Jump to content

Jenn0_Bing

Members
  • Posts

    564
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Jenn0_Bing

  1. They may be double windows, that's correct, but if you look at them they are not actually double the width of the other windows in your reference as they have thinner panels of glass in them. They might be slightly wider but no more than a third I'd say. I think your other windows may be a bit too thin as well if you compare them to the reference, but that's being really nit-picky. That being said, I think it's only looking wrong to you because you know the reference so well, the actual 3D stuff doesn't look that bad when viewed on it's own.
  2. Love how concise and to the point it is, and how you cover some general stuff like project organisation. Good stuff.
  3. That's all come together really nicely Seir, good work.
  4. Right, so after sorting the seam issues between modules I turned my attention back to the normal map issues. I knew it was probably going to be a n00b mistake, and it was. Now after actually setting up my normal map textures properly it fixed both of my first two problems. The next stage is to create my road layout, and start populating the city with it's various landmarks, then to fill the spaces with generic buildings. For anyone else who may suffer the same mistakes I did I just had to make sure they were set to tc_normaluncompressed, SRGB to false and Unpack Min to -1. I'm a little baffled as to how I managed to miss this info, even following a few tutorials on material creation. In general these tutorials often seem to skip what settings to use when importing textures.
  5. Awesome, well it's looking good to me, good luck with your application.
  6. Awesome thanks Froyok, that video cleared up the worst of the problem. My normals were already in order, it was just down to misaligned UV islands with the pixels of the lightmap. On those building pieces I am currently using a lightmap scale of 128 on the roof and 256 on the wall. I've tried increasing the resolution, even up to 1024 ( ) but it doesn't seem to change anything, the blobs just get sharper edges.
  7. I'm sat in a queue waiting for them to increase the number of testers at the moment . Fingers crossed they do it soon, been waiting a couple of days already. As for invites, you don't need an "invite" to invite someone to the service. If you add them to a circle, then share a post/photo with that person they get sent an invitation email.
  8. This is looking awesome Seir. How far do you plan on taking it, like a simple DM map, or is it purely for show/learning? Either way I'm digging the lighting, and your use of the stock assets.
  9. Now I'm done with my Uni course I decided it would be a good time to really get to grips with the UDK, I also wanted to make better use of some of the work I produced at Uni. I originally wanted to produce the Uni work I am experimenting with in UDK in the first place, but as it was a group project I was outvoted. This is a bit of an experiment to see how it could have gone if we had utilised UDK. I've spent the last week or so getting my first set of assets in and getting to grips with the whole asset importing process, and some very basic level stuff. Here's a pic just to pretty the thread up, but it's not a lot to show just yet. I have run in to a few problems already, and it would be great to get some advice as to solutions. A couple are probably down to lightmap/lightmass issues, but I've expended my limited knowledge and my searches turn up blanks. Firstly I am getting odd shading on the edges of my road modules. These go away if I delete the undersides of my mesh in max, but I'm not sure if that's a good practice, most similar Epic assets I looked at are all sealed meshes. They get worse if I reduce the lightmap scale, but I don't think padding is the issue as I have large spaces between islands on my lightmap UV. Secondly what's up with these odd blobs in my shadows? I've tried making a completely new lightmap, even an auto-generated one but they always end up there. Changing the lightmap scale does little to help here either. This was with a production quality compile too. Similary to the first 2, with this problem, I'm sure there's something simple. The problem appears to be down to how I've UV'd my modules, the shading errors appear where the islands of my UV's are rotated and flipped differently on most assets. Does UDK not like you doing this? I guessed not, but then on other assets, such as the corner pieces of the portico it seems to be in-editor rotation causing the issue. The first shot I showed has normal maps disabled on all the materials that show glaring errors, but I'd quite like to be able to use them Any input or suggestions appreciated
  10. Hey, cheers for the comments guys. Glad you like my work. The mouse-overs were an attempted to stop unnecessary scrolling, I'm aware that some of the pages are quite long as it is. Would you prefer having the normal/spec images displayed below? I'm also intrigued to know who Ryan Clark is .
  11. Hey guys. Just recently updated my portfolio as I have reached then end of my degree. Let me know what you think. http://www.oggyart.com Feedback on anything and everything would be a big help. I'm going to start applying for jobs very soon, so I want to be sure I'm off to a good start with my works presentation. Thanks for your time.
  12. Not sure if you intend it to look 'lived in' but some footprints around it's base may be neat also. It is very cool though, I love the shapes in the building, very believable.
  13. If the title music isn't glitched the same way, I will be disappoint.
  14. New trailer out, It's got a little more gameplay and a little less flashing. It's certainly looking more action orientated, but as long as the richness of the environments and some of the horror elements survive, I can live with that.
  15. Yeah, kind of a neat trailer. But pretty useless considering it's purpose. But I can not wait for this game, Metro 2033 is one of my favourite games of recent years
  16. Jenn0_Bing

