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Posted

NeoNautica, wasn`t it you who had that Unreal 2k4 city level WIP thread on cgTalk? Very impressive! Why don`t you show it to the community here too!

The models you show here seem very solidly crafted!

Posted

Kiiia: DM-Nightlife is my city map. I'll start a thread on this forum (in the level section) at some point. Its a bit of effort due to the size of the map and number of screenshots ^^

Warby: The models don't have final textures and shaders yet ^^

300C:

300M_Render_DUB_D.jpg

  • 2 weeks later...
Posted

I know I'm an ass for posting non-model-stuff here, but check this out:

(hit "watch in high quality"!)

saschaherfort_seamlessshader_screenshot01.jpg

In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.

Posted

I know I'm an ass for posting non-model-stuff here, but check this out:

I need to find out those keyboard shortcuts / manipulation techniques he is using.

Posted

I know I'm an ass for posting non-model-stuff here, but check this out:

(hit "watch in high quality"!)

saschaherfort_seamlessshader_screenshot01.jpg

In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.

THAT IS TOTALY AWSOME !

i am playing uncharted right now and they definitely use some sort source engine like blend texture transition between all their materials. and i was wondering how they get it to be so fucking seamless and so distortion free ... and what the work flow for that stuff would look like

and here you are answering the questions =D

Posted

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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