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Old 15-08-2007, 03:15 PM   #106
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D-Chap: if you or anyone wanted to use the UT2004 engine or whatever, you can. Just understand that the models need to created for this comp. So the project you started in unreal, wouldn't count.

Guy BlueSummers: your right about the engine thing. It does seem like extra work, for me anyways. Although, it kinda seems easier to light your environment in the unreal engine, than in max. Unless there was some kind of lighting program for max that made lighting easy.
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Old 15-08-2007, 06:37 PM   #107
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Too good...of...a setup- must resist self promotion!
If you're looking for an easy way to light your scenes, visit 3dTotal.com's shop where you can find the BlueCherry 3dsMax plug-in. It's a great way to light and render your scenes in just a few clicks!

Gah!

But yah, it does add an element of compatibility to make sure I'm not cutting any corners or making unreasonable assumptions. BRB.
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Old 15-08-2007, 10:09 PM   #108
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yeah, that was kind of a nice setup. gonna need to take a closer look at that store of you guys

but to get back on topic, whats with the lack of updates? c'mon folks, lets see some textures already.
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Old 16-08-2007, 12:09 AM   #109
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bah, i got busy, so who knows if i'll finish... my AO maps are coming out all jumbled and ****, so i had to fake one on the tree. it looks really bad i know.
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Old 16-08-2007, 03:04 AM   #110
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right now im collecting random industrial saftey signs. ive compiled all of them into one 1024^2 texture map. when this site reinstates its upload function ill post it. it might come in handy to someone and maybe save on some research. I included everything i could find from radiation hazards to spontaniously combustible substances. mixed with a dirt alpha it might work.
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Old 16-08-2007, 03:14 AM   #111
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Nice That could definitly come in usefull. I haven't posted update on what i've been actually doing on my environment, but I definitly have a good amount made. I've got most of my actual environment modelled, missing a couple details like lights/crates and such, but im unwrapping it right now quite slowly, i've had some pretty busy days these past 3-4 days so progress hasn't been much. Anyway, im fairly sure i'll have this complete Will definitly post update as soon as I can.
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Old 16-08-2007, 02:41 PM   #112
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Old 16-08-2007, 02:51 PM   #113
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Hey guys, got an update. im almost done texturing the alley itself, thought i'd show you all.
some more details and some more parts textured and then its on to the props and the transport and npc's.

this is pretty much the look and feel i was after. dark, moody, kinda depressing.

its been fun up till now, but the props and stuff are gonna kill me

c&c welcome and i hope you like it so far.

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Old 16-08-2007, 05:09 PM   #114
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nice omnicypher, I like it, but maybe the orange lamps should let off a bit more light? and defaultalias, i'm jealous of your texturing skills
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Old 17-08-2007, 05:49 AM   #115
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I'm liking it so far Tank, the lighting is starting to get better and I like the vehicles- i hope you give them some nice specularity! I think it'd be cool to really trash the alley up with more debris and stuff, to give it even more character.

Now, I dropped a skylight in to make this WIP render a bit less ugly. Basically I've got the 3 main structures almost fully modeled, and now I have to do the walkway, and the various props and detailing. Right now I'm at 5871 tris, so I got plenty polys left to use.

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Old 17-08-2007, 08:49 AM   #116
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collection of signs. do what ever you want with em. peace
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Old 17-08-2007, 11:32 AM   #117
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D-Chap: Thnx man. glad you like it. your scene is really coming together nicely aswell.

omnicypher: cheers mate. downloaded, ready for use .
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Old 18-08-2007, 01:35 AM   #118
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Omni Nice collection there, definitly will make use of them.

Tank Looking nice what your working on, can't wait to see it done.

Im almost completly done unwrapping all objects in my environment, after that i'll have to unwrap the walls and the building and that should be it until i start modelling the guns for my props.
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Old 18-08-2007, 02:34 AM   #119
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Hey all, too late to join in?
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Old 18-08-2007, 03:32 AM   #120
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never too late to join in, as long as you can meet the deadline, which is on the 1st page, 2nd week of september i beleive.
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