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Old 11-13-2008, 08:42 AM   #251 (permalink)
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What version of Huey is this exactly? It's kinda' hard to crit on it's proportions, because some of it seems perfect for X model of Huey, and other parts seem way off for Y :P.
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Old 11-13-2008, 12:36 PM   #252 (permalink)
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Quote:
Originally Posted by Pankake View Post
What version of Huey is this exactly? It's kinda' hard to crit on it's proportions, because some of it seems perfect for X model of Huey, and other parts seem way off for Y :P.
UH-1D. It says so in the bottom of the shots
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Old 11-14-2008, 02:57 AM   #253 (permalink)
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Add thickness to the body's metal, put the doors in (make them from the existing edges) and wrap. Don't be a perfectionist like me, it only gets you more work.
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Old 12-04-2008, 11:54 AM   #254 (permalink)
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Doylle when we gonna be able to play your map? , looks great
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Old 12-05-2008, 12:43 AM   #255 (permalink)
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It's all on pause right now, sorry . Have to much other things going on that I must finish first, so don't expect it in the first couple months. I hope that i can finish it eventually...

thanks

@pankake: It's gonna end up with a mix of different versions i'm afraid. I have a large picture of the one i'm focusing on mainly, but if i can't find good ref i look at other models as well...
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Old 12-05-2008, 04:30 AM   #256 (permalink)
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Well, already having played a alpha-verison or whatever it now was, I'd really love to play the finished map aswell. It were great except from falling through the walls, all the gaps and the enemy bot constantly drowning himself

Know your pretty busy now though, but once you get some stuff cleared out, and if you ever get some free-time, working on that map would prolly be a good idea, think it'd look nice in your folio m8

/edit: oh well, it already does, but, having finished it would be even better

Cheers!
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Old 12-14-2008, 05:28 AM   #257 (permalink)
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It's really quiet here lately, so time for an update...



There is almost no time for good artwork, so try to look past the "primitive modeling, and sloppy texturing" for this one. My main goal is to create a harbor feeling, and add the essence of the old harbor industry. I'm using leadwerks engine for this btw.

For those who care, this is for the same game Xoliul is working on...

J

Last edited by doylle; 12-14-2008 at 05:31 AM.
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Old 12-15-2008, 11:56 AM   #258 (permalink)
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nice stuff here man, way more than i could find on your website
Your texture work is a good reference 4 me for sure.
Also it's a pity u didn't continue with that old factory cause i loved those modules u did for it.
And I checked out the leadwerks engine site. Looks cool. How do u feel with it btw? Is there some material editor like in unreal3?
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Old 12-18-2008, 06:21 AM   #259 (permalink)
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The material editor in leadwerks has made me curse more than a few times tbh. It's a great engine, program whise, but imo they didn't put as much efford in building a good art pipeline. The material editor (well, what they call material editor) is rubbish imo. Once you get stuff ingame it usually does look good though.

Of course, it's a low cost engine. You can't expect the same performances as engines like unreal ofcourse...


Anyway, been working on my Huey some more. Mainly working on the material, doing allot of tests to see what works best and how i can quickly build it up. Still need to work on my rivet method a bit more, doesn't look quite how I'd like them yet...



I'm using realtime shaders on highpoly models for the texturing to speed up the proces. so far my pc can still do it withouth any problems, but i doubt i'll be able to do the whole model like this...

cheers

J
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Old 12-18-2008, 10:10 AM   #260 (permalink)
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Materials do look quite good, but don't forget to render as well or you might end up never being happy with the rendered material
Also, personally I wouldn't put the DAE stuff on it and keep it more accurate (eg. I believe it says "Danger - Keep Away" with a red arrow, instead of fast prop with a black one and with a different font), but that might also be for different reasons than just accuracy.
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