All over, mainly the muzzle. It's for Source so I really didn't bother keeping it low, but I've got to clean the scope up still.
Just checked, 3,095. Keep in mind I made a few random cuts to improve the smoothing, though.
Printable View
All over, mainly the muzzle. It's for Source so I really didn't bother keeping it low, but I've got to clean the scope up still.
Just checked, 3,095. Keep in mind I made a few random cuts to improve the smoothing, though.
http://img207.imageshack.us/img207/8...rogresstg3.jpg
Learned how to unwrap and do materials in max in about 20 minutes. All up thats about 40 minutes work.
Small part of me and Tweeks map. Prepare for epic in the near future.
Well learn. :p
Dane, the fact alone that you and Tweek are working on a map together is enough to make me drool slightly.
dano, i'm expecting a better job than that! >:U
DO AS I COMMAND!
also, <3 can't wait to see the thign when it's mostly done. should be quite a sight.
I see a narrows map.
yeah, besides the fact that it's about 4 times the size of narrows, if not more.
iawtpQuote:
Dane, the fact alone that you and Tweek are working on a map together is enough to make me drool slightly.
/me prays that its for a game my system can handle (Or will be able to handle)
!
tbh. i'm slightly "meh", but looks hawtz
Well, that will all change once your in the finished map playing it with ingameness and lighting and pretties.
needs moar mudkipz easter eggs for great justice!
:iia:
in before tentacle rape jokes.
looks cool :)
indeed cool but you need to apply much more time into it and get it really good looking. You've got the basic colour palette and shape down, now just tweak and fine detail it.
http://img516.imageshack.us/img516/9...ogress4af6.jpg
Getting a bit serious now. Most of the maps geometry will have unique geometry specific textures, as shown there. Basically, they're textures made for specific pieces of geometry, and can't really be used anywhere else. UT3 will be able to handle this fine, as it is what epic do in their own maps.
It all boils down to texture memory onscreen, but I'm fairly confident UE3 will be able to handle it.
I can hardly see the details on my moniter @_@
use some (strongish) lights in your renders please.
no, fix your freaking monitor
..But, halo-themed map in UE, don't tell me you're hoping to put in halo stuff too, copyright infringement much?
No, just the map. It's not like the map has HALO written in large letters or anything. I'm not going to refer to it as forerunner. I mean, me and tweek are making all of it, so they can't get us for ripping. True it may be forerunner styled, but really, Forerunner styled textures could almost be made by accident. It's all just angular lines.
Are they really still foxxing all Halo mods? Cause I'm seeing a few that are in development and still haven't been acted upon by M$. Then again they might of just not noticed them. :eyesroll:
Oh and that is going to look awesome when its finished. :downs:
hmmmmmmmmh
i likeylikey
http://img140.imageshack.us/img140/3...ogress4mn6.jpg
you like moar?
I can see it so that's a plus ;3
looks nice :)
idk, I'm not sure if I like it- it seems like arbitrary subdivisions of a flat wall. I like forerunner better when it has more flow and purpose to it. In the end when you look at it head on, it just looks like a flat wall with intricate etchings on it. Sure the etchings are nice, but it's still just a flat wall.
But the textures are very nice, Dane. That's what you're good at. =)
dano just sucks at making proper renders. most of the larger patterns follow the geometry. the angle he shows it in just hides it all. if you were to see it ingame, i'm sure it'll look alot more natural and alot less flat as it looks now.
also, now it might seem slightly cluttered, but these are just diffuse (bump too? not sure), and setting the basework for the textures. the final result it'll all look alot more dirtied up and faded away, and be less of an eye-piercing flood of patterns.
Rofl, its far from a flat wall. Each section of those patterns is jutting out or inwards from all the other ones.
also, meh I like patterns, and personally it doesn't look cluttered, because they're the same tone and I think the patterns flow quite well, sinc ei made them to do so. The level is supposed to look fancy. I'm sick of seeing maps with just a flat forerunner metal tiled a thousand times on a big wall with nothing there. It just screams lack of effort.
It's okay. Not great, but okay.
hahahahaha hang 'em high.
[select all faces]
[set id 1]
[uvw maping apply: box]
done!
but Dano what I mean is, ok, so it's a wall with random extrusions sticking out of it. But extrusions by themselves, while better than literally flat, are still "flat" because looking at it straight on, with all those pattern intricacies, it might as well be flat. It needs a pillar going up through it, or molding going around some edges, or something with some semblance of purpose rather than purely random extrusions.
thats what the textures are for......
http://img507.imageshack.us/img507/3...ogress6fi3.jpg
Also fatso, quit being biased towards me. I'm not having another repeat of that faggot Pred1ator.
how is he being biased?
