Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Challenges > Competition Archive > Scene from a Movie 2009
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 21-02-2009, 02:29 PM   #11 (permalink)
New Member
Sarayel's Avatar
Sarayel's User Activity: 0/10
65 - 8
show us something
Sarayel is offline   Reply With Quote
Old 21-02-2009, 02:33 PM   #12 (permalink)
New Member
MatthewNovak's User Activity: 0/10
72 - 2
Quote:
Originally Posted by Sarayel View Post
show us something
Its updated, first page, first post. Sorry, I guess ill paste it in the message too.
MatthewNovak is offline   Reply With Quote
Old 21-02-2009, 02:36 PM   #13 (permalink)
New Member
Sarayel's Avatar
Sarayel's User Activity: 0/10
65 - 8
yeah, it was quite confusing. thanks
Sarayel is offline   Reply With Quote
Old 01-03-2009, 10:30 PM   #14 (permalink)
New Member
MatthewNovak's User Activity: 0/10
72 - 2
Ok, I modeled and textured the bar table in the hotel room, heres a image of the modeled version and the table thats in the video.



If anyone can help me answer these questions I would appreciate it greatly.

Questions:

1. How can I change the level of smoothing in UT3 Engine? Look at the table it looks like it has some extreme smoothing groups on the top is there a way to disable this or change the phong shading angle or whatever causes that.

2. My texture map (below, shrunk to 256x256) looks very un-professional to me. What can I do to make it look more professional? Or is it fine, just that its such a simple object theres not much complexity in the texture. And is there anything that you can suggest, to help me improve the texture or make it better?



Thanks!,
MatthewNovak is offline   Reply With Quote
Old 01-03-2009, 10:40 PM   #15 (permalink)
Senior Member
Magnel's Avatar
Magnel's User Activity: 2/10
278 - 35
"I've never rode in a convertible before!!!"

Great movie, book's a million times better. RIP Hunter Thompson!

looking pretty nice so far, can't wait to see more.
__________________
Sketchbook Thread
The Ghost with the Most.
Magnel is offline   Reply With Quote
Old 02-03-2009, 06:19 PM   #16 (permalink)
New Member
MatthewNovak's User Activity: 0/10
72 - 2
Hmm, I was wondering about carpet. Its a pink shag carpet in my scene, should I go about normal mapping it and trying to make it look like shag. Or just use a color map and go for a simple more flat looking approach, im just thinking that shag carpet would be a extremely hard thing to pull off with normal maps.
MatthewNovak is offline   Reply With Quote
Old 02-03-2009, 06:53 PM   #17 (permalink)
Frequenter
ploon's Avatar
ploon's User Activity: 0/10
109 - 11
I think you've pretty much captured the texture of the bar so I wouldnt worry too much.
Later when the scene is put together you can tweak it more if you think it needs it but at
the moment it looks great. As for the smoothing issue at the top, without seeing the wires
I cant really comment only to say that maybe add an edgeloop or two, plenty of polies to play with

And yeah definitely Magnel the book is a million times better than the film and the film is pretty damn good.

RIP Hunter S Thompson, or as the good Doctor himself would say "Res Ipsa Loquitor"
ploon is offline   Reply With Quote
Old 03-03-2009, 02:04 AM   #18 (permalink)
New Member
MatthewNovak's User Activity: 0/10
72 - 2
Ugh, I could have got more work done today but this stupid problem has been annoying me. I modeled the door, and the problem im experiencing seems like it has to do with the way im exporting.

I would like to know how you guys are currently exporting into the unreal 3 engine. Because ive been exporting with 3DSMax2009 to a .ASE and for some reason in Unreal 3 the mesh ends up like the screen on the Right.

I downloaded blender, and now use that to export to .ASE and that gives me the result on the left side, much better.



However the question still haunts me, how can I get the best of both worlds. On the bar table I made I want the top to have no smoothing and then the curved part below to have smoothing. I have a hunch this is all to do with smoothing groups, any tutorials or hints or just a simple explanation of how to do this? Or even better, how are you exporting?

Thanks for the help!
MatthewNovak is offline   Reply With Quote
Old 03-03-2009, 11:10 AM   #19 (permalink)
New Member
MatthewNovak's User Activity: 0/10
72 - 2
Ah, Im happy! I just use blender to set my smoothing groups now with set smooth and set solid. Its working well. But still what a pain in the ass, oh well! Im just glad I can continue working on this now.

I went a bit overboard on the door modeling the hindges, but really, when it comes down to it we have a budget of 200k triangles. Thats a hell of alot, so im not too worried.
MatthewNovak is offline   Reply With Quote
Old 03-03-2009, 11:39 AM   #20 (permalink)
New Member
rockstargeisha's Avatar
rockstargeisha's User Activity: 0/10
20 - 3
Quote:
Originally Posted by MatthewNovak View Post
However the question still haunts me, how can I get the best of both worlds. On the bar table I made I want the top to have no smoothing and then the curved part below to have smoothing. I have a hunch this is all to do with smoothing groups, any tutorials or hints or just a simple explanation of how to do this? Or even better, how are you exporting?

Thanks for the help!
Instead of using smoothing groups you could just chamfer the edges. You really don't need smoothing groups on that object. I will also advise making some sort of normal map for the tiles/rock on the bar to give it some dimension. It looks pretty flat right now.

I love how you got the coloring so spot on, nicely done.
__________________
SFAM- Blood and Iron
rockstargeisha is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 11:34 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net