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Richard Simpson

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Everything posted by Richard Simpson

  1. Some smart male/female characters (in suits) as well as casually dressed characters would be nice!
  2. I would create the bumpmap first, without the flag or text on the capsule texture, then I would add the flag and text to the diffuse map. This would give the same effect you have now, without needing to make one transparent.
  3. I'm starting to use blender more again, but I always have trouble marking the seams for a UV map on a complex mesh... for example, A house with doors and windows. Sometimes the smart unwrap feature works, but puts faces in weird places and distorts them a bit on the map. I've searched on youtube multiple times with no luck at finding a good tutorial. Does anyone know of one that explains marking seams well? Thanks!
  4. Ah cool! @Rick, Josh mentions why in the latest blog video.
  5. Nice video.. I remember you mentioning in another blog post that you will be changing the flowgraph editor graphics to something better? I think you should keep it how it is! I prefer the simple look, instead of having fancy looking panels.
  6. I don't like this idea. "Leadwerks3D 3.1" sounds like a mouthfull, where-as "Leadwerks3D" rolls off the tongue like "Leadwerks Engine" did. That whole SDK/GDK thing is quite good I think."LEGDK" sounds cool, and would indicate that there are a large variety of tools to work with.
  7. I didn't know this! I'll have to upgrade! I spend waay too long converting to DDS and creating MAT files.
  8. This is looking good! I like the ability to change the menu/toolbar order. When you mention about the "lightmap plugin", Does this mean we can add a button to the toolbar or menu for "photoshop" for example, and launch the program from in the editor?
  9. I'm looking forward to the flowgraph editor.
  10. This isn't true.... I used to use leadwerks and unity for a long time before getting UU3D. Sure, it helps. But it's certainly not a necessity.
  11. I'm working on some more packs at the minute and hope to get them uploaded soon. I don't understand why he didn't contact you again. Having the models on different stores and all set up for that game engine/program would be the best thing, rather than sticking to just one website.
  12. with all post proccessing effects off, it runs between 45-50fps on my GTX460 at 1920x1080x32 full screen. It runs at 25-30 fps with all post processing effects on.
  13. Richard Simpson

    GvB

    I like this idea! Or even just a magical looking skybox with some coloured emitters that look like spells perhaps?
  14. I love the style of this game, your main character and menu remind me of steampunk a little. And your menu also reminds me of the art deco period.
  15. Try adding an ambient light with a lowish intensity, this stops the drowning out for me. I also noticed you have 2 directional lights? Wouldn't that cause this drowning out issue too?
  16. I have a similar floor texture in my level. xD
  17. Yeah, but if you have bones in the model, you need a skin shader in the material file.
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