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  3. arhurt

Posts by arhurt

  • SFAM - Arhurt

    • arhurt
    • April 4, 2009 at 1:58 AM

    Unfortunately I didn't have the time to work more on this and fix the many problems I found. Also, I could only do about half the stufdf I had planned. Oh well...

    Since I won't be home for the weekend, tonight was my deadline.

    Good luck I guess...

    [Blocked Image: http://img16.imageshack.us/img16/5848/sfamarhurt001.jpg]

    Wireframe

    [Blocked Image: http://img18.imageshack.us/img18/4682/sfamarhurt002.jpg]

    Wireframe

    Moodboard

    Diffuse

    Specular

    Normal

    Triangle Count: 60452

  • SFAM - Arhurt

    • arhurt
    • March 13, 2009 at 11:55 PM

    Thanks JeanPaul, that sky is just a placeholder.

    Managed to get some more done today:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/SFAM_007.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/SFAM_008.jpg]

    There are a few flipped faces on the ceiling, but I like how it turned out. Now I need to start filling those shelves with books and making the centerpiece fountain as well as the boat and a few floating tables and candles.

  • SFAM - Arhurt

    • arhurt
    • March 13, 2009 at 3:28 PM

    Thanks Lee3dee, but if you mean the weird lightning on the double staircases it's because I mirrored them but the normalmap got inverted because I rotated those faces 90º on the UVW, pretty dumb thing to do.

    Here's where I'm at now:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/SFAM_006.jpg]

    Now comes my favorite part: Texturing!

  • SFAM - Arhurt

    • arhurt
    • March 12, 2009 at 3:44 PM

    Small update. This morning I managed to get the basic geometry on one side into Unreal, I'll close off the other side and tweak a bit with the lightning later today.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/SFAM_002.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/SFAM_003.jpg]

    BTW: Don't mind the water it's just a placeholder. If anyone has any leads on how to make realtime environment reflections on Unreal I'd really appreciate a few hints.

  • SFAM - Arhurt

    • arhurt
    • March 12, 2009 at 12:44 AM

    I've been sidetracked by other stuff but finally I got some more time to work on my entry.

    The problem I'm having is that the scene is just so darn big that I have to do a lot of work before I even have a little piece done and presenteable. I'm now working on each piece's UV maps and the basic textures.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/SFAM_001.jpg]

    So far this is the corner I have already implemented on Unreal and ready to be tweaked. I'll have a lot more time to work on this next week so I hope I can make up for the time lost.

    Thanks for the help all, I'll keep you posted on it.

  • World Builder

    • arhurt
    • March 8, 2009 at 8:04 PM

    I wonder when we'll be able to make levels in this environment!

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  • Are violent games preparing our kids for the apocalypse

    • arhurt
    • March 7, 2009 at 7:28 PM

    http://%7boption%7d

    Seriously I LoL'd trough the entire thing...

    "My son learned that it's easier to kill cyborgs with grenades than a machinegun"

  • What have you purchased recently?

    • arhurt
    • March 4, 2009 at 2:59 AM

    Thanks guys.

    I really choose Necrons because it's my favorite race in Dawn of War and they are cheap to collect. I'll make cheap conversions of regular Necron Warriors into Immortals and Flayed Ones like below and build my own Monolith from scratch.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/Necron005.jpg]

    With 2 of the Necron Battleforces I'll eventually purchase I'll be able to have 30 warriors, 13 Immortals and 13 Flayed Ones, plus the 14 scarabs and 6 destroyers for a cheap U$120 (since I already have all the hobby tools and paints). Add in a Lord on foot and a Lord with Destroyer body with the scratchbuilt Monolith and I have a 2000pt army under U$ 160,00. With bitz I have and magnets I can easily make my 6 destroyers with swappable weapons so that I can field 3 regular and 3 heavy ones.

    I can then purchase Tomb Spiders, Wraiths and Pariahs in the long run and not hurt my wallet too much.

  • What have you purchased recently?

    • arhurt
    • March 3, 2009 at 9:22 PM

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/m400708_99120110001_NecronWarriorsM.jpg]

    x2

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/m400718_99120110002_NecronDestroyer.jpg]

    x3

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/m400678_99060110022_LordResOrbMain_.jpg]

    x1

    Of course they are supplied unpainted and in plastic sprues, but it's going to be the start of my little necron army.

  • pl_frontier (not my map, but my model)

    • arhurt
    • February 28, 2009 at 2:52 PM

    Thanks guys!

    About the eyes, I want him to feel a little ambiguous (sp?) like a distant cousin of Glados There is a voice actor recording some lines for him and it will add a lot of character to Lil'ChewChew.

