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Kedhrin

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Everything posted by Kedhrin

  1. grid snapping in max takes a very long time to get used to, after i discovered it it has taken me even today (about 2 years) to still even get 100% perfect work flow using it... the main ones you want to do is snap to end point and snap to grid.... i don't recommend using 3d Studio Max for half-life map editing tho it is possible it will almost always give you leaks because its not 100% accurate rarely... use 3Dsmax for level designs that use prefab systems, like far cry, novalogic games, unreal ed, etc.
  2. yes i know, all i need is generic textures also, like tilable wood, tileable stone, tileable metal, etc... if i can get a good source for those it would be no problem, i can make the normal maps perfect, its just making the diffuse channel which is the problem, because i suck at it, miserably... and the generic textures have to be high detailed too, each square tileable texture i'm using is 1024x1024...then it has a light map (or alpha map if its transparent or has a gloss map) then a normal map, then a height map... only problem is diffuse channel.
  3. (getting really agitated, 3rd attempt to post this without me messing up pressing a wrong button) ok, i'm working on Kakariko Village for Far Cry. This map will be intended for todays graphics card (Geforce 6800+ and aTI's new card i don't pay attention to them all i know is it can do it) the map will include the technologies you have to have these cards for... HDR Lighting being the primary one.... This map will have about 150,000 - 200,000 polygons when finished, expect EXTREME detail, mass amounts of foilage, and coverage over the entire map, i wish i could do extreme detail for my textures, but i'm not a texture artist, so they will be medi-core. It has taken me 5 hours to make the basic low polygon outline of the map, reason being, i go back and forth between 3D Studio Max and Project64 Running Zelda Ocarina of Time and trying to measure everything exact by wild guess and player to world measurements (if you use 3D Studio Max you can guess how that is a pain). tada, my last...post was more enthusiastic, and i had a lot more detail... but i pressed preview, not submit, so now i'm angry at myself. anyways, when i'm done with this, expect some very sexy stuff, i'm putting HDR lighting on particles flying in the air everywhere, from lamps, from cracks in the windows...the level will be in the evening, there will be a particle fire ring around the volcano in the background, grass foilage, rocks, plants, vines, etc. all over the place... pretty much its going to look like a demo for the Unreal 3 Engine, except i'm not making player models, i might model Link, i dunno, if i like it enough i will... anyways, its going great, i already have one of the houses made and it looks decent, i might need to remake the textures....but like i said i'm no texture artist.... I'm still debating on modelling the graveyard as well, and also adding the ability to go inside the buildings (possible with vis areas) but that is a LOT of work... but this is to build my portfolio, and to show everyone the amazing powers of the crytek engine, i'm tired of seeing island maps and jungle crap with modern shit. This engine is capable of anything any other engine right now is capable of doing (including source, and doom 3). The only engine i can see that can touch the crytek engine is the Unreal 3 engine with its awesome shading powers, crytek has parallax bump mapping now, but i can't seem to get it working right, i'll try tho, will look great on the dirt on the cliffs and bricks on the walls.... i'm typing too much, this post isn't as good as my first one, because i'm mad at myself, so now i'll proceed to beat my head into my glass desk... or draw on my friend who passed out on xanax some more... (This happened at 3am) THE END
  4. Kedhrin

    Hayabusa

    the seat, gas tank, and tail are modeled, not much to see in the wireframe, since its done with Mesh Smooth and NURMS it is just a bunch of crazy lines haha.
  5. Kedhrin

    Hayabusa

    Lo been away for a while really busy with stuff but, in my free time, i model on something I love, and something i'm getting in a few months....a Suzuki Hayabusa It is my first vehicle to ever work on, very hard, lots of curves, dents, holes, and screws sticking out from every direction in the fine detail. I'm doing the basic mesh before adding fine detail. Steps i'm using is Box Modeling and Mesh Smooth. using about 50+ pictures for ensured realism. the end.
  6. Hey guys, when i closed down my game team, philip klevestav (PhilipK) and i decided to release the textures included in our game for public use as long as proper credits where givin, in this link there is a lot of very detailed textures made by philip klevestav that some of you may find handy, especially the nature textures. http://www.fileplanet.com/files/130000/133305.shtml sorry for fileplanet link, if i had another host i'd post it, if i had a host i'd also post example sheets, sozz.
  7. w1n.
  8. yeah... he is a moderator too.
  9. i don't know any rendering techniques, if you can list what you did plz do i'd love to learn
  10. anyone has any questions on doing the art for the cry engine feel free to ask me, i know the guts of the engine, trust me
  11. the high poly version is for a normal map not the regular model but anyways could you guys help me out on what exactly you see wrong, like i know the eyes are too big i need to fix but other than that, also keep in mind the face is being stretched on its sides thats why the cheeks look that way, the skin is also supposed to be dead and flabby.
  12. Heya everyone i'm working with quake 2 evolution and team blur to make some new quake 2 models. the first model i'm remaking is that of the Gladiator in quake 2 (guy who shoots the rail gun). unfortunetly, i can't upload pictures here so i have to link to their forums. i ask for any critiques possible, i won't be insulted. http://dynamic5.gamespy.com/%7Eblur/for ... eadid=2910 you might have to go to the last pages if you want to see my recent work or you can view it from its early stages onward.
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