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Old 16-03-2009, 02:14 PM   #51 (permalink)
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Nice work Satan,
I've put together building 2 (The first building on the right.
Its 6800 Tri's for the full building, which is make out of 10 parts. I'm still considering whether its worth applying tilable textures and leave shadows to Crysis, or too actually properlly skin the entire thing.



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Old 16-03-2009, 03:04 PM   #52 (permalink)
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Quote:
Originally Posted by myles View Post
Nice work Satan
Thanks mate.

Quote:
I've put together building 2 (The first building on the right.
Left. Just so you don't get confused.

Quote:
Its 6800 Tri's for the full building, which is make out of 10 parts.
Great work Myles. Looking forward to the textured version.

Quote:
I'm still considering whether its worth applying tilable textures and leave shadows to Crysis, or too actually properlly skin the entire thing.
Now that you bring that up, I'm thinking the very same thing.
What do you think we'll be able finish it with unique textures in the specific time??

Also we still have 3 x 2048 x 2048 and 1 x 1024 x 2048 texture space left for the UFO, the buildings, the road, lamp posts and if possible 2 texture sets of a single car.
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Old 16-03-2009, 03:16 PM   #53 (permalink)
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Originally Posted by satan View Post
Now that you bring that up, I'm thinking the very same thing.
What do you think we'll be able finish it with unique textures in the specific time??

Also we still have 3 x 2048 x 2048 and 1 x 1024 x 2048 texture space left for the UFO, the buildings, the road, lamp posts and if possible 2 texture sets of a single car.
I dont think we have time to make unique texture for everything, but using them for specific places will probably be necessary (such as windows/borders ect.)


Will we need the road? From the two shots you supplied, neither show the road. The car, we can only see the top half, might as well cut it down to just that (I can do the cab if you want).

I believe we have 16 1024's alltogether. I think if possible no single prop should use any larger than a 1024 (Apart from EmpireStateBuilding)

The UFO mainly will be uber bloomed around the underneath, and the rest can rely on two 1024x tilable textures (one with a glow for underneath and another for actual metal) We can spend a fuck bunch of polies of the underneath to make sure we get some nice shadows.

A quick model list (I think)
  • Top Cab
  • 6 x Building (we can repeat the ones in the distance)
  • Lamppost
  • Empire State Building (Worth doing multiple window textures (to add more variation in off/on lights?)
  • UFO
  • LaserBeam (we should just use a nice texture on this one)
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Old 16-03-2009, 03:57 PM   #54 (permalink)
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I dont think we have time to make unique texture for everything, but using them for specific places will probably be necessary (such as windows/borders ect.)
Exactly. Just the important parts in the closer buildings. The further ones can easily do with maybe 2 U and V tile-able textures, which I'll tint a bit in the editor only to look slightly different.

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Will we need the road? From the two shots you supplied, neither show the road.
Good question, but I don't really know how to do a cinema scope in Crysis. Hence the road will very easily be shown up. :|

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The car, we can only see the top half, might as well cut it down to just that (I can do the cab if you want).
Yeah just that much only. I was about to tell you to model only the backside or something ...... not modeling the bottom at all sounds reasonable enough.

[quote]I believe we have 16 1024's alltogether. I think if possible no single prop should use any larger than a 1024 (Apart from EmpireStateBuilding)[quote]

Yes.

Quote:
The UFO mainly will be uber bloomed around the underneath, and the rest can rely on two 1024x tilable textures (one with a glow for underneath and another for actual metal) We can spend a fuck bunch of polies of the underneath to make sure we get some nice shadows.
Hehhe ... nice. I'll try a few stuff. *fingers crossed*

Quote:
A quick model list (I think)
  • Top Cab
  • 6 x Building (we can repeat the ones in the distance)
  • Lamppost
  • Empire State Building (Worth doing multiple window textures (to add more variation in off/on lights?)
  • UFO
  • LaserBeam (we should just use a nice texture on this one)
Yep, all set for now. That's exactly what's there.

As for the Empire State Building, there are 16 different windows in there, put randomely here and there. I didn't do too much variations in the texture sheets for now as I've set it's priority not so high. Hence if we edit the texture later on, it'll directly take effect on the building.
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Old 16-03-2009, 05:50 PM   #55 (permalink)
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Alrighty,
Just added textures, uses 3x512.



Still problems with repetitive-ness and gonna add more details tommorow in my extra map left. Cheers!
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Old 16-03-2009, 05:55 PM   #56 (permalink)
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Nice man, nice.
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Old 17-03-2009, 04:56 AM   #57 (permalink)
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OK, after lot of trial and error it seems I have to take quite much of a different approach towards the UFO. It's DAMN detailed. Mister Ken Larson made sure he gives that person nightmare whoever tries to replicate his 1337 alien mothership.

WIP's coming soon.
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Old 17-03-2009, 09:05 AM   #58 (permalink)
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Very rough WIP of UFO:

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Old 17-03-2009, 10:21 AM   #59 (permalink)
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Also here's the 1st section done and it looks believable to me.
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Old 17-03-2009, 02:43 PM   #60 (permalink)
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Second section done.

Now since this is going to be a static model, I'll keep it like it's open and then going to start just a bit more detailing. Then onto texturing.
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