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Posts posted by Michael Betke
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Where is Annika? haven't seen her much around on Werkspace lately.
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haha guys should do other things with girls...
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I want a nice editor UI! Looking at tools for several hours a day is not to be underestimated.
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Congratz dude. Have fun with your new collegues and learn a lot new stuff.
Let me know if they need some offsite freelancers.
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Looks good but it defaults to 30 segments? A little bit much I guess. Sometimes I use 8 or 15. Depending on lenght and curvature.
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Well some shops open and others close. They get a new sign and don't use a worn one.
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Haha thats great. Now you need some small connecting paths to the main road.
I have another idea about auto-distribution. as soon as i have time I'll PM you about.
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Thanks for the great responses to our new released project! After some considerations about the assets of the Kabul City it's now available for sale. The possibility to release such high-quality assets to the community is very rare because of the nature of contracts.
There are 25 models in total - including 7 buildings and 18 props - for only 89,95 EUR. This is only 3,59 EUR for one model. The offer is limited until 10th of October so make sure to save your 40 EUR now because after this period the Afghan City Environment will be 129,95 EUR.
Even if you think you won't need the model pack right now it's a "nice have" because even non-artists can evaluate new engines, code or whatever with AAA assets and advanced material setup to have compairsons.
YouTube:
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I have some very pretty ideas for the engine and its functionality and would like to contribute with a list. Some features are not present in other engines and i'm sure artists would love it.
But I guess this is the wrong place to post.
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Yes but I would like to convert my asset packs to the specific engines before. I think making a thread about my latest project in the unity3d forums will be a bit strange for them.
I have to search for people which convert the models to other engines because i have no time to work myself into it.
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ah cool. i have an account there already
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I'm collecting some sites where i can present my companies projects and advertise new asset packs.
What sites do you guys know which are well visited?
Most time I'm active on polycount, game-artists and mapcore but I think I missed out the Indy-Devs.
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Engines are as good as their assets.
I can't see what chrome can do what leadwerks can't do. What do you think looks "like it's a lot better than LE"?
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Ok the project is done and you can comment on in my latest Blog: http://leadwerks.com/werkspace/index.php?/blog/47/entry-565-kabul-street/
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Is vertex illumination supported in Leadwerks? I know vertex colors are supported and its fine. I use vertex colors to bake some Ambient Occlusion into it and it looks very well.
But it's very static and with the ability to use Vertex Illumination it won't fight with the dynamic lighting.
Any informations on this?
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After some more work on the city I'm coming to an end. Made props today and placed wires. Tomorrow there is some more modeling on my To-Do list plus the final Leveldesign. I would love to see the level poppulated with cars and people but this was (unfortunatly) not part of my task.
I also had some fun with panorama images. So I just took screenshots with "print screen" key pasted into Photoshop and let "Photomerge" (it's part of Photoshop) do some work. I had to cut the result because of roundings on the merged screenshots. Thats why it's so small in height.
Those tryouts had the background of doing very high-res screenshots suitable for print media in A1/A2 format or 10.000k pixels. I can render the buffer to a screenshots so I also get nice AA if I crop the image later.
For just one try it's not bad so I decided to share the result plus you see the current project state.
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I worked for people with other engines some times and just submitted the models withthe requested setup.
Your artist could use a realtime shader tool for previewing the assets right in the modelling app. For example in 3ds max:
http://www.3pointstudios.com/3pointshader_about.shtml
http://www.game-artist.net/forums/support-tech-discussion/9181-xoliul-s-3ds-max-viewport-shader.html
This would give him a good direction how his textures are working.
A small executable would also be a good way to help him. But I would definitly stick with the above mentioned preview plus maybe a revision if the assets look very different so he knows where to take care of.
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For most people which are not involved into city planings or other funcky non game related gouvernment projects "Building Generator" will be good enough.
http://tysonibele.com/Main/BuildingGenerator/buildingGen.htm
You can generate buildings there based on your own model chunks like in Citygen but of course its not specialised for such stuff like Citygen.
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Here is an example of decals I was talking about. No problems with this setup in Leadwerks.
I attach them to the walls with a little bit space between the decal and the wall.
Ned to fix up some stuff and these are just paint decals. But you should get the idea what I mean.
The material is this:
texture0="abstract::dirtgrime_a.dds" texture1="abstract::dirtgrime_a-norm.dds" blend=alpha depthmask=0 zsort=1 overlay=1
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Never had any issues with it. I'll post an update on the setup after I finished all decals on the models. Had some delays today because my son got ill and I had to care about the little guy.
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No. A simple plane with a transparent texture on the model itself.
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Yeah I will do it with decals. Some worn plaster, cracks, decals and edges. Paint can also be add with decals. Still trying to figure out how to use efficient GI for some cases. But this will be last step.
Plus all textures are just diffuse maps at the moment. I think I'll get a bunch of work done today with wires and attachments.
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I have another project going on which I would like to show so far in todays snapshot.
My current job is to produce 7 city buildings with complete props and city set like pavement, vendor carts and so on. Goal is to take some beauty renders to show the capabilities of the engine as good as possible plus what can be done from an artistic point of view in a given timeline. Final images should look like a street in Afghanistan and all assets should be extendable to produce a mission area later.
At the moment the building texturing is done but misses a complete decal pass with dirt and grime plus the street stuff and props of course. I'll also try some GI pass at the end of the project and see what I can archieve. For the moment I'm doing attachments for the buildings and distribute them.
I have one and a half week left until deadline.
I need to do a lot of cables along the buildings and use splines but a more automated manner would be cool too. The Soulburn scripts (or was it haywood, hehe) have some Wire script which is nice but maybe more for longer wires. I also tried reactor but it looked a bit strange. Maybe I'll mix the three methods a bit until I doscover a tool with a "make-a-nice-cable-button".
How to do a sprite texture material?
in Game Artwork
Posted
Maybe just a quicky for the material7scripting gurus out here.
I have a flat sprite with an alphachannel. Now I want the sprite facing my camera all the time when I rotate around it.
(Like in old video games, duke3d or doom1) hehe
Suggestions?