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  3. Nurb

Posts by Nurb

  • UT G.O.T.Y - DM-Close

    • Nurb
    • March 23, 2008 at 9:59 AM

    Hey Myles, looks pretty good for UT99.

    What I would like to comment on is the last couple of sentances in your resume "...now I think I have the skill to create a Next-Gen Environment with Next-Gen Assets. With these skills I plan to enter the game-industry". I'm not denying this could be true, but I think that in order to show that you can create "next-gen environments" maybe you should first try to make something good using "this-gen" technology, like the UT3 engine, Crysis, CoD4 or whatever. The Unreal 1 engine is outdated and doesnt support features used in current games. Just a suggestion.

  • [TF2] CP_REDSTONE - Beta 1

    • Nurb
    • March 23, 2008 at 9:47 AM

    This map looks spotlight-good imo The graphical style is perfectly in line with the retail TF2 maps and it looks awesome. Cant comment on the gameplay cause steam doesnt want my orange box money (VISA card rejected for some reason) X( Me and my girlfriend are the last people in the world who havent played Portal!

  • Ion Cannon

    • Nurb
    • March 23, 2008 at 9:42 AM

    Thanks for the response all I might add real stoppers to the rail later, but for now I'll settle with the "bent up rail ends" suggested by ginger_lord. Atm I'm modelling and texturing the rest of the scene but will prolly revisit the cannon once the level reaches the "final touch" stage.

  • The random model thread!

    • Nurb
    • March 22, 2008 at 9:23 PM

    Thanks for the comments on the gun atm I'm working on the rest of the scene:

    [Blocked Image: http://www.claeng.com/__forumpublish/tanker_render02.jpg]

    Texturing the ship atm, but the model is very plain so far. It's gonna have railings, cranes, crates, stairways, steeringwheel, windows, trims and ofcourse a jolly rogers flag But I add those as separate meshes to save GPU. The ship model itself is just 1646 tris. I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence Most of the textures are very wip but suggestions are welcome.

    Btw, does anyone know how to override the vertexlighting of static meshes in UT3 in favor of lightmaps? I'm quite sure it's possible, but cant seem to get it to work. I've tested a bunch of different lightmap res and lightmap index settings on the mesh, but dont even know what the lightmap index is, and either way it seems there is something else that I'm missing.

  • Ion Cannon

    • Nurb
    • March 20, 2008 at 10:52 AM

    Bent the rail at the end (thanks for the tip, really didnt feel like going into the texture again ) and readded some of the blue light in the render. I obviously want the portfoliorender to be as good as possible so really appreciate the feedback.

  • Ion Cannon

    • Nurb
    • March 19, 2008 at 10:35 PM

    Thanks!

    Wasnt completely happy with the first render, so I made a new one for the portfolio, but it's similiar:

    [Blocked Image: http://www.claeng.com/portfolio/model_cannon.jpg]

  • Ion Cannon

    • Nurb
    • March 19, 2008 at 10:13 PM

    I've posted the wip of this in the wip section before, but now that I've added a huge set of balls (!) I consider it finished. The colors illuminating from the cannonballs can be both a lightsource and an indication of which base the player is in (if used in a teambased mod like UT3 CTF)

    [Blocked Image: http://www.claeng.com/__forumpublish/cannon03.jpg]

  • The random model thread!

    • Nurb
    • March 18, 2008 at 6:37 AM

    Thanks all! I havent thought in terms of steampunk when I made it, but yeah, it does share the characteristic that old is mixed with scifi or fantasy. It's just that I use "YARRR! (!)"-technology instead of steam as the "old" component

  • The random model thread!

    • Nurb
    • March 17, 2008 at 1:23 PM

    I knew there was something I forgot ^^ "Stoppers" where part of the original concept I made:

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

    For some reason I just didnt model them X( Though I think the cannon would weigh a couple of tons so the recoil probably wouldn't make it roll back more than about half a meter at most. I'll see if I add them later, but up next is some cannonballs ^^

  • The random model thread!

    • Nurb
    • March 17, 2008 at 12:31 PM

    Thanks Here's a new render, with the platform:

    [Blocked Image: http://www.claeng.com/__forumpublish/cannon_render02.jpg]

  • The random model thread!

    • Nurb
    • March 11, 2008 at 4:03 PM

    Thanks I considered making the frame or parts of it in wood, and in retrospect I think I should have, but I decided to follow the inspiration-photo which I found on google (author unknown):

    http://%7boption%7d

    The spinning platform will be mainly wood with a structure in the same material as the cannon. It will also have a railtrack on top which the cannon will roll on when it recoils (the reason for the shape of the wheels). The cannonballs I imagine beeing a metal structure around a transparent core with some scifi-ish energysource inside (Ion cannonballs!). These could also be used as potential lightsources in a level ^^

  • The random model thread!

    • Nurb
    • March 11, 2008 at 12:38 PM

    Mr Pomp Yay! <3 Awesome work as always

    I'm working on this cannon atm. It's gonna have spinning platform underneeth it in the same blended sci-fi/pirate mid-/lowtech style. Would appreciate feedback

    [Blocked Image: http://www.claeng.com/__forumpublish/cannon_render01.jpg]

  • DM-Rioes - UT3

    • Nurb
    • February 25, 2008 at 10:22 AM

    Looks really beautiful, though from the screenshots quite repetitive (no areas really stand out). Works if it's a very small map, but if it's large you might wanna put some uniqueness to some areas for gameplay sake. But looks nice either way, grats. Gonna try how it plays later.

  • [TF2] Cp_studio_rc4

    • Nurb
    • February 12, 2008 at 8:53 AM

    Looks nice. You have captured the TF2 feeling really well. Maybe the gravel path has abit too much photodetail in it compared to the rest, but it's just a nitpick.

  • Banjo

    • Nurb
    • February 7, 2008 at 10:31 AM
    Quote from teeluu

    http://%7boption%7d this would be the final challenge!

    That would kick ass ^^ Playing it on expert is a life achievement

  • WIP in WIP, post your level screenshots!

    • Nurb
    • February 6, 2008 at 8:17 AM

    You create a really nice mood with the architecture and lighting. The grass looks fullbright though, but I'm sure youve noticed that yourself. Also it looks like sparks come out from the grass, as something just seem to be hanging in the air

  • UT3 DM-Cath

    • Nurb
    • February 6, 2008 at 12:04 AM

    Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay.

    On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy The map has several weaknessess that I will address in my next project.

    I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).

  • Ubi's Montreal office partially collapses and crushes car

    • Nurb
    • February 4, 2008 at 8:42 AM
    Quote from hessi

    could make some good ww2 destroyed building textures there...

    That's obviously what Ubi thought when they rigged the explosives

  • Tablets?

    • Nurb
    • February 2, 2008 at 10:55 AM

    I recommend a widescreen tablet for a widescreen display and a 4:3 one for a 4:3 display. If there is a mismatch between screen and tablet you get different strength of movement horizontally compared to vertically. However, this is barely noticable, and I've done alot of digital painting so I should know. I have no problems with my wide tablet when I have to use it on a 4:3 screen. As for size, A6 is introductionlevel, it works, but it feels small after a while. Anything over A4 feels too big (these are my personal opinions). I use a wacom intous 3 A5 wide with my 20" wide display. To me it's the perfect size.

  • Banjo

    • Nurb
    • February 1, 2008 at 9:30 AM

    I want you to make the game "Banjo Hero"

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