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Old 04-24-2008, 09:39 AM   #591 (permalink)
esJ
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yeah, as much as I've come to dislike it - it's mod work. I just get lumped with doing it because people know I can do it it gives me an excuse to learn source's phong shader at least.
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Old 04-24-2008, 09:50 AM   #592 (permalink)
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...but you have highlights painted into the texture. The phong shader's purpose is to create those real-time :P
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Old 04-24-2008, 09:57 AM   #593 (permalink)
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seio\]0jhi90\shehjhe\kji4ijut67xlo6koizwFG

thats an old render ok, the diffuse lighting is quite minimal now. and if anyone knows of any good tuts for source phong, linky plz. (in my opinion, source doesn't handle 'full' dynamic mesh lighting well, UT3 and crysis do it brilliantly (due to dynamic AO etc) whereas I think it still looks better in an older engine like Source to use a minimal amount of diffuse lighting)
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Old 04-24-2008, 10:34 AM   #594 (permalink)
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UT3 doesn't have dynamic AO Only the GoW2 engine update has that, and it's not publically available.

But yeah, some amount of highlights look good in Source, but the ones you have there are fairly strong and specific was my point.
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Old 04-24-2008, 11:28 AM   #595 (permalink)
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Quote:
Originally Posted by Talon View Post
UT3 doesn't have dynamic AO Only the GoW2 engine update has that, and it's not publically available.
Actually I'm pretty sure dynamic AO (or at least some implementation of it) was added in UT3 patch 1.2 - and, like I said, that was an old render. (newer one)
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Old 04-24-2008, 03:42 PM   #596 (permalink)
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Training organics... ^^

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Old 04-25-2008, 12:23 AM   #597 (permalink)
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Quote:
Originally Posted by esJ View Post
Actually I'm pretty sure dynamic AO (or at least some implementation of it) was added in UT3 patch 1.2...(newer one)
You must be thinking of something else, because no (released) version UE3 has dynamic AO; they all have self-shadowing, though.
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Old 04-25-2008, 01:27 PM   #598 (permalink)
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Doing a the Borg Queen for a Univercity Project, its fairly rushed as my deadline is in 1 weeks time but I'm so happy with it as its currently my first Zbrushed character





Also a VERY VERY! Early progress on the texture which I will hopfully get completed tomorrow.



Also here are the buildings I made for my Enviroment Modelling Module. Take into account I also rushed these, The Medieval one I was a little disapointed with. It got to the point where I was in that much of a rush to get it done I just slapped any old overlay onto objects lol, I'm happy with my Tent and Japanese building but didn't have any time to do anything more than a simple crazybump run through, which means my paint is slightly.... embossed lol.



Oh and while I'm spamming here is my Star Trek level, also for Univercity, again fairly rushed but still a work in progress



So ye, I'm currently working on a lot lol!

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Old 04-27-2008, 03:38 PM   #599 (permalink)
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Was working a bit on a sci-fi'ish corridor, don't really feel like s tarting a new thread for it so I'll just post it here. It's still quite a heavy WIP though. Gonna redo some of the textures and add some more detail etc. Anyone that would know anything about raytracing reflections in UT3, if at all possible?



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Old 04-30-2008, 09:46 AM   #600 (permalink)
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