), especially around the link-gun but in other places aswell. Also I would add some collision volumes to avoid the player getting stuck on the sides of the stone-meshes in the area with the armor and jagged rocks.

    Otherwise it's a beatiful and well made level

  • Unreal Visualisation Toolkit

    • Nurb
    • June 28, 2008 at 8:10 AM

    Wow o_o I will definately use this when it comes to testing the map I'm working on. Thanks!

  • [UT3] DM-Calibrah

    • Nurb
    • June 28, 2008 at 8:03 AM

    Gonna try it out, looks great, though some areas seem abit dark. Probably just on my screen though, since people usually say my own levels are too bright X( You should definately submit this for the best visuals cathegory in phase 2 aswell (if that's possible - should be).

    Did you have any problem submitting to the make something unreal contest? I uploaded my map, and it was added to fileplanet with the green text and it was added to the entries page on the contest website. But then they restructured the list and sorted it by cathegory, and suddenly my map wasn't on there anymore

  • The random model thread!

    • Nurb
    • June 28, 2008 at 7:52 AM

    Call me a noob, but what do you do with it though? Do you get a model with a UV-map that you can use in a gameengine? Or does this method have to be built in to the level editing package? I have a hard time grasping how I would get the model and texture from the 3d-app ---> ingame.

    Looks like an awesome method anyway. I could really have used something like that for the cave-level I'm making in UED3 right now X(

  • 6x Sci-Fi Sentryguns for unreal mutator

    • Nurb
    • June 28, 2008 at 7:36 AM

    They look awesome I can see where you had some normalmap problems. What's the tricount on them? Did you set a limit? Some of the ingame-models could have made better use of their normalmaps with just a small amount of tweaking/adding a couple of tris here and there. The body of the minigun (cylinder shape) could have followed the shape of the highpoly better, just like you've made the head of the flamethrower etc.

    The end result looks amazing anyway

  • Mapcore mapping contest?

    • Nurb
    • June 28, 2008 at 7:17 AM
    Quote from JeanPaul

    Mind you, I like this idea, but in all honesty whoever uses Cryengine 2 will win this hands down

    If the theme isn't "jungle island" I'd say whoever uses Cryengine 2 will be in trouble ^^ j/k

  • Old School Unreal 30 Day Contest

    • Nurb
    • June 19, 2008 at 7:32 AM

    Looks nice, (though I dont like the UT3 assets, but thats what you are stuck with ). From the looks of it, the level could use more vertical gameplay, not just in the lowgrav areas but the general floorplan indoors looks very flat aswell. Also, when viewing from outside the ship it looks less like a ship than it looks like a level floating in hyperspace. The outside sort of looks like the inside.

    From the looks of it you are making the level out of two "modules" that generally look the same. This creates abit repetitive gameplay (mirrored/repeated areas in maps are needed in some gamemodes, in DM it should be avoided imo), and you also risk making the player confused unless you have strong visual differences between the modules, in light/textures/meshes/etc. which would help orientation.

  • 6x Sci-Fi Sentryguns for unreal mutator

    • Nurb
    • June 17, 2008 at 5:01 PM

    Really distinct and well detailed designs. And they will fit flawlessly into UT3. Would like to see the lowpoly versions (with normalmaps) when they are done

    *edit* oops, missed your last reply. I 100% agree that normalmaps usually look very bad in the Unrealengine sadly Usually the result gets abit better with diffuse and alot better with specular. The specular really needs to bring out the edges of the normalmap. I dont know how big of a performancehit it is, but if the textures are blurry ingame you could try to put lodbias in the texture settings to -1, cause sometimes, for some reason, even if you put your nose against the material you still dont get the sharpest mip-level X( But you probably knew most of this allready. Anyway, nice work

  • [DoD:S] dod_orange_chiron_tl34

    • Nurb
    • June 11, 2008 at 10:55 AM

    Often when something hasn't been done before there is a reason for it

    The leveldesign should always complement the core gameplay. You can successfully port a map from for example Quake 4 to UT3 with some modifications since the core gameplay is similiar in those two games. But when the two games have completely different core gameplay the port becomes a joke rather than something serious, like a youtube clip I saw of Super Mario as a HL2 map ^^. On the other hand, a port is never serious leveldesign, though it can be made as a tribute to the original leveldesigner or a service to the community if a specific map have been requested for different game than it was intended for.

  • CTF_Greystone B1

    • Nurb
    • May 30, 2008 at 2:55 PM

    Isn't the map mostly brown?

  • totally random texture thread

    • Nurb
    • May 9, 2008 at 6:30 AM

    What on earth is that thing and why is it leaking gas? o_o

  • go-kart model

    • Nurb
    • April 16, 2008 at 11:33 AM

    The menu gui looks nice and clean but I miss "Switch profile" in the menu. It's more of a gamedesign thing though

  • Quakis' Source Project.

    • Nurb
    • April 5, 2008 at 9:45 AM

    Agree with insta. The floor and ceilingplan is very 2D atm.

  • GameArt

    • Nurb
    • April 5, 2008 at 9:35 AM

    I really like the textures and hope you can get the same specular in whatever gameengine you use. Just glad I dont have to work on whatever spaceship those are for... The dark red screens would make anyones eyes just pack up and leave after a whole days work

  • The random model thread!

    • Nurb
    • April 4, 2008 at 10:22 PM
    Quote from Punky

    Nice, is decadence going to make another media release in the near future, the previous release made me want to find out more about it, and I like the idea behind it

    We have alot of media to release but havent decided yet when to release it

  • WIP in WIP, post your level screenshots!

    • Nurb
    • March 31, 2008 at 6:30 AM
    Quote from yubnub

    Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome*picture*

    Inspired by the roman atrium? I like it (nut for architecture history >_<)

  • [Crysis] - Borderline - Beta 2.

    • Nurb
    • March 25, 2008 at 7:34 AM

    Very very nice. There seems to be some strange bloom-effect on the beta2 screens.. some kind of "dark bloom" (Orlando Bloom!?! o_O... eh no.. I'm gonna stay with "dark bloom")? Looks alittle weird. Otherwise it's really promising

    I'm thinking of trying to make a map for crysis myself sometime, but I'm torn between that and CoD4.. It's either make a map for a small community with a cutting edge tool or make a map for a gigantic community with a very primitive tool (I'm just spoiled with the UT editor >_<).

  • The random model thread!

    • Nurb
    • March 24, 2008 at 10:46 PM
    Quote from KIIIA

    nurb wrote:

    You mean, you blend detailtextures over your texture of the ship? Or is it possible to assign different UV Sets to different textures that are applied over each other? For lightmaps i know its possible! If you are using a lightmap and model with maya i would recommend you to use this tool for the Lightmap UVSet: "http://www.renderheads.com/portfolio/UVAutoRatio/" . We used it at the studio for all the lightmaps, since it`s really handy!

    Yes, I blend the detailtextures with the ship texture (or rather multiply the shiptexture over the detailtextures). You put it way better than I did Figured out how to lightmap the ship now also. Didnt know that I had to make a second UVset X( So basically I just made a copy of the existing UVs and fixed some places where there would have been problems (like mirrored/overlapping UVs). Thanks for the tip on that app though, seems good. I'll check it out next time

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