I was also a person who found the demo boring. I'm still skeptical of buying it at this point. Especially since I'm totally addicted to SF4.
Posts by AlexM
-
-
Some day I hope to go to GDC
-
Small update, I had to attend to some other things the last couple days. Started texturing though. I initially tried to do some fancy SSS with the sun blockers but opacity maps seemed to get a decent enough result without being profoundly confusing.
Also I reshaped the layout to have the buildings more on a curve as per KoKo5oVaR's suggestion.
My texturing is quite a bit worse than my modeling IMO. This should hopefully be a good practice project.
[Blocked Image: http://mahwebspace.levelism.com/miyashima/032.jpg]
-
-
awesoe work nurb!
-
very nice start!
-
hehehe very nice, do you have a webpage for the game?
-
lol I didnt even realize this was for the contest. Serves me right for reading a thread from page 2

I cant wait to see the progress on this!
-
starting to look really sweet!
-
I just did a slight curve and it looked much more appealing right away. I'm not that good at describing things but I would say the scene felt like it had more character than before.
I dont want to image flood so I'll finish up the modeling before putting up anymore shots.
Thanks for doing the edits on the reference too! This helps me very much

-
wow thanks very much for taking the time to make those edits and explanations

I definitely see what you mean now. I'll definitely try to break so it's not too aligned. I've honestly never done design considerations like that before so I may fail at first. I'll do my best to break up the alignment and make it look more natural.
I also probably made the street too straight, in real life it's on a curve. Here's a photo from the area I'm using as inspiration. I can't wait to do the sun-blocking paper, I'm hoping I can maybe get the translucency look and feel using an SSS shader.
-
Quote from borgking
that looks really great!Awesome work

Oh, in the first picture the left house flyes^^
heheh thanks for pointing that out
Quote from KoKo5oVaRIt's really nice spicy tanuki but i think your modelisation looks way too much regular, especially on the vertical axis; try breaking a bit the straight lines of the walls. Even really subtly, it will be visually much more interesting and realistic i think
So to clarify you mean like if I had a straight pole or beam I should add an edge and slightly move it so it doesnt look to flat/perfect?
Thanks for the advice. I noticed you're from France, I used to speak french fluently, but I haven't practiced in a while

-
maybe another day before I can get started on texturing
btw:
targets were:
100k polys
256-384mb texture mem usage
So far it's 27k polys and no textures.
[Blocked Image: http://mahwebspace.levelism.com/miyashima/018.jpg]
[Blocked Image: http://mahwebspace.levelism.com/miyashima/020.jpg]
[Blocked Image: http://mahwebspace.levelism.com/miyashima/020wireframe.jpg]
-
Quote from Pampers
[Blocked Image: http://img140.imageshack.us/img140/2182/36998127.jpg]fun little project im doing with two other dudes

haha sweet

-
just speculation but considering the limited memory on consoles and this whole "ps3 has an awesome processor" thing would lead me to believe that you should focus on higher polycounts rather than try to make elaborate materials.
Of course this is just speculation from reading various game mags

-
.
anyways, I know it's not much of an update but here's what I've done yesterday.
[Blocked Image: http://mahwebspace.levelism.com/miyashima/014.jpg]
[Blocked Image: http://mahwebspace.levelism.com/miyashima/015.jpg]
[Blocked Image: http://mahwebspace.levelism.com/miyashima/016.jpg]
edit: I havent forgotten about that wireframe, I'll have that up this weekend at the latest

-
Quote from Skjalg
would be fun to see this in some engine, crysis perhaps?
Once it's done I'll start taking a look at crysis. I would love to see it realtime
Quote from Warbystop going to work immediately !
i did one of those things once i told my self i am just gonan stick aroudn until i get the money back they owe me you know to keep an eye on things but the pile of money they owed me just kept growing and growing and growing.
cut your loses and get out of there NOW every second you waste there is not going into your portfolio !!!!!!
Thanks very much for the advice, that's my plan now.
-
-
thanks for the kind words
got some more work done yesterday but not as much as I hopeed, hopefully have some more architetchture hammered out in a few hours -
I wish I could tell you yes, I've hit this limit many times and have had to painfully remove BSP geometry that I worked for hours on to get the map to compile.
