Erratic Posted September 10, 2013 Report Posted September 10, 2013 1911, still messing with the texture. Quote
El Moroes Posted September 10, 2013 Report Posted September 10, 2013 @ penE : where can we grab them ? Quote
penE Posted September 10, 2013 Report Posted September 10, 2013 @ penE : where can we grab them ?thats the link to the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=171336276 Quote
Rick_D Posted September 10, 2013 Report Posted September 10, 2013 i think he wants the models? sharing is caring Quote
El Moroes Posted September 10, 2013 Report Posted September 10, 2013 (edited) @ penE : where can we grab them ? thats the link to the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=171336276 Cool thanks ! I hadn't understood that these were included in another map ! i think he wants the models? sharing is caring I thought it was another version of the train's models to replace them in the official map. Edited September 10, 2013 by moroes Quote
kab Posted September 10, 2013 Report Posted September 10, 2013 Made a lot of adjustments to the textures. Tried to make the edges more uneven in the normal map(though I may have been too careful), and added this to the specular as well. Highlighted edges in the specular more and fixed some colors and added "damage" around the bolts in the diffuse. Went from a default material to an architecture and design material in 3ds max and it seems that these are all steps in the right direction. I am however having a hard time actually getting some good renders out of 3ds max no matter how high my precision and final gather settings are. I'm thinking it's the lighting as I haven't really spent much time on their settings.. I've tried moving the lights around a lot, but with no luck. Here's what it looks like now(definitely more metal to it now?): The self-illumination won't shine like it did with default materials though. I guess I'll have more luck with a decent look if I go ahead and get this into a game engine! So is this actually better or did I screw it up? Quote
Vilham Posted September 10, 2013 Report Posted September 10, 2013 There should be a mapcore database for reference and models tbh. Would be very helpful. Thrik and selmitto 2 Quote
mjens Posted September 10, 2013 Report Posted September 10, 2013 Try it in the game engine. Still looks like plastic stuff. kab 1 Quote
penE Posted September 10, 2013 Report Posted September 10, 2013 i think he wants the models? sharing is caring Oh heh, lack of sleep . There you go moroes, feel free to use them wherever you want: http://lenzmonath.com/csgo.rar El Moroes 1 Quote
AlexM Posted September 10, 2013 Report Posted September 10, 2013 (edited) Been getting into procedural geometry generation with a cyberpunk theme. Written in c++ and OpenGL Here's some gifs from the terrain module and a cube module. Edited September 10, 2013 by AlexM penE, Thrik, ⌐■_■ and 2 others 5 Quote
El Moroes Posted September 10, 2013 Report Posted September 10, 2013 i think he wants the models? sharing is caring Oh heh, lack of sleep . There you go moroes, feel free to use them wherever you want: http://lenzmonath.com/csgo.rar Hehe thanks ! Quote
AlexM Posted September 10, 2013 Report Posted September 10, 2013 Thanks Forgot to mention but it's also audio aware. So those orange flashes on the second on are occurrences of a bass beat being detected. Eventually the idea is to make the system music-reactive. That said my beat detector code is crap right now and barely works. I have to implement something far more robust than what I have now (I need to consider the history of the song rather than the exact moment). Quote
kab Posted September 10, 2013 Report Posted September 10, 2013 Cool stuff Alex, looking really freaky! Good luck with audio awareness, would be really nice if you nailed it! Try it in the game engine. Still looks like plastic stuff. Ok so I imported the model and textures into UDK and set up a material. Immediately got better results(I'm so shit at 3ds max rendering!!). What do you guys think? Also note that the models aren't scaled in 3dsmax to fit UDK. They're built in inches, to be useable for Natural Selection 2. AlexM 1 Quote
mjens Posted September 10, 2013 Report Posted September 10, 2013 Max rendering is shit, no worries Still there's lack of specular. Still it's not like metal. Here are some refs: http://level-design.org/referencedb/picture.php?/5369/search/26 http://level-design.org/referencedb/picture.php?/9350/category/17 http://level-design.org/referencedb/picture.php?/9516/category/17 Metal is hard go get in game engines. You can use env map (cube map), fix specular a bit and maybe it will work. Again, it's hard do get a nice metal look... Quote
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