    Portal 2

    I just finished it yesterday night, I know what you mean about feeling bummed out Bunglo, it was so good I couldn't believe it was over.
  17. I agree this does sound like a fairly neat game. I haven't played the Kane and Lynch multiplayer myself, but wasn't that something very similar to this in that? As for the Idea, why limit the options to the robbers so much. You could present the robbers with a few options in stage 1 (front door, back door, tunnel etc.) then limit their options by stage 2 slightly (something like through the admin section or through services areas.) Then by the time they got to stage 3 their only option would be to enter the vault and rob it. Would also play nicely into the balance between teams, as the security would slowly be able to focus their players more and more to one location. The moral system is particularly interesting, it may be tricky to balance it so a player doesn't feel too cheated in some situations. A method for raising moral would be useful. If a player could raise their moral by suppressing the enemy shooting at them fire fights would balance out towards the middle meaning the fire fight ended based on player skill rather than advantages gained from suppression. The attacking player would still have an advantage at the start of the bullet exchange, but if he misused that opportunity it would be lost as both became dug-in.
  18. This is looking very attractive, digging the soft warm colours. Are you'r shutter large enough to actually cover the windows when closed though? Or are they folding ones ones, maybe you could spare a few triangles to model the slats on.
  19. I got caught out with the first one , but I was eating ice cream.
  20. Stealth -> Run behind -> Armour -> Cover back in C4 -> Stealth -> Run Away -> Detonate Then you'll have your C4 restocked within minutes if you explore properly. Finished this the other day, ending was a bit of a let-down. Overall I did actually enjoy this game after I got over the initial shock of the jump between it and Crysis 1. It does also unquestionably get better once you get to the aliens.
  21. Congratulations dude, well deserved.
  22. Jenn0_Bing

    Brink

    Saw a trailer for this in front of Source Code this evening, and I must say it looked stunning even blown up to that scale. First game trailer I've seen in a cinema besides the recent COD games too, Bethesda must be getting ready to really ramp up the marketing. Been looking forward to this one since announcement, I just hope they can pull it off well. Can see myself sinking a lot of time into it if it's everything they say it is.
  23. Pun intended? But anyway, It's just very well put together imo, I stopped because it gave me a flashback of HL2. I guess when you think about it there aren't a huge number of games that play out in crumbling citys, and so far this is the best assembled crumbling city I've had the fortune to explore.
  24. I stopped and admired that debris pile too Mino . It has definitely got better, I've got some of the suit upgrades which prevent such quick death while messing around in combat.
  25. I agree with HP on his point about scale. Crysis was also a linear game, you travelled between arenas with fighting through a corridor (in this case a beach or a jungle road) you do the same in Crysis 2 except you corridors are now roads and rooftops. I would go as far as to say the arenas you fight in are probably comparable in size to the majority of the hot-spots with fighting you saw through Crysis, what's changed here is the look of corridors and arenas. I mean I haven't been able to open levels up side by side yet, but I cant imagine the scale is that different on average where it really matters, it's just the illusion of being boxed in caused by all the skyscrapers . Again this observation is just based off the first few hours though. If you guys patched save games in, it would easily double my enjoyment of this game.
×
×
  • Create New...