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Blog Comments posted by Michael Betke
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Yes Gordonramp i would like to see it too. The client decided to scatter litter by himself. Same goes for cars and people which woul really be awesome to see on the streets. If it was a personal project they would be added. .)
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Well everyone improves while practicing. But I discover new things while watching training DVDs or reading forums and articles.
But it's nice to see others notice that my work seems to get better. Sometimes I notice not and see only the probles I have here and there hehe.
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I hope so! But great news too.
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you could use any 3d converter or just use the .obj format to import to max2009.
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I know how you feel about roads.
For one and the same road I spent 5 minutes on Crengine2 Sandbox and 15 minutes on Leadwerks Engine Sandbox. :-7
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I think some kind of grouping feature which groups single objects to one or beeing able to export those single models into one would be a nice feature for performance on LE 3.0.
There are not many materials for the buildings so I think performance is still ok.
I get 25-30 fps and i didnt do any optimizations like LoD.
If I would do such a project again I think I would also do bigger clusters of models to export and rotate.
Downside of such clusters is the heightmap allignments. At least Leadwerks would need some kind of geometry export for simple blocks into .obj. This would be the best and most used workflow in biz.
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Strange..if I enger from the forums I can't even see the purelight menu nor the new shop stuff. I have to follow the link in the Blog to get additional menu options.
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I had a little fire and sparking on an old 7800GTX card some time ago too. It smokes my board and i was happy that my comp wasn't damaged.
Nice update as always!
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It's a pitty that you don't have rendered shadows on the ground. It makes all looking very flat (I mean the structures on the ground).
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Baking AO to textures is still a good thing these days. Even if you could do it in realtime with a shader.
People with low-end systems will definitly love baked lighting.
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The cliff textures are just textures but I use to place rocks along the cliffs too to make it more edgy and natural with some bushes in the gaps.
The rocks are part of the rocks and stones pack.
Roads are custom textures and not for sale but available at CGtextures, so Im bound to their license to not resale textures even if they are modified in photoshop.
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Files are back up. Fixed the installer and some other issues. )
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for the brand new visualization application!
It's not meant for everyone to use for it's stuff.
@Red October:
Seems I have to take care for my Installer a bit more. Windows doesn't like "|".
For the water I think it's a matter of taste. It's the same like in the video version and I would do it the same way again.
The road ends there because it's the end of the level zone.
Agree with the mainmenu and loading. The scene is pretty big and may take some time on some systems.
Walk mode is this fast because its intended to have the player run with "shift key" pressed and its blocked by the trees because of their .phy mesh. I want the player not to walk around in the forest so I didnt do own .phy meshes.
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It's based on 2.32 R5.
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Man great! Looks like Crysis. For what game is it? Never seen a life-like screenshot before111!!1!!
Looks real! ;)
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I don't want a mouse only. I want shortcuts! Lots of shortcuts. Clicking with a mouse is ancient.
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or according to your good looking roads, can I ask you why my roads wont shut their specular off!!
Because I did those roads hehe.
Its a simple texture with alphachannel based on the default road material. So don't know wheres the problem.
The screenshots are looking ace and its getting better each time! Thanks for the shader too.
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wow looks like a lot of work. great job!
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will it be as square in the game too? or another ratio? I think giving more room for long server names would be nice. people like to enter large nemaes for theier servers.
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How long were you in for?
haha made my day!
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looks ace. good work
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Seems some people didnt get the mail. Will re-setup the mail distribution and sent again.
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Yes the rought shape isthe same but your model has straight cubic edges. The bridge on the photo has some smooth plastered corners and the transition is smooth. This makes the difference to realism.
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The bridge looks like taken from Counter Strike and lacks detail plus texture work.
But your cockpit works and vehicles are awesome.
Kabul Street
in Pure³d's Blog
A blog by Michael Betke in General
Posted
not really. I learned a lot with "Eat3d old pillar" DVD.
Game-artist also features nice topics about texturing in their article and spotlight category.