I'm a sculptor irl, which is why zbrush is making me warm inside , it's potentially a truely digital way of working to create an object in real life. I enjoy sculpting and scrape a living together doing it, but there are too many people out there who are better and more experience at it than I am so they get more of the nice work, and all I end up doing is making moulds and cleaning their work up.
If I can put myself at the forefront of new technogoly then I can fuck grinding fibreglass off and the world will be my oyster.
Anyway, enough of my ramblings. Post more screenshots. I enjoy reading this thread.
Those griphandlers on the smokegrenade makes sense to me. If there's something you don't wanna drop at your feet, it's a smokegrenade. Rainy days and gloves can make stuff slimey.
The ones I used during my time in the military had a teargas-effect aswell, just milder. (Which is common)
Alpha stage right now. Only need to fix some lightmap errors, odd texture alignments, go over clipping and some other small stuff.
Only custom textures.
I think I hurt my eyes doing this level, when I go back and look at History and Industrial, they both look so insanely gray. I though they looked pretty warm when I did them...
You ridiculously talented bastard you Hipshot. =) Looks great. There are far too few DM levels that use colours or even explore a more subtle colour palette at all.
o'dium wrote:There are two, I think I'm using Dertons?
Hrm, interesting. I was having issues with both, especially in regards to animation. You've obviously overcome these obstacles via your showcasing, do you have a link on the Overdose site talking about the pipeline between MAX and MD5 using the script for your artists?
What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.
o'dium wrote:What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.
Thanks for being open to offer your assistance. I haven't touched the conversion in a bit, I'll try and get to it this week and report back the problem that I've been having. I've switched over to IDTECH4 for my castle map and building the cliffs and terrian in max, rather than brushes like I was doing in Q3.
Finished detailing all major rooms, some of the connections are left. Strictly following the layout ;-). The Andromeda texture set is VERY monotonous, need to do something about that -- geometry is already pretty varied throughout the map, but colors will need some work. More Shots: http://www.haukerehfeld.de/blog/2009-03 ... -detailing
Hipshot: Your use of textures and the texture set is great. I need to take a good look at that. Geometry could use a bit more detail? And those archways look so b-spline-quake3-tastic :P
o'dium wrote:What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.
Unknown property: "pos" in $Biped_Object:body is the error I'm recieving. I am also using der_tons exporter (I've also tried Berzerkers) with no luck. The mesh exports just fine, skeleton included, but it craps out when exporting the md5anim unfortunately.
I've hit the net and spent quiet sometime on various sites (this seems to be a common error) but no one has any real clue how to solve it.
Very atmospheric $Null, one minor crit- in the 2nd from last shot the scale of the cobbles(?) looks a little larger than it'd be realistically. Otherwise very good, looks like it's for a noir-ish modern RPG.
deja vu.... $Null, haven't you posted about this map before? I even feel like I remember the comment on both the noir quality and the scale of the cobblestones in the second to last shot.
I, too, am really diggin the atmosphere here though. Good stuff man.