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Old 04-12-2009, 05:13 AM   #31 (permalink)
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Realy nice! well done work..
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Old 04-12-2009, 07:22 AM   #32 (permalink)
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my favorite at the moment
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Old 04-12-2009, 07:38 AM   #33 (permalink)
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Thx for the comments guys

Alt angles:

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Old 04-12-2009, 08:41 AM   #34 (permalink)
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Yep, really nice render, hard to believe it's realtime lights !
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Old 06-01-2010, 07:57 AM   #35 (permalink)
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Good stuff you got here mate. UDK renders are really great, it has that special thouch somehow fresh.
But I can't help to think that the normal map looks washed out, maybe it's the ambient lighting that's eating away the normal map? And what about specularity?
Even without those two major things, this thing really came out spetacular. I love your difuse map.

Could you please post the Normal, Spec and Diff maps? I'm really curious to take a look at them. Cheers man and congratulations on winning this one.

When I see this, for some really weird reason the thought "Half Life 3" comes to mind... go figures. Maybe It's the badass lightmaps in action? Your using lightmass, right?
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Old 06-01-2010, 01:25 PM   #36 (permalink)
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Hey man thx for the comments

Yeah I'm using Lightmass which is great, lucky they released UDK in time for this comp!

Here's my maps, If there's any thing you can see that I can be improved please feel free to crit.

I'm finding that normals don't 'pop out' as much in UDK compared to say the Marmoset engine, I don't know whether that's because of the DX compressions, difference in tech, light maps or most likely you have to work more at lighting/material editor to bring it out.
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Old 04-02-2010, 10:03 PM   #37 (permalink)
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wow! wonderful!!!!
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Old 24-02-2010, 08:17 PM   #38 (permalink)
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sorry, don't mean to bring back the dead with this one, but I have to say this is really well done, quite inspiring! Two questions though. What is the purpose of an alpha heightmap and how do you utilize something like that, and also what does a gloss map do?
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Old 25-02-2010, 04:50 AM   #39 (permalink)
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Quote:
Originally Posted by turtlepaste View Post
Two questions though. What is the purpose of an alpha heightmap and how do you utilize something like that, and also what does a gloss map do?
I'm using the alpha height map for parallax mapping which is quite subtle, you use the 'BumpOffset' node in the Unreal material editor.

The gloss map is there to drive what is and isn't reflective and also if it is, the strength of the reflection. So I multiply the gloss map to my cubemap setup to achieve this. (I wanted my front part of my turbine to be reflective whilst the back end to be quite mat)
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Old 25-02-2010, 12:27 PM   #40 (permalink)
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very cool, thank you for the explanation.
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