He posts that my work is meh or ok - not great nearly everytime I post something, and rarely replies to other peoples work in the same way. I think it's because of the whole "your CMT therefore your evil" thing from halomaps.org forums. He never expands on why. It's just "meh".
so?
he's aloud to be underwelmed.
everyone else loves it so why does it matter?
well dano, he's a noob, and i don't care about noob opinions.
i know whose opinions matter, and those are the opinions i listen to.
people like fatso, i just ignore, and talk to snaf on aim about how they make me lol about their noobiness.
nobody has to like it, as long as me and dano like it.
that's not very constructive either, is it?
m00b, it matters when someone finds something wrong with it, because this makes me rethink what I'm doing, and what I need to fix. I need to be ABSOLUTELY sure that it's not just out of spite before I go redoing things.
you'll never be able to please everyone.
learn to live with that and you'll do alot better not just at texturing, but at life.
Quick drawing I did in art - it's a hand drawing a hand erasing the other hand, I'll be doing a neater one at a later point.
And because my IB theory of knowledge teacher set me a dumb homework task of designing the pet with the ultimate senses, I drew the stupidest thing that I could think of. BEHOLD, the Nasalus Erectus. I still need to add the two tongues protruding from the nostrils.
http://img86.imageshack.us/img86/5826/nasalusmi2.jpg
:lmao:
nice ;)
I fail to see the sixth sense... you get a 1 for your final grade.
Oh my god, lmfao!
looks fucking amazing dano, you captured H3 dead on, as did the model you started with, I just wish it was on an engine I had. D:
Also, random flat walls on forerunner architecture pisses me off too; hang 'em high might be fun but it is one of the shittiest excuses for forerunner in all of H1.
I'm pretty sure it's human. (aka, plain and simple)Quote:
hang 'em high might be fun but it is one of the shittiest excuses for forerunner in all of H1.
Not to mention why the hell would humans build something that odd looking........
Though the same kinda goes for the forerunner too......
Guys, it's Halo 1. It's not detailed.
:smith:
Orly?
Good stuff. I wonder what an awesome halo map would look like in Unreal Engine 3 :-3
Ross, do you know if that applies to weapons and vehicles too? If you remake them yourself, that is?
Would be awesome to have halos weapons replace UT3's ones for the map but give them the same firing effects as the normal weapons. That way the UT crowd won't not want to play it, and the halo crowd might have an incentive to want to play and adjust to UT and it's twitchy fast paced blood bath gameplay, but enjoy at least seeming like your still on "intallation XX".
UT's gameplay sucks Dano, admit it.
gtfo, I'd like to see people actually PLAY UT3 before they bash it. Most fun I've had in a game in ages.
also
http://img528.imageshack.us/img528/7...ogress7kw5.jpg
http://img142.imageshack.us/img142/1...ogress8hc4.jpg
UT's gameplay never appealed to me. I'm not one for arcadey games, nor incredibly fast ones (I make exceptions for some like CS and DoD largely because they're alright for screwing around on)... and I've always been terrible at the UT series. I rarely enjoy games where I can't get so much as a single kill, and even though I might be terrible at CS, I'm worse at UT.
Your skins, on the other hand, I am loving.
same goes for me really, i hate the game itself, because i can't even get a single kill most of the time. i played UT2k4 for a while, and got noticably better once i adapted, but still, it never really appealed to me.
BUT i dont really care about that. i care about the engine and singleplayer.
as for multiplayer, i can always make a mod for it ;)
the real reason i want UT3 though, is to make maps for it.
UT has an immense audience, and showing off your best work to a large audience, isn't that what every artist wants?
also, sangri'la
http://xs120.xs.to/xs120/07434/UT3.jpg
not my work, this is straight from UT. i just rendered it.
just for self-education purposes
So does UT3 use BSPs or some other structure, and how much of that is part of the bsp/other and how much is scenery type stuff?
And I love Republic Commando. Why, does that use the unreal engine? Gears of War was also based on the unreal engine, wasn't it? But it doesn't matter. The engine fucking rocks, it's just the game they made with it, UT. It's just... ugh.
well that scene taught me alot of how the thing works.
to get this, you need to lose the idea of "level geometry" and "scenery"
UT has neither.
im basing this purely off what i learned off this piece of scene, and a few things Dano told me.
