Jump to content

michi.be

Members
  • Posts

    104
  • Joined

  • Last visited

Everything posted by michi.be

  1. Over 13 first-class 3D model-collections were released within the last five years by Pure3D. Reaching from ground plants, rocks and stones up to dead or desert trees the 3D assets were featured in lots of smaller and bigger games. This month brings another 25% voucher to catch one of them. Just go shopping and enter PURE3D-25 during checkout. Offer is valid for two weeks. ;) Link: www.3d-game-models.com
  2. February is going the birthday celebration month for Pure3d Visualizations Germany. Pure3d is catering all kind of 3D services and models to clients since 2010 now. Many of you know me and my company and even have packs from my small 3d shop. To make it a nice month of party I re-launched the new designed 3d model shop coming along with a better user experience, navigation and overall look. Also all prices have been changed to the better. The well-known model collections for real-time and 3D rendering are now cheaper as ever before. I have been specialized on vegetation and natural objects but also did a bit furniture the last time beside my regular projects. If you like what you see then just use this voucher for 20% discount at checkout: P3D-ANNIVERSARY You can try before you buy of course. Each category has one free model. Let’s celebrate: http://shop.pure3d.de
  3. I don't have an in-depth look into such mission designs. But I know in some missions the soldiers are just training stuff like rushing into a building or approaching it. Some basic Ai is used for walking people and such stuff. How detailed they are is out of my knowledge. But I dont think they have bots which shoot back.
  4. No just rezise and sharpen.
  5. After some considerations about the assets of the Kabul City it's now available for sale. The possibility to release such high-quality assets to the community is very rare because of the nature of contracts. There are 25 models in total - including 7 buildings and 18 props - for only 89,95 EUR. This is only 3,59 EUR for one model. The offer is limited until 10th of October so make sure to save your 40 EUR now because after this period the Afghan City Environment will be 129,95 EUR. Even if you think you won't need the model pack right now it's a "nice have" because even non-artists can evaluate new engines, code or whatever with AAA assets and advanced material setup to have compairsons. YouTube:
  6. Leadwersk 2.4 has no AA since its OpenGL 2 based. I rendered the framebuffer and resized it to get haf decent look. Leadwerks 3.0 will support hardware AA.
  7. The work is done and the project has been released to my client today. Maybe yome of you know the Wip thread on the forums here. Thanks for the kind feedback and hints! Snippet from my company website: "The city environment of a sub-urb in Kabul was done for "serious gaming" purposes which simply means a simulation of tasks in a save environment like a flight simulator. Our task was to develop seven buildings with complete additional props setup. The client will add vehicles and people with his simulation editor to fill the environment." Doing the project was pretty much straight forward. Collecting references, thinking about what buildings would make sense. Extracting textures - mostly for billbaords - from the references. Other textures are from CG-textures. I also used the decals from there which saved me a lot of time. After doing the assets all stuff has been added into Leadwerks Editor. Last thing was light setup and then submitting the fial work for review. Some screenshots:
  8. I definitly will try to bake the AO into vertex.But now more ground work needs to be done! EDIT: Got the baby out today. Thanks for all the feedback. I tried to include as much as possible. Other tipps will be used in future projects. Opened a thread in the finished work section so this one can be closed or whatever. - a "merge" feature would keep the board tiny I guess.
  9. I don't like to post a lot of unfinished / w.i.p work usually because all people are complaining about my stuff. But this is a nice project and I posted on some other forums for feedback so why not here too. A client asked me to do a presentation of an Afghan street for further presentations. My responsibilty is t deliver a certain amount of assets based on Leadwerks Engine 2.4. No cars or humans. After some more work on the city I'm coming to an end now after nearly two/three weeks of work from scratch because deadline is approaching this weekend. Made props today and placed wires over the street. Someone wrote a nice .lua script for cables so the editor got extended with this feature. Tomorrow there is some more modeling on my To-Do list plus the final Leveldesign. I would love to see the level populated with cars and people but this was (unfortunatly) not part of my