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  3. AlexM

Posts by AlexM

  • Street Fighter IV

    • AlexM
    • September 28, 2009 at 9:18 PM

    lol, I'll still be there day1

    After all this time I'm trained to not be offended at rebuying the same SF multiple times.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 27, 2009 at 8:40 PM
    Quote from acapulco

    I don't like those trunks and branches. They do not really look good. I would definitly model them accurately and give them a unique UVW and unique textur. Not a base textur. You will be able to bring so much more out of them than what you got at the moment. Some moss and dirt near the ground, some chipped of bark and stuff. WILL look better than this. And I think it doesn't matter if you import 1 diffuse for that tree or 1 base-barktexture...

    Sounds good, I'm not really happy with them either. I'll try doing those again more accurately.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 27, 2009 at 1:05 AM

    so I remodele the tree today and rebuilt the foliage with 2 textures. I also did a once over on all my materials, made some browner and added modulation textures for all the blends. Here's how it turned out.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070005.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070006.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070007.jpg]

    here's the textures

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/treetex.jpg]

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 26, 2009 at 2:07 AM

    Some updates, I did some desaturation and added some borwn to te leaves. I probably havent done it profoundly enough at this point but it feels a little better.

    I started on a new map, the last one was basically to see how many polys I could fill teh scene with before people frame rates start to take a hit. I've also start messing with blendmodulation textures and they are great. The only thing i dont understand is the sharpness part. Wouldn't the sharpness be defined in teh mask itself?

    This is what I've been going off of.

    http://developer.valvesoftware.com/wiki ... atetexture

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0060014.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0060015.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0060012.jpg]

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 24, 2009 at 10:45 PM

    Below is the original texture followed by a mod I did. I Just ran a burn brush towards the areas I thought would be generally mor shadowy. I tried using a gradient and overlay but it turned out a little contrasty for my taste. I think part of the problem is my foliage doesnt protrude from the trunk. I modeled a pine cluster and copied it around on the branches.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/originalr.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/mod.jpg]

    Here is the cluster which is repeated throughout the model.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/leafcluster.jpg]

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 23, 2009 at 9:07 PM
    Quote from robert.briscoe

    can you post an image of what your actual texture looks like before and after so i can take a closer look?

    I'm just running out to meet a friend but I'll post up the textures and a breakdown of the model tonight or tomorrow morning. Thanks again for taking the time to look at it

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 23, 2009 at 4:07 AM

    just tried your tip RB, I think it helped a bit. I think next time around I make foliage though, there's a few things I can do better about my foliage structure.

    first is with a burn/darken overlay and the first is the original for the sake of comparison.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100006.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100007.jpg]

  • blending cubemaps?

    • AlexM
    • September 22, 2009 at 9:08 PM

    yeah it's too bad phong requires normal maps in ep1

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 17, 2009 at 4:12 PM
    Quote from robert.briscoe

    Also adding a faint gradient from black to white (black where the texture meets the trunk and white being furthest away) using the 'overlay' blend mode can also add some depth and variation.[Blocked Image: http://hunter.fpsbanana.com/ss/maps/69947.jpg]

    Ah thanks for the tip! I was trying to think of ways to get it to look more affected by shadows.

    I love how you managed to get de_forest to look btw. Very inspirational

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 17, 2009 at 12:19 AM

    lol yeah forgot to fix the fog, it was on a different skybox before :x

    Not ecstatic with how that foliage came out. I was hoping if I just turned off color correction on the camera I wouldnt have to do much else besides the masking. Obviously that's not the case. I got a tip from a fellow teammate (schmung) to trythe following:

    "I duplicate my layer , high pass it and then use the original as an overlay with blend mode set to colour."

    I'll give that a try and keep messing around with it.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 16, 2009 at 11:03 PM

    This is a quickie I put together to basically test foliage with the source engine. I've always had trouble doing foliage in the source engine with the harsh vertex lighting. It's one of the reasons I'm reading up on shader creation now (lol it'll be a good long time until I can do anything useful, I had to go back and crack open all my old math books).

    Anyways large tree LOD's are between 300-5000 triangles. Textures are 1024 for the terrain and 512 for the foliage.

    The skybox I made from a DEM the centeral mountainous area of BC Canada.

    I've already learned a lot, I figured out a lot of things that wont work. After I get this map playable I'll start working on a REAL forest map

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100001.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100003.jpg]

  • The Relationship Between Engines and Tools

    • AlexM
    • September 13, 2009 at 5:58 PM
    Quote from 2d-chris

    That being said, daily I use one of the most feature complete engines in the world so my perspective might be a little messed up Making the best use of techonolgy you have is an art form by itself

    That's true, it's always fun to see how much you can squeeze out of older engines.

  • The Relationship Between Engines and Tools

    • AlexM
    • September 9, 2009 at 3:07 AM

    I hate to sound like one of those guys that rags on an engine but going from source to crysis was a mapping orgasm

    I still love source though

  • Uncharted 2 - Among Thieves

    • AlexM
    • September 8, 2009 at 6:20 PM

    yeah havent really seen anything outside of the screens they initially sent. After playing the first one I know I'm buying the second anyways, may as well be surprised

  • [HP] ~ 3D Sketchbook Thread

    • AlexM
    • September 3, 2009 at 9:03 PM

    looking awesome!

    does it use a second tiled UV channel for that other normal map?

  • Infamous

    • AlexM
    • September 2, 2009 at 11:02 PM

    Played the demo, it kind of feels like GTA4 but with a better frame rate and TBH a lot more fun. Will buy it eventually, I'm on a no new game purchase until I finish my current ones phase.

  • Crysis sandbox beginner question(s)

    • AlexM
    • August 30, 2009 at 5:54 AM

    touche

  • Crysis sandbox beginner question(s)

    • AlexM
    • August 29, 2009 at 10:55 PM
    Quote

    ":231v9yht]You probably already know this, but http://www.crymod.com/ is an awesome place to search for this kind of specific questions about ce2!

    yup, I found a little 50 part series on youtube too. I noticed the guy who was giving the voxel tutorial never went inside the cave so for a second I got nervous that there's no way to turn on terrain collisions. The level of support and documentation I've found so far is really awesome.

    crymod is pretty much my homepage now

  • Crysis sandbox beginner question(s)

    • AlexM
    • August 28, 2009 at 10:26 PM

    awesome thanks very much

    Should I be worried about degenerate face warnings on enemy models?

  • Crysis sandbox beginner question(s)

    • AlexM
    • August 28, 2009 at 8:18 PM

    Hey I swear I tried googling and searching the mapcore forums

    I'm making a cave with the voxel painter. Once I start carving deep into my cave and need to move inside the cave my camera seems to collide with the terrain. Is there any way to turn off camera collisions with terrain in sandbox2?

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