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#11 (permalink) |
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Level Artist
![]() 625
- 14
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hey guys i was wondering if anyone knows any good tutorials on adding rain to your map? in un_weathar theres a static mesh rain model but im really not feeling that is there any other way to do it? in ut3?
also quick update: i scrapped the sidewalk, i was looking at the sidewalks in ut3 and i liked them, kinda tried to copy them. then i looked at the sidewalks in tokyo and realised i went in the wrong direction and needed to go in a more realistic route. the current sidewalks im making ar double the width and not green :P gonna take your advice and just make a high-poly in 3ds max and add the detail through crazy bump and maybe some zbrush. for the direction of the map i will being going for a western take on tokyo/ New york in the year 2020 anyways update wise i blocked out the map wich will end up being a duel map for ut3 might put it up for playtesting when i have more done. right now im gonna make a list of things to do before putting on the set dressing: - 3 modular building meshes + textures - 3 modular doors + 3 modular windows + textures those are my goals for the next week as i have an 8 hour workdays i only really have 4 hours a day to work on my stuff wich should be enough to complete all those assets. as soon as i finish those ill make new goals. ill be putting the truck on the side for now until i complete the more important aspects of the map. again im glad for everyones input and look forward to get more. |
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#12 (permalink) |
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Level Artist
![]() 625
- 14
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finished these when i got home from work today also finished blocking out my level just need to add the art and lighting and weapon pick ups :P so i still got a alot to do!
thos wall is just going to be used for 1 main building and a secondary building wich you wont be able to access i still need to make 4 more varations on the building materials. ![]() and i finished this sidewalk my friend told me it looks metallic is this true? ![]() just a quick note the normals on the walls are really stong so they show better when i import it into ut3 my normals usually get lost in translation when i import my models. |
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#15 (permalink) |
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Senior Member
![]() 163
- 12
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hehe, I had that same issue when I was making footpaths, I first made the corner without a wheelchair access point, and then I was thinking "damn...it must suck for people in wheelchairs to get about this city :P".
I think that the small details like that are often overlooked in many games and mods, so it's good to see that someone actually does pay attention to that sortof detail, well done, it looks good, however, the actual corner piece looks like it has a slightly more blue tint than the other piece. I'd like to see the wireframe for that wheelchair access btw. |
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#16 (permalink) | |
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Industry Artist
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Quote:
alright well the other crit still stands |
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#18 (permalink) |
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Level Artist
![]() 625
- 14
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sup guys they came out great in ue3 the textures look so crisp when you walk up close to them :P im happy guess what im gonna work on tonight?
![]() update: ![]() ill redo the normals and fix that repition tommorow its gonna be easier to fix now that the stuff is ingame and i can just replace the textures Last edited by ae.; 27-11-2008 at 01:39 AM. |
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#19 (permalink) |
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Game Art Student
![]() 123
- 27
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This might be nit picking, or you haven't gotten to it yet. But at least the truck I would bloody up. It would in my opinion give the map a more gritty and reason to be quarantined look. As for the building, it is a good start, same with the (new) sidewalk. As for the dirtying up, it really depends what kind of quarantined area you are going for. If its like a nicer area that had a outbreak then I would go with a more bloody look. But if its a ghetto, which matches the truck very well. I would just have things be really really dirty and grungy. Maybe some debris piles or tipped over trash cans. And then maybe just a few really bloody areas to show why the area is quarantined. Thats just my ideas and crits, take what you like from it.
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