task. [attachment=0]arab_building.jpg[/attachment] (Some artistic 60-70's photoshopping) I also had some fun with panorama images. So I just took screenshots with "print screen" key pasted into Photoshop and let "Photomerge" (it's part of Photoshop) do some work. I had to cut the result because of roundings on the merged screenshots. Thats why it's so small in height. Those tryouts had the background of doing very high-res screenshots suitable for print media in A1/A2 format or 10.000k pixels. I can render the buffer to a screenshots so I also get nice AA if I crop the image later. For just one try it's not bad so I decided to share the result plus you see the current project state. I'm not very pleased with the indoor light but I'm limited to only an ambient light I could use "PureLight" which supports Leadwerks to do GI maps but it would waste an heavy amount of resources. A nice trick to simulate dark spots is to use a light with a black color so certain spots get darker. I also got a nice .lua script which enables me to do so.
  10. I really like how the vegetation looks. Never imagined that people will do such great stuff with my poor and crappy tree packs. Maybe you want to use a blurred light projector on the lamp screenshot. The shadows are very sharp and it ruins the scene a bit. But maybe you changed it Didnt read the whole thread.
  11. I'm happy to show the latest project (at least a project where I'm allowed to show it) I did with Pure3d. The project was quite big for one person and needed to be done in 4-6 weeks. It's a prototype for virtual training so not really for a game. Basically it's a visualization of Lashkar Gah located in Helmand Province / Afghanistan. The project is 16 square kilometers in size and consists of the north city area which is visible as distant objects plus a rural "mission-zone". The "mission-zone" requirement was pretty straight forward. Roads, enterable buildings, vegetation and landscape cover, plus a mix of greenery and desert like areas with less cover. With this several missions will be designed around the landscape by the client. To get it done in a short timeframe (I was working without freelancers this time since the modeling had to be convincing but not state of the art with ultra-realistic stuff) the key was modulaity. For a layout I had the Google Sat-Image to lay out infrastructure. With it's help I did also my terrain color map for vegetation and settlement zones. Leadwerks is limited to 5 terrain textures so I had to think of a textures which make sense. I also had no terrain decals for breaking up tiling. I used several modular wall sets and 10 buldings. To keep textures at a minimum I used vertex painting with decals in 3dmax to get decent results and use some attachments to the buildings. The 10 buildings were also layed out to "stick" them together so they look like new buildings. Afghan buildings are often done this way and are basically cubic forms. After doing several "blocks" of walls and buildings I just had to duplicate, rotate the clusters and connect them in a logical way with small paths and roads. With this modular way a big city was not a huge deal. For the vegetation I created a whole new set with bushes, trees and plants. There are around 2.750.000 vegetation object on the whole level. To speed things up I also painted rubble and repeating props onto the terrain. Just as a side note: The Afghan Vegetation Set can be bought on pure3d.de in the shop. To get good performance all stuff behind walls is culled after a certain distance and common LoD models are used. If I had unlimited resources for such a project I would use some more scultping for the 10 buildings since those mud-made buildings are perfect for tools like zbrush/mudbox and put more effort to create nice zones with specific asset variation and of course nice hanging wires in the air. But it's often a fight "art vs. economy vs. clients specs".
  12. I launed my game model shop two days ago. I'm operating under the company name "pure³d - digital essences" and offer beside game-assets for several engines, training and level design. It's contract-based or with other interesting cost or licensing models which are aiming towards Mod-Teams, Indy-Devs and regular Companies which are looking for services. The other pure3d division aims towards architects and regular viz. At the moment I just sorted out the first vegetation pack named "Ground Plants 1.x" which contains 20 models for 19,-€. SO all in all the modesl are high-quality but affordabel which was important to reach several clients. Link: http://www.pure3d.de
  13. Thanks. It's definitly missing some animals which I need to get some more attention for realtime-viz. The animals are what I really loved playing Crysis. I'll get to my freelancer and order some more animals. He's a good guy. Bartek Rydel, if anyone needs a freelancer too. I can really recommend him. I really suck at organic (human/animal) modelling and animating, hehe.