    The Lil'ChewChew scribbled painting on the side is something the map author added and it kinda of stayed like that. I never really tried to change it but since it's not the first time it's brought up I'll see what I can do.

    Thanks again, I'll see if I can cap some videos of him animated. He now really chews enemies with a Clank! hehe

  • SFAM - Arhurt

    • arhurt
    • February 26, 2009 at 9:09 AM

    lol thanks that umm... fixed it

    Yeah I'm that new to things.. .and sleep deprived

  • SFAM - Arhurt

    • arhurt
    • February 26, 2009 at 5:35 AM

    Ok, managed to fix my normalmaps problems after some reading, and also nailed a few problems with my UVW mapping. Here is the current mesh rendered in max:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/pillar004.jpg]

    But then I imported it in UnrealEd, setup my materials and I still get some freaky stuff. For instance, take a look at the two bottom viewports. I don't know why but they won't display correctly. No meshes show up in them, but the two top ones are fine. I couldn't find a solution anywhere. Now that I know the issue is with UnrealEd and not my model though, I could move on to other things.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/wtfO_o.jpg]

    Now I still get the black lines despite the fact that my normalmaps are ok, check out the difference from UT3 to Max render with the same textures and materials:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/crappy01.jpg]

  • SFAM - Arhurt

    • arhurt
    • February 26, 2009 at 1:55 AM

    Hey guys, having a lot of trouble here :/

    My imported meshes aren't showing on some viewports!

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/issue01.jpg]

    Also, my model looks like crap ingame. I wonder if it's my normalmaps that are the problem, they seem messy to me...

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/issue02.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/issue03.jpg]

    Any help is much appreciated

    Edit:

    I just went back to max and noticed that something is very wrong with the model/maps, I don't know what. Take a look at a render with no lights on the scene (the default max lightning) and how strange it looks. What could cause so much inconsistency between surfaces like that?

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/issue.jpg]

  • SFAM - Arhurt

    • arhurt
    • February 24, 2009 at 11:26 PM

    Thanks guys, it's really a leap from Source to UnrealEd. The material editor is sooooo neat I love it!

    Now another modelling question. Should I bevel the edges of my models, like the pillars below (low and hipoly models in the image)

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Pillars001.jpg]

  • SFAM - Arhurt

    • arhurt
    • February 24, 2009 at 5:37 PM

    Thanks Slainchild!

    What do you mean by a lightmap UV? Do I need to have one extra set of UVs for the lightmaps for any reason, can't I just use my basic UVW mapping for it just as I do for diffuse etc?

    Also, here's a question concerning UVWs:

    How do I make a section of my model use a small tileable texzture (if even possible)

    For instance: The whole pillars and platforms are one big mesh, say that I wanted to make this trim here use a small portion of my texture sheet, how can I do this? Any links to tutorials or examples?

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/tiles.jpg]

  • SFAM - Arhurt

    • arhurt
    • February 24, 2009 at 6:16 AM

    So I've decided to enter the Scene from a movie competittion from Gameartist.net

    Here's my moodboard, should be self-explanatory:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Moodboard.jpg]

    I decided to take this opportunity and also learn a little bit about the Unreal engine. I've never done such a large scene before and it's proving to be quite a challenge, I'm really enjoying this!

    Here is some of my progress so far:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Stair003.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Books002.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/006.jpg]

    Now I have a couple of questions:

    Does it matter if my mesh is all broken up into pieces for the engine to render? I'm sure this will never become a playable level, but at least the lightning must work correctly (I can use engine created lightmaps). I guess what I want to know is if I can leave holes and open seams in my mesh (I know they are bad for occluding, but performance is not a priority here).

    For example. Look at the way I made the bookcases and collums:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/mesh.jpg]

    As you can see they are all separate meshes just meeting at the edges, their vertices are not welded. Is that a problem or is that ok to be done?

    I'll likely have a ton more questions later

  • What have you purchased recently?

    • arhurt
    • February 19, 2009 at 6:47 PM
    Quote from Minotauro

    part of that 3000% sale increase via steam

  • Interior designers, design my apartment

    • arhurt
    • February 19, 2009 at 4:59 AM

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/Untitled-1-2.jpg]

  • The Ball - Indie FPS Action/Puzzle Game

    • arhurt
    • February 18, 2009 at 8:28 PM

    Well deserved man, congrats!

  • Game-Artist.Net Competition #17 Announcement

    • arhurt
    • February 18, 2009 at 2:20 PM

    I'm in as well, let's see what comes out of it. http://www.game-artist.net/forums/scene ... #post79693

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