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  3. RedYager

Posts by RedYager

  • Zelda: Wind Waker HD

    • RedYager
    • January 25, 2013 at 2:48 AM

    I want Mario Sunshine HD

  • Zelda: Wind Waker HD

    • RedYager
    • January 23, 2013 at 4:41 PM

    HOOOOLY FUUUUUUUUUUUUUUUUUUCK YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

  • NEOTOKYO°

    • RedYager
    • January 19, 2013 at 1:01 AM

    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

  • NEOTOKYO°

    • RedYager
    • January 18, 2013 at 6:57 PM

    Back from the dead, Patch released today and release on steam further down the road

    http://www.moddb.com/mods/neotokyo/…yo-patch-is-out

  • your computer 2008

    • RedYager
    • January 13, 2013 at 8:24 PM

    Highly efficient airflow

  • Disable Java DO ET NAU

    • RedYager
    • January 12, 2013 at 4:37 PM

    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.

  • Disable Java DO ET NAU

    • RedYager
    • January 11, 2013 at 8:33 PM

    I just realised I wrote javascript in the title, my bad, I was using Unity at the time

  • Disable Java DO ET NAU

    • RedYager
    • January 11, 2013 at 6:47 PM

    http://www.theinquirer.net/inquirer/news/…xploit-is-found

    DO ET

  • The random model thread!

    • RedYager
    • January 11, 2013 at 4:18 PM

    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.

  • Theoretical work in your Portfolio

    • RedYager
    • January 11, 2013 at 2:14 AM

    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?

  • cp_imbricatus

    • RedYager
    • January 9, 2013 at 4:01 AM

    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.

  • The random model thread!

    • RedYager
    • January 5, 2013 at 7:47 PM

    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

  • The random model thread!

    • RedYager
    • January 5, 2013 at 5:32 PM

    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.

  • The random model thread!

    • RedYager
    • January 5, 2013 at 5:23 PM

    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.

  • WIP in WIP, post your level screenshots!

    • RedYager
    • December 30, 2012 at 6:18 PM

    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

  • GAZ 98 Aerosled

    • RedYager
    • December 27, 2012 at 6:01 PM

    I think that might be the snow shoes, you can see them a bit more clearly in this shot:

    http://i.imgur.com/wggrs.jpg

  • Level Design Help Files

    • RedYager
    • December 27, 2012 at 5:51 PM

    I share your fetish, thank you

  • GAZ 98 Aerosled

    • RedYager
    • December 25, 2012 at 6:12 PM

    Thanks

  • The random model thread!

    • RedYager
    • December 25, 2012 at 12:54 AM

    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


  • The random model thread!

    • RedYager
    • December 24, 2012 at 2:09 AM
    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?

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