  14. The 2.3 is the evaluation. 2.31 was the recent update with bugfixes. The evaluation kit has some basic assets and levels. Clients get advanced forum access and can download my Nature Pack which has been licensed for usage with Leadwerks and all commercial projects. It's sometimes a bit hard to get an overview because the engine developes really fast for the fact that it's a one-man-project. I don't know if SSDO is in the Eval-kit for example or not. For 200 USD it's a good buy anyways. A bit to much made for coders and I wish more stuff for artists right out of the box. But there's a feature request forum too.
  15. Nice to see you guys like the demonstration. Vodoo: No this is not the editor. This is WorldStudio. Another tool supporting brushes. The Leadwerks Editor looks like this: http://vimeo.com/9357162
  16. Thanks guys. The bloom can't be tuned so far. Most settings have an on/off option. Not like Crysis for example where you cna tune every little setting. If I turn off bloom there's something missing. If I turn it on with HDR the sky looks bright. Then I can tone down the brightness which results in a dark environment but brighter sky. The movies were recorded looking at the sun so it's very bright. There'll be a downloadable version in a month or so. Most times the sky is ok. HP: Yes these are my vegetation assets. Leadwerks licensed my Nature Pack. I use a modified version of my pack for this level plus new stuff.
  17. I was contracted by the creator of the Leadwerks engine to do a sample movie showing the engine in a nice way with a 3min fly-through movie for this years Games Developer Conference. I decided to do a mountain environment with underwater, lake, some animals and other stuff. I had some more ideas but I also had a tight deadline of two/three weeks for the complete project which consists of three levels. Due other jobs I did it in my spare time around three to five hours a day. It was a bit tricky in some ways because the engine has some limitations which will be sorted out soon but were still in for the demo like a five terrain texture limit, no real decals (got decal code at the last two remaining days of the project) and 15 vegetation layer limit. But at the end I'm feeling good with the result. Some rock textures could be sharper and some more color spots would have been nice. But this are the downsides of jobs and timelimits. Screenshots: And the videos on YouTube: http://www.youtube.com/user/pure3dviz
  18. Crytek Bielefeld or would it be Cryfeld? I would apply there instantly. Just grew up in Bielefeld and lived there my whole life.
  19. but dont show the girls your untidy desk in the background. i guess they only will see your bedroom. :megaman:
  20. Yes I think its awesome. I like the agressive front and felt in love with it one year ago and decided to save every penny to my account to be able for a buy. In Germany you got a decent discount because of a special action the gouvernment takes. You break up a nine year old car and get 2500€ for it. VW gives another 2500€. My car dealer gave me another 11,3% discount. So its a good buy. The back looks a bit like a sitting frog hehe. The interiour is nice designed too. The downside: I have to wait around 5 months until its delivered.
  21. I definitly know one mapcorian working there. Its so sad.
  22. Spectraview TFT and this baby: Freelancing paid out.
  23. Well althought the polish fraction doesnt like my map I will go into some critics/suggestions. Yes i did. It's Crysis stock material. Will be changed in the next "crysis-free" contents. But I doubt my streets will look better. read first post. Reason is hidden in the text. Theres nothing wrong with the scale. Most tree groups had to be a certain high to make sure the viewing angle of the terrain is giving a good impression of what can be seen from the solarpark if you wander over the terrain. Get rid of your black/white screen. Seriously, I got a Spectraview TFT and another semi-professionel TFT here so I doubt the screens are to dark. If you mean the contrast of sun and ground, you are right. The general problem with such visualisations based on special client requests is it just doesn't meet the "rules" of art or gamedesign in every case. Plus you have deadlines and need to calculate a price for such a visualisation. Last but not least I like posts like "wow". it makes my pen..s feel bigger. ;) But I like all kind ofcritics too. It makes myself getting better as an artist.
  24. Nice one guys. I really like the last screenshot. Very good highlighting of certain parts. The sky is a bit strange like some others already noticed.
  25. thanks steppenwolf. i used a little daker color palette to make it looking good for a beamer presentation. i will update the leveld designer typo. I read booth variations on the internet. so i was confused hehe.
×
×
  • Create New...