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Old 03-03-2009, 11:54 AM   #21 (permalink)
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Set your smoothing groups in Max, dude Just use auto smooth, in Edit Poly.
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Old 03-03-2009, 04:25 PM   #22 (permalink)
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Thanks, the coloring was a bit of a challenge. I got frustrated, started playing around with photoshop filters and color blobs and then I did it! It was a miracle .

About the smoothing groups, thanks for the suggestion Ill give it a try in Max. Its just that right now im doing most my modeling in Cinema 4D because I am able to model extreamly fast (i know all the C4D shortcuts and its a very rapid workflow). About chamfering the edges, yes thats a option, but I don't wanna waste polys were I dont need to, remember im gonna have to make alot of assets floating around in the water and just lots of debris.

= ) Ill try to get the main entrance area/room blocked out today and imported. Then Ill leave the bedrooms for last (just incase If I dont fully finish ontime). And in the final screen you probably won't even see the bedrooms but I still wanna do them weather I finish them before the comp ends or after. Making this hotel room into a 1vs1 with nothing but the melee smashing gun or whatever would be a pretty funny map.
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Old 03-03-2009, 05:29 PM   #23 (permalink)
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Quote:
Originally Posted by MatthewNovak View Post
Last night after playing around with the UT3 engine and CryEdit to refresh my mind, I was unable to find a way to do godrays/volumetric lighting with UT3. I was originally thinking of using UT3 engine but now it has me thinking, if I can't achieve godrays in UT3, perhaps the CryEngine would give me a better looking scene especially with that ambient occlusion too. But then again, I find it a bit more challanging to make a closed enviroment in the CryEngine. Has anyone found a way to do godrays in UT3 or can you only fake it?...

Do you think Id be better of with the CryEngine for such a scene?
Unreal doesn't do Volumetric Lighting. The engine was not built for that. However, Cry can. The only way you are going to pull off God Rays in UT3 is to fake them. Thats right, fake it till you make it. :P

As for your exporting in MAX, I know a couple of people have told you about your smoothing groups but what settings are using when you export as ASE?

Under Output Options, make sure to have MESH DEFINITION and MATERIALS checked. Under Mesh Options have all three of those boxes checked and in Object Types have GEOMETRIC checked. You can have SHAPES as well, it really doesn't matter. I hope this helps you with your export. The best of luck to you and your scene!

x CASEY x JONES x
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Old 04-03-2009, 02:03 AM   #24 (permalink)
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Ah, update time. Ok so I finished modeling the main 1st segment of the hotel room, its not super detailed yet or textured or even UV Mapped properly, but its modeled and it looks picture perfect when being compared to the movie.

In Unreal 3:


3D Render:


Now, Ive never really made a interior like this before, how should I go about texturing it?... Should I break it up, or leave it as 1 room with a bigger texture map.

And does anyone happen to know the name of this pattern, ive seen it so many places but don't know the name or how to search for it, im trying to find a good reference of it, if not ill just have to sketch it up in photoshop.

Pattern:

Last edited by MatthewNovak; 04-03-2009 at 11:16 AM.
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Old 04-03-2009, 11:23 AM   #25 (permalink)
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Oh and about the smoothing groups problem. For some reason, in 3dsmax i used autosmooth and it still ended up strange. And I did have all the right stuff checked when I exported as .ASE but its ok, I got it now. Blender's .ASE export is working great, so Ill just use that. Thanks for your help guys.

Oh, and 1 more question, for collision detection, I just used the 24 dot collision or whatever on that full room and when I walked up the lil steps it was like I was bouncing, it wasnt smooth at all. I guess I should break the floor apart from everything else, hopefully that would fix the problem. Has anyone else experianced this?
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Old 04-03-2009, 02:03 PM   #26 (permalink)
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u need to import your own collision model into unreal for sumthing like that.. or break the model into pieces, then u can use the unreal collision detection.

btw your level doesnt need to be playable so i dont understand why u care about collision on this map
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Old 04-03-2009, 02:08 PM   #27 (permalink)
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Xaku: I know, but I would love to have it actually playable when im done, film a lil walk through for fun. And I wanna see the chaos of making it a 1vs1 map. Lol, hes in the bedroom! now hes in the kitchen! dear god you blew away the tv! lol.
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Old 04-03-2009, 02:46 PM   #28 (permalink)
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haha aight

well id sperate into parts and use the unreal collision other wise your guna have to greate your own collision in the 3d program you use

goodluck
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Old 04-03-2009, 03:59 PM   #29 (permalink)
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I thought of a odd thing and im wondering how it will tax resources. Say if I had a 1024x1024 Color Map, and I put the specular texture in the alpha channel. Does that count as taking up 1024x1024 of my color map budget only? or 1024x1024 of my color map and specular map budget?.
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Old 04-03-2009, 04:11 PM   #30 (permalink)
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if u put your spec in any other colour channel (that includes alpha) then it counts towards your overall buget for that map.. so if u have a spec inside your diffuse then you need to account that in your specular total..
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