UT works wtth Brushes for basic geometry, yes. but in the end, you'll propable maybe see 5% of all the brushes you make.
that image, all you see are things called "static meshes" you can compare them to scenery in halo, or to clothes on a skeleton.
exept for the most back-placed walls and floors. those are "terrain brushes" and normal brushes you use for walls etc. the flesh on a skeleton.
walls are usually optimised, and purely flat. flat as in Hang 'em high flat. they represent the most basic geometry, just flat walls, roofs and floors.
you then dress them up with static meshes. these things are all instanced, and only rendered when they're in view, this is rediculously fucking eficcient from what i've seen.
also, my brain is on the verge of shutting down because it's late, so cba going deeper. this is what i figured out so far though.
^ yep, pretty much correct.
The floor tile thing is just a random placeholder tile I had sitting in one of my folders, it's a remake of a halo 3 tile anyway so I can't use it for UT3 even if I wanted to. The actual floor of the bridge will be alpha blended with a very large tile sorta thing and dirt/moss, seeing as the map is going to be bridging a large rainforest ravine thing.
The sides of the short walls, I dunno I like that texture, but It doesn't work well there. Still testing alot of places to see what looks good where.
http://img89.imageshack.us/img89/674...ogress9ix9.jpg
http://img206.imageshack.us/img206/2...gress10gp4.jpg
It looks much better here :D
Red base tele room btw.
how many megapixels worth of texture do you have for that map already? How much can ut3 take?
alot, considering most of their chacaters have 2x 2048 maps.
tbqh, it's starting to look too crowded.
awesome textures, but a few more areas with less detail (like what you've done on the wall) would go a long way.
Holy shit Dane, I can't even recognise the map now as that load of off-white half-rendering geometry Tweek and I kept killing each other on... :awesome:
you wont notice it all nearly as much in the game, trust me.
First off, UT3's gameplay is even better then previous games gameplay and it's graphics are outstanding. I believe people should gave the game, and franchise a chance, even though it is very fast gameplay it can, and usually is fun.
Republic Commando is in my top 10 games list and is one of my favorite games, and i've played on it with people on 'easy' and yes its like grenade frezy, but up the difficulty to hard and you have to use cover more and pick up enemy weapons alot more. Give games a chance as a whole before judging them.
Nice work, that looks awesome. Tweek's Modelling + Your Texturing = WIN.
DO WANT!
Look, I'll give UT a great thumbs-up for the engine, and the graphics, and all that other shit, except the gameplay. I personally just don't find it to be the least bit fun. It's way to ADHD. It has absolutely no subtlety to it.
Here, how bout a comparison- Halo is like Aliens, while UT is more like AVP. I'm not just speaking about a complete lack of plot, I'm talking about the nuances of gameplay- Halo has more to it, and makes it less obvious. UT just bashes you over the head with ACTION ACTION ACTION, but non-stop action just doesn't work for me without something to contrast it against. You can't just make your entire website brilliant stunning blue; you have to add contrast with various hues and allow some parts to be toned down so other parts actually have something to stand out against. And you can't just make your game all complete non stop in-your-face omg explosions action, no matter how cool each individual second of it may be, because then there's nothing to contrast that action against.
[ot]
And while we're at it, you can't just make a movie that goes "ok, here we have an obligatory 5 minutes of plot setup and now we have ACTION followed by ACTION followed by SPECIAL EFFECTS followed by MORE ACTION followed by THE BIGGEST EXPLOSION EVAR followed by AWESOME CONCLUSION SPECIAL EFFECTS followed by OMG STYLIZED CREDITS!"
Ok, so there have been worse movies, but for various reasons including but not limited to 1) it revisits two of my favorite movies ever 2) it takes itself seriously 3) it was well received and 4) it has absolutely no plot whatsoever, I am now declaring that AVP is one of the shittiest movies I have ever seen.
A case in point: in a movie so about special effects, it's completely shameful that I found the aliens in Aliens much more lifelike, and Aliens was made before I was born.
[/ot]
Not only was I not judging it that wasn't a bash on Republic Commando in the first place :rolleyes:
Besides Republic Commando fails where it could have been truly awesome for its total lack of server administration features.
that was a bash on Republic Commando
I was scrolling down, and expecting to see a picture of just the branch!
I wonder if I can photoshop it.
E: Here it is in all it's lameness!
http://i19.photobucket.com/albums/b1...2/DSCF1641.jpg
that's not nearly as cool but D: (the string is vertical and I like how it looks horizontal with the bird)
oh yeah heh I didn't notice that. coo =)
hm, that's strange... i wonder just what about it being sideways but apparently level makes it cool? oh well. I like it now that I know it's sideways.
I think the way you have to look into the background to notice it. kind of an "in" thing.
been there done that :downs:
Good to do. I've never liked drawing hands, so I've developed my artistic talents in other areas, such as drawing eyes. I need to practice more with hands. Glad to see that you're getting some good practice though.
Will do in a few days - gotta find it and photo it.