I want Mario Sunshine HD
Posts by RedYager
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HOOOOLY FUUUUUUUUUUUUUUUUUUCK YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
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I've listened to the soundtrack more than I've played the game

It was mentioned he is making more, I hope he sticks to the same type of stuff
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Back from the dead, Patch released today and release on steam further down the road
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Highly efficient airflow
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I'm actually surprised to see how much doesn't work without Java, even the font I'm typing in now looks different.
AND I ACTUALLY HAVE TO CLICK IN THE GOOGLE SEARCH BAR INSTEAD OF IT BEING AUTOMATIC OMG I HATE THIS WORLD.
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I just realised I wrote javascript in the title, my bad, I was using Unity at the time
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Knj - That makes my head spin just looking at it, so much intricate detail! Superb work
WhiteDevil - Such a safe way to transport a Nuclear Warhead
What's noticeable to me is the studs/screws overlapping the edge of the crate around the top. Also the yellow painted trim looks a bit odd and flat. -
Whilst we are on the subject, what sort of questions would you expect the author to be asking and answering in such an analysis? What key subjects and area's should someone wanting to complete an analysis focus on?
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Damn it, this is one of those maps that I would kill to fly around in hammer looking at brushes and shit.
Awesome job dude, I'm happy you are continuing to develop it.
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There is a shit ton out there.
I have used these in the past and they were fantastic, I took a lot away:
http://cg.tutsplus.com/series/create-a-realistic-mailbox/
http://cg.tutsplus.com/series/model-a…-a-water-tower/
http://cg.tutsplus.com/series/uvmappi…p-uvw-modifier/
There are a lot of great in-depth tutorials on that site
As for normal map baking, I'm new to that business myself and have only used Xnormal. Using max seemed too much for me, Once I learnt the basics of Xnormal I realised how simple it can be. When you get to that point feel free to send me a PM, I can give you a complete retards guide to Xnormal basics

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Do you plan on baking detail from the high poly?
Those tiny rings on the grip and the grooves on the handle pieces really wouldn't be needed, the normal map would do a fine job.
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Your sword is looking better, have you thought about giving the blade a more indented curve like this ?
[Blocked Image: http://middletonr.webclassesonline.net/lab4/graphics/graphics2/roman%20gladius.jpg]
That shape of blade just seems to say 'Roman' a lot better to me.
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Have you gone through and specified on some of the smaller props not to use per-vertex lighting? When I was working on my Nuclear Dawn map, I went through with a fine comb over every single prop and considered whether it really needed vertex lighting, things such as boxes, light models, and other small shit that's too insignificant for anyone to care about. It cut compile time down a huge amount, and I assume aided performance quite a bit.
The map looks badass btw
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I think that might be the snow shoes, you can see them a bit more clearly in this shot:
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I share your fetish, thank you

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Not the best renders
[Blocked Image: http://i.imgur.com/KBLlU.jpg]
[Blocked Image: http://i.imgur.com/WLvOf.jpg]
And you can see it textured here

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Quote
[Blocked Image: http://i.imgur.com/oSEwf.jpg]
Would love to see a wire on this.
Do you want to see the wires on the high or low poly?