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Thread: Project Aftershock

  1. #41

    Re: Project Aftershock

    :facepalm: highpoly or not, it will still look pretty nice if textured and has proper shaders.
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  2. #42

    Re: Project Aftershock

    When did anyone say anything about a highpoly


    No shit it'll look good if it's properly textured and shaded.

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  3. #43

    Re: Project Aftershock

    I can see someone is a little pissy today

    i was just putting in my two cents
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  4. #44

    Re: Project Aftershock


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  5. #45

    Re: Project Aftershock

    lol
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  6. #46
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Got an update.
    Once the base is ingame and working i wil be setting about on making a few textures in GIMP based on the halo 1 foreruner patterns and make some bumpmaps for them as well so hopefully it should be looking pretty sharpish.
    I took some artistic liberty on my base as i don't quite like replicating things entirely and enjoy adding little custom features.
    It is how ever heavly based on the valhalla base as shown and as such as the same taper as the vahalla base.[@snaf]
    There are no open edges at all and is 3171 triangles.
    I realise it is not by any length pushing the engine at all or a next generation asset but at the same time it is not supposed to be.
    Your telling me to take small steps and so i am trying to do so while still reaching for the same goal i started off with.
    Last edited by =sw=warlord; November 15th, 2009 at 05:16 PM.
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  7. #47
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    Re: Project Aftershock

    Quote Originally Posted by =sw=warlord View Post
    Got an update.
    Once the base is ingame and working i wil be setting about on making a few textures in GIMP based on the halo 1 foreruner patterns and make some bumpmaps for them as well so hopefully it should be looking pretty sharpish.
    There is a lot more to texturing and shading than bump and diffuse. This is how I do metallic shaders in Unreal.

    Please note I use cube instead of specular maps because I like the effect better.

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  8. #48
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Inferno View Post
    There is a lot more to texturing and shading than bump and diffuse. This is how I do metallic shaders in Unreal.

    Please note I use cube instead of specular maps because I like the effect better.

    Yes i know this, i spent some time learning shaders for halo and got to be rather good at it.
    The reason i didnt mention anything else was because i thought it was pretty obvious i was going to work on everything else.
    Last edited by =sw=warlord; November 20th, 2009 at 05:58 PM.
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  9. #49

    Re: Project Aftershock

    looks like all that time paid off
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  10. #50

    Re: Project Aftershock

    Damn, I'd love to have some Halo inspired maps in Crysis. Looks good to me.

    E: except the material isn't right
    Last edited by Lateksi; November 22nd, 2009 at 01:46 PM.
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