manhuntworld
Members-
Posts
31 -
Joined
-
Last visited
About manhuntworld
- Birthday 11/30/1988
Profile Information
-
Job
Master student in Computer Games Design
-
Location
United Kingdom
Profile Fields
-
Website
http://www.dalemachin.com
-
Yeah this is true, I will be adding to extrusion into the wall so that the windows blend in more.
-
Thank you both for your feedback. I will take this all onboard and update this when i've got the results.
-
A palace that i've made for my master's degree dissertation showing the use of modular modelling within 3D architecture please can you give me both good and bad feedback about it. i need to balance out good feedback with bad feedback or more so constructive critique. Aim it more at the building, not at the environment itself. its the building that's the show piece. thanks guys.
-
lol, thanks very much Froyok
-
Ok, i've updated the cinema a fair bit now and redone a few of the textures, added paralax mapping to the doors, added rain, wind (maybe too much wind so will reduce density) roadsign, changed the road and also changed the pavement. Used mafia 2 as references for the sidewalk and road. just need to get the lighting sorted still. also added some custom decals around the scene such as moss, bird mess and random grunge.
-
I thought exactly the same thing, thought it was in cry engine because of the crabs on the beach lol How did you do the waves washing up on the beach? was it an animated texture?
-
Level Design / environment - Dissertation idea?
manhuntworld replied to manhuntworld's topic in Level Design
Thank you all for the help and advice, i think as you have all said, its very different in regards to the scale of objects and models in a game engine than it would be to a read autocad program. i like that what Schmung said, think its good to look into asset creation and the pipeline differences toward a game engine etc. I'll give this a good think over and have a speak to my supervisor to see what he says. thanks you all. -
hey guys, i need some level design / environment driven dissertation ideas. I'll be starting my dissertation in september of this year and need a good problem or current issue to use for a dissertation project. I originally had "using games engines for architectural 3D visualisation" so basically using UDK or any other game engine and modelling the environment inside to give a representation of what a design may look like but not in a normal way like a AUTOCAD program. basically my idea that i was pushing with it was that its all in real time and other visualisations used for architecture design are not, well not to the degree of a games engine. they're is many papers backing up my idea as it has been done before but was really wanting to know what you think? other than that could you guys please give me any ideas that could be feasible in a level / environment art background. thank you kindly
-
Help Spotlight attachment to moveable model?
manhuntworld replied to manhuntworld's topic in Level Design
Apologies on this, yes what Serenius said was how i done it. Simple fix. Also another way was to "attach to actor" in kismet, select the base of attachment and then the mesh that needs to be attached. worked fine. -
I agree, it doesn't neccessarily follow a strict 1930's theme, but as said before i've used the concepts as shown in this thread all of which are 1930's cinemas and have taken different traits from them. I think after this project once i've submitted it, i'll be back to the drawing board and trying a more direct copy from one of the concepts. cheers for the feedback though. i'll take it all with a pinch of salt
-
@ e-freak, i only have two more weeks , and i also have to do another 2 more assignments in that time as well so i can barely spend anymore time on it. @Minotauro, the idea was to not create an exact copy but just use ideas from all of the others, i may after the deadline in my own time create an exact copy where i'm not against a deadline, my lecturer at the moment hasn't complained so far on the feedback, but what everyone else says is spot on with changing the materials etc.
-
ahh thank you so much serenius! i've turned the kernal size down like you said and its made it alot better! the buildings around are more visible without dulling down the theme of a 1930's scene.
-
Thanks all for the feedback, good or bad. that made me laugh. but all feedback is welcome! @samCom - yes here are the references i worked from: its hard to really get a colour pallette down for this cinema as most of the references pics i found were black and white. So i had to improvise really.
-
Thanks for the feedback e-freak, yeah materials still need work doing to them which i will spend some time on, i do agree with the DOF but the only reason i'm using that is because im just using some pre-existing UDK city scape models to fill the scene up and because they arn't a 1930's theme or genre i'm blurring them out so i can just get the silhouette and the lights in still. I agree also that the lighting is too yellowish, i will definitley take that on board and bring down the yellow a bit. The scale of it is quite big as i was going for a premier type cinema, its around 1000 units high, and 1600 units long, so quite big, but looking at reference pictures from old cinema's thats the size they were as there tended to only be one screen. Not sure why i've kept it on the podest, it was more for presentation reasons although i was thinking of axing it completely and just have it on the ground flat. Other than that thanks for feedback
-
Hi guys, been working on a modular 1930's cinema for a udk MOD that i am involved in, this is also a University project so i am under a deadline. So far heres how the work has progressed: Please add any feedback you would like to give, the surrounding scene is not obligatory so i'm not getting marked on that, but just on the cinema itself. Sorry for the mass amount of images at one It's almost complete, just needs a few lighting issues sorting out and a kismet/matinee sequence camera walkthrough as well as moveable spotlights.
