Nurb
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Everything posted by Nurb
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Rhetoric is always best used disguised as humor
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The only reason why some fans wan't Diablo 3 more "grainy" is because diablo 2 was as pixely as any 800X600 game, and the only reason why some fans wan't less saturation is... heck, beats me, Diablo 2 is colorful as hell (get it? >_<). I say "some" fans because I'm a great fan of the series aswell, and I for one think Blizzard has done a great job with the art direction
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Realism isn't something I strive for in this environment, but it is very true that if something looks like a root/tree people will expect it to behave accordingly. Hmm, I could try to make the grass, leaves and bark look less "earth-like" which might help with the immersion. Thanks.
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Thanks I have animated that light material with a panner node to give off the effect of movement in the illuminated dust.
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Thought exactly the same (same wording and everything, woah! )
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Actual roofs on buildings is always a good idea. I see way too often buildings like this, in leveldesign, where the wall textures just go all the way up to the top of completely box-shaped buildings. As an half-architect that makes my soul weep
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Been working some more with light and atmosphere. Added vegetables hanging from the walls and gave the roots some texture.
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The right image looks EXACTLY like diablo 2
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I've followed your work on this map and this really is among the absolutely strongest works I've seen done in Source. I can really tell how much effort you have put into it.
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Jetsetlemming: I know it's a very old engine, but thats some eye-crippling tiling textures >_< Nightwolf: Looks very good so far, though I would generally like to see some new great assets in the TF2 mapping scene. But it's the same thing with any popular modding game I suppose, after a while all the viable combinations of the assets have been used allready. Looks like an interesting design nevertheless. ---- One more screen from my wip:
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Eirie environment Mr. Happy ---- Some more screens from my UT3 map. Textures are still wip or just base colors so far.
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Unreal Engine - Static meshes with borked UV edges
Nurb replied to Nurb's topic in Engine Discussion
I partially solved the problem thanks to Drevlin and some of the guys in the unrealed channel on quakenet. Thanks guys! The problem that was solved was the one causing the normalmap to be lit differently on the different sides of the UV edge. This was solved by unwrapping the mesh letting the UV edge be as vertical as possible as explained on this site: http://udn.epicgames.com/Three/LightMapUnwrapping.html I wasn't able to solve the other problem with the UV edge acting as a hard edge, but was able to go around it in a sorta ugly way. Would still appreciate if someone has a way to solve this problem. -
Looks like one more fun thing you can do with balls! ... ... Seems simple and fun, gonna try it out later. How long does the game take to finish on average, and will you continue working on it for phase 2, 3 and 4? Anyway, good luck in the contest!
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I think if the size-limit idéa and the use any engine you want ideá are combined maybe the size of the map could be limited in X player lengths instead of units. Just a thought. Don't think I have time anyway ;_;
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Looks nice slainchild. Maybe mix up the color a bit though. As a competitive UT player (though now retired) I loved the previous pack. Keep it up ---- Aside from making an endless amount of orangemaps for Decadence I'm working on this UT3 DM level All static meshes and textures are custom and no visible brushes are used. Atm all textures are wip and most static mesh textures are just a base color so far. There will be a couple more illuminating elements in the map later on, so some of those very dark areas will not be quite as dark in the final level
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Ah, thanks for enlightening me
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I have a problem with static meshes imported into UED3. I don't know why, but for some reason the UVs seems to kinda "slide" apart. In Maya it works fine, but in the Unreal Engine the UV-borders always become more or less. On other objects I've noticed that the UV-borders seem to be hardened cause the shadowing gets different on each side of the edge even though the edge is fully smoothed in Maya (which could also potentially be the problem with this "egg" seeing as the normals are acting up). Does anyone recognize this problem and know of any way to avoid it (other than hiding the edges with other objects which is sadly what I have been doing >_<)?
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Wow Teddy Filip told me about this but I haven't seen the real result until now. I fully agree the previous poster in wanting to see the maps applied on a lowpoly mesh. Without knowing the specifics about how this works, what would you say are the largest limitations of this technology?
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I tried your map, the dark areas I mentioned wherent a problem (atleast not with my gamma setting ^^). You've got nice flow around the map though it's kinda hard orientating sometimes seeing as many areas are very similiar. The plants dominate the graphics of the entire level. It would help orientation if for example half the level was overgrown while the other half only had plants here and there. There are some problems with bugged vertexlighting on static meshes (they are completely black), especially around the link-gun but in other places aswell. Also I would add some collision volumes to avoid the player getting stuck on the sides of the stone-meshes in the area with the armor and jagged rocks. Otherwise it's a beatiful and well made level
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Wow o_o I will definately use this when it comes to testing the map I'm working on. Thanks!
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Gonna try it out, looks great, though some areas seem abit dark. Probably just on my screen though, since people usually say my own levels are too bright >_< You should definately submit this for the best visuals cathegory in phase 2 aswell (if that's possible - should be). Did you have any problem submitting to the make something unreal contest? I uploaded my map, and it was added to fileplanet with the green text and it was added to the entries page on the contest website. But then they restructured the list and sorted it by cathegory, and suddenly my map wasn't on there anymore
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Call me a noob, but what do you do with it though? Do you get a model with a UV-map that you can use in a gameengine? Or does this method have to be built in to the level editing package? I have a hard time grasping how I would get the model and texture from the 3d-app ---> ingame. Looks like an awesome method anyway. I could really have used something like that for the cave-level I'm making in UED3 right now >_<
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They look awesome I can see where you had some normalmap problems. What's the tricount on them? Did you set a limit? Some of the ingame-models could have made better use of their normalmaps with just a small amount of tweaking/adding a couple of tris here and there. The body of the minigun (cylinder shape) could have followed the shape of the highpoly better, just like you've made the head of the flamethrower etc. The end result looks amazing anyway
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Mind you, I like this idea, but in all honesty whoever uses Cryengine 2 will win this hands down If the theme isn't "jungle island" I'd say whoever uses Cryengine 2 will be in trouble ^^ j/k
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Looks nice, (though I dont like the UT3 assets, but thats what you are stuck with ). From the looks of it, the level could use more vertical gameplay, not just in the lowgrav areas but the general floorplan indoors looks very flat aswell. Also, when viewing from outside the ship it looks less like a ship than it looks like a level floating in hyperspace. The outside sort of looks like the inside. From the looks of it you are making the level out of two "modules" that generally look the same. This creates abit repetitive gameplay (mirrored/repeated areas in maps are needed in some gamemodes, in DM it should be avoided imo), and you also risk making the player confused unless you have strong visual differences between the modules, in light/textures/meshes/etc. which would help orientation.
