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Posted

I knew there was something I forgot ^^ "Stoppers" where part of the original concept I made:

cannon_concept.jpg

For some reason I just didnt model them >_< Though I think the cannon would weigh a couple of tons so the recoil probably wouldn't make it roll back more than about half a meter at most. I'll see if I add them later, but up next is some cannonballs ^^

Posted

The platform looks kinda weird compared to the cannon. It would also fit in any other generic more or less sci-fi-like scene, which, for my opinion, doesn't go well with the steampunk style you're going (it is steampunk, right? :P) Needs more corrosion - and blue~~~~ (might also be the specular) Pure gold nonetheless :)

Posted

Thanks all! :) I havent thought in terms of steampunk when I made it, but yeah, it does share the characteristic that old is mixed with scifi or fantasy. It's just that I use "YARRR! (!)"-technology instead of steam as the "old" component :)

Posted

Simple chair model which will be used for one of my Source projects. The texture will come later once I decide on a colour scheme for where it'll be used. Fortunetly this project will be custom content heavy so I can go wild, heh. Nothing spectacular but I quite like it myself;

model_comchair01.jpg

Posted

Thanks for the comments on the gun :) atm I'm working on the rest of the scene:

tanker_render02.jpg

Texturing the ship atm, but the model is very plain so far. It's gonna have railings, cranes, crates, stairways, steeringwheel, windows, trims and ofcourse a jolly rogers flag :) But I add those as separate meshes to save GPU. The ship model itself is just 1646 tris. I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence :) Most of the textures are very wip but suggestions are welcome.

Btw, does anyone know how to override the vertexlighting of static meshes in UT3 in favor of lightmaps? I'm quite sure it's possible, but cant seem to get it to work. I've tested a bunch of different lightmap res and lightmap index settings on the mesh, but dont even know what the lightmap index is, and either way it seems there is something else that I'm missing.

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