The only reason I heard about this game was someone on my steam list was playing it. Is this a source engine game?
Posts by AlexM
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This is the same interwave that runs steamfriends?
If so you should hear from me in the next day or two

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also valve has released sketchup mapping tools?
http://developer.valvesoftware.com/wiki ... urce_Tools
seriously? I hate sketchup with a passion. I cant help but think that effort would be better spent bringing hammer up to moder day standards. It's a little annoying waiting 2 hours to see how your lighting changes turned out when crysis does it in real time.
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lol I couldnt have picked a worse time to enter the games industry.. I think
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very nice popcornjake, I love what you've done there.
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That first picture is awesome!
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I've had a lot of weird artifacts popup when using lights.rad with the episode1 engine. I never had any problems in goldsrc. These days I just use entity lights for the sake of my sanity.
I really do miss emmissive surfaces though

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I dunno whenever I play a high ranking Gen they just destroy me. Some of those style swtiching combos are just brutal
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so awesome great work!
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yeah you might consider dropping some surfaces down as low as 4-8 to get more defined shadows. Some things like the lantern appear to be casting no shadow but it could just be because the luxels are so large. 32 in unreal tends to look too vague IMO
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I cant wait until I get an arcade stick
Anyone used both octo-gate and square gate? When I think about it I feel like I'd be better off with square gate, I seem to remember octogates being really slippery.
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waht is your general lightmap resolution?
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looking great Albatros

The only thing I noticed is the buildings dont seem to be casting very defined directional shadows. If you look in the bottom right of the first picture, the street light doesn't seem to be casting a shadow. Is that because the weather is overcast?
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wow it's really coming together now. When is the deadline?
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Quote from the0rthopaedicsurgeon
some of the kanji are backwards too, the white and brown banners on the left, and the white and red ones on the right.
hehe I was recently made aware of that, I'll make sure that's fixed before I start to render out the final stuff
Quote from JonMSpicy,you need more light in the street, add light coming from the shop windows or something, your hiding all the wonderful detail there.
I just made a new skydome (with some clouds) to try to bounce the light inside, hopefully these renders are a little better. As for the shop windows, I'm kind of cheaping out right now with semi-reflective windows to avoid doing the interiors. I plan to do the interiors at some point but I looked at my reference photos and kind of came to the realization that the interiors would take way longer than the whole scene itself. I do want to do them at some point soon though. This would also explain the number of closed storefront garage textures.
EDIT: just looked over the reference photos and realized I'd neglected to do all the outdoor light fixtures. I'll get on those next.
Quote from SchmungHi Tanuki - scene is shaping up really nicely so far, but the two things that bug me are the road and kerb texture. The road texture seems to be stretched a little bit and looks too soft and the kerb texture doesn't seem to be doing anything at present. Not sure where you're going with dirt/grime or if you want to keep it really clean, but even if you're doing that I think a bit of dirt and wear around the bottom of things and in corners etc would help it come alive a bit more.Oh, another thing that I just noticed - left hand side market stall thing - there's a really blurry airvent type texture there at a weird angle. Looks very odd. Sort it or remove it. I'm still not too keen on the wood texture you've got on the frame of that thing either as it looks a bit low-res, though you may not be able to do anything about that.
Nit-picking aside, coming along very nicely. Nice job mate.
All good points. For the market stall, since it's unwrapped I just may gie it a bit of a retexture. I'll do a big dirt pass on my stuff very soon, a lot of it is tiling textures, so I'll have to lok into multiple UV chanells (I've never worked with them before).
Also I tried redoing the street texture, hopefully this one is a little better.
Thanks for all the crits and comments!

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edit:
I just realized the roof is a little nmessed 
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VERY nice texturing on that last model there. I now see the value in colored reflection maps.
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Getting there. As I said before, I really need to work on my texturing skills. I'll focus on that (and just general art/drawing) after this project.
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woow,, very nice.
I guess I should focus more on her juggles rather than ground-links