View topic - Non-Spring Random WIP



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PostPosted: 14 Apr 2012, 21:37 
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Joined: 10 Jul 2011, 21:10
Its all a stylistic choice :wink:

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very nice! what's it for?

A friend asked me if I could make some Wh40k vehicles for his project,
and how could I refuse to model such a classy tank?


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PostPosted: 14 Apr 2012, 21:56 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
One Question that always bugged me..

Could you make those chalks 2d pieces? Just imagine running a random gen and then hide- unhide them.. you could even add more for confirmed kills.

Just swayin


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PostPosted: 14 Apr 2012, 22:17 
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CaptainBenz wrote:
Time to resurrect this thread.

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Sup bro o/ Hope you recognize :P Also pretty Leman Russ !


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PostPosted: 14 Apr 2012, 23:27 
Journeywar Developer & Mapper
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snowy plane is full of beauty.. stuff that overloaded wont fly


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PostPosted: 17 Apr 2012, 13:02 
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Joined: 10 Jul 2011, 21:10
Reminds me alot of the imperial Valkyrie gunship, although the shape of the wings has a bit of that fighter prototype you had in the last mission of Star Wars Rogue Squadron (the missile lock-on warnings... they did never stop D: )


An additional hour (or two/three) of texturing, I think it rewarded

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PostPosted: 24 Apr 2012, 21:51 
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Mmmmmh progress.

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PostPosted: 25 Apr 2012, 05:35 

Joined: 09 Sep 2007, 20:05
I started making videos.


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PostPosted: 25 Apr 2012, 09:02 
Journeywar Developer & Mapper
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Mr. Bob wrote:
Mmmmmh progress.

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very, very beautifull.


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PostPosted: 29 Apr 2012, 18:05 
Zero-K Developer
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Location: In search for TheTruth (TM)
So... Sparkly...


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PostPosted: 08 May 2012, 09:55 
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More more mooore


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PostPosted: 08 May 2012, 15:15 
Journeywar Developer & Mapper
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In the midnight hour.. nice..


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PostPosted: 08 May 2012, 15:24 
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Mr. Bob wrote:
*pic*
More more mooore

What is it(for)?


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PostPosted: 08 May 2012, 19:31 
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Just a game project me and some other people are working on using udk.


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PostPosted: 08 May 2012, 19:38 
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polycount out of interest? looks very nice


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PostPosted: 08 May 2012, 19:46 
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Location: The land of polies.
12k polies.

24k triangles.

Also thankies.

And yes, this is going to be a bitch to wrap. But, guess what we're using!

...ATLAS TEXTURE. *gasp*


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PostPosted: 08 May 2012, 19:49 
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for scenes, isn't that the prefered method?


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PostPosted: 08 May 2012, 19:56 
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Sometimes. But, sometimes very silly people decide to make custom textures for everything.


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PostPosted: 08 May 2012, 20:02 
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There are times where it makes sense but for most solid scenes, you would think.. but I guess it is harder to do for some?


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PostPosted: 08 May 2012, 20:03 
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For this scene especially, we'd need at atlas. This is one piece of a much larger structure and we will modularly put together at the end of a map about the size of skyrim.

The problem with a bunch of custom textures isn't the task as much as the processing power required. The more times you can reuse a shader the better. Especially, in an engine like Unreal where shaders get extremely complex and taxing. This is why a lot of unreal games have bad texture pop-in on older gpu's and consoles. The shaders have hundreds of instructions that have to go through for each Lod level loaded.


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PostPosted: 08 May 2012, 20:11 
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wow, a world that big, you using > 2048?


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