Jump to content

Waldo

Members
  • Posts

    38
  • Joined

  • Last visited

Profile Information

  • Location
    Undisclosed secure Oregon community

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yea I'm not surprised Kuma whipped one up
  2. On a different blog it was mentioned that English is fairly common in Pakistan (British colonial days remnant). Also these aren't "as built" plans so don't match the real thing.
  3. Dear god I didn't think of checking here... http://sketchup.google.com/3dwarehouse/ ... revstart=0 Furyo I actually lit off Hammer the other day - like riding a bicycle!
  4. I'm already thinking Easter Eggs. How about Abbott and Costello references linking to the town of Abbottabad? Abbott a baaaad boy?
  5. LOL cs_mansion indeed Yes a long time. Saw this article, immediately thought "Surely on mapcore..."
  6. Plans to bin Laden's house... http://blogs.independent.co.uk/2011/05/ ... cca-house/
  7. I gotta go back to Quake (one) for some of my favorites, specifically Threewave CTF with grappling hooks and the original TF.
  8. Pipe up if you're going there. I'm there for a few talks and a ton of meetings...
  9. Actually I'm ahead of you both :^) I tried "cold calling" Bioware and they instructed me to email their "contact@bioware.com" email, which I did a week ago - but no answer. I also have recently emailed the CD Projekt but no answer from them yet. So posting here I wondered if anyone knew of any contacts.
  10. I'm interested in finding out what the licensing options and costs are for this engine. Anyone know of specific connections with BioWare who deal with biz dev?
  11. Found a cool addon for Max today called OgreMax. You can select an object and it will generate a cubemap centered on that object's origin - much easier than messing with cubes, materials, etc. See http://www.ogremax.com/Documents/OgreMa ... ialog.html
  12. Ah good tip,thanks.
  13. Minotauro thanks for the links. I've seen the last one but not the LPC contest - good thread. I was particularly impressed with low poly TF2 characters in the Low-poly Game Art sticky thread. I think they actually work well because of the underlying design elements for TF2 characters - shape (profile) and use of colors in particular. My own target is a lower spec system. Think like a RuneScape (or a bit higher) level of game that is specifically aimed at older machines. What I don't want it to have some kind of old Q1 look to it, and it's been great to see a number of LP models in the various links that really are quite good. Ah another set of low poly models I found a while back is a commercial package at http://frogames.net/shop/index.php?main ... ducts_id=4
  14. Hmm... you know just talking about polygons doesn't actually add any and ruin the model. It's like dieting. Just looking at chocolate cake won't make you gain weight!
  15. Cross post from Polycount... I've been snuffling about the web lately looking for good examples of low poly models and wondering just what makes a good low poly model beyond just that it's low poly? Texture style seems really important for example. Crappy blurred out textures won't do. Should the textures be low color count for example, or not? Heavily emphasized shadow lines? I thought the example at the link below was pretty nice.... http://www.angelfire.com/wa3/emilyogle/ ... rdesk.html An exaggeration of features, very clear and distinct artwork. Also the render of it is actually lit very well. I suppose one take away there is that a good low poly model still looks good in a high res engine render. The Arabic Pottery Shop at http://boards.polycount.net/showthread.php?t=55173 also is like that. Sharp textures but a well lit example I think. I'm curious what thoughts are on this question. What I'm really wanting to make is something more like the Arabic Pottery Shop example (second link). Low poly but actually somewhat realistic looking. (oops, don't copy and paste truncated URLs. Fixed)
×
×
  • Create New...