Holy shit, its amazing! How did you divide the assets? Do you have like a lot of building blocks all set up and just put this together as legos? Im really looking forward for more updates! Keep up the amazing work!
About the cave system creation, i made a small tutorial, i understand that this isn't the better or fast way to make the caves, but those day i was bored and there was funny for me in that moment. :poly142:
This is only a simple tutorial to make caves in 3ds max with a different metod
Yes of course, is not very fast, but is another way for testing tools in 3ds max, and i was very happy while do it ( i dont know if this last sentence is correct in english, XD)
In this part of the process optimization is not necessary
About other questions i will try to make everything by myself (i hope,:poly142:)
Everything is connect but i divide the mesh in parts for easy Load/unload when the map was finished, usually big zones are separated with small trunks of corridors or similars.
How do you expect to create a texture without obvious seams? Mesh painting or something inside of UDK? I'm clueless, I feel compelled to ask.
Edit: Mind-blowing tutorial, thanks a lot! This project looks simply incredible. :thumbup:
Very simplistic approach, thanks for sharing!
Sorry, this might be obvious, but are you using the relaxed version in the map?
Yep, i used a basic relax version, but i remember you, this is the design part, you can do everthing that you want, no limits, no optimizations, only put your ideas for the general space and gameplay (i tell you this because i have a little more ideas to improve when i start whith the final mesh, :poly142:)
I saw your tut on how to make the caves I liked the approach. What I was curouis about what how did you do your collision for the cave mesh did you slip into pieces or build a custom UCX?
I was wondering how you did the collision for these meshes. Caves I have never seem to have much luck with, did you split the mesh into different parts or what?
I was wondering how you did the collision for these meshes. Caves I have never seem to have much luck with, did you split the mesh into different parts or what?
Really the better way to make the collisions are custom meshes, you have more control of every points in the mesh and you can limit the gameplay zones better to.
Would you mind showing me the collision model for the cave I'm currently trying to make a lot of caves and I could use some pointers with the collision do to its convex nature.
Thanks
Would you mind showing me the collision model for the cave I'm currently trying to make a lot of caves and I could use some pointers with the collision do to its convex nature.
Thanks
At this point i am only using the default UDK collision with whole mesh, i will start to work in collisions when i model the final mesh pieces.
Then I guess I just do not understand then, because when I do a cave I'll start with say a box like you showed and do things with soft selection and then knock out the entrance and exit sides. Doing it this way makes the UDK decide to totally enclose it with collision. So I guess the question is are you breaking the mesh up in a different way to prevent this or is there something I am missing?
I really love the shapes and architecture of the buildings and bridges. It makes the landscapes look important and built to last. Especially the thrown room. Are the designs your creations or did you build them from references?
Really impressive work! I am also curious how you are generating your collision is it all simple collision or are you creating custom collision for everything?
Replies
Fixed
I never thought I'd ever say that.
Fucking magnificent - if this is for the game your working on, I
cant wait for more!
About the cave system creation, i made a small tutorial, i understand that this isn't the better or fast way to make the caves, but those day i was bored and there was funny for me in that moment. :poly142:
This is only a simple tutorial to make caves in 3ds max with a different metod
Yes of course, is not very fast, but is another way for testing tools in 3ds max, and i was very happy while do it ( i dont know if this last sentence is correct in english, XD)
In this part of the process optimization is not necessary
About other questions i will try to make everything by myself (i hope,:poly142:)
[ame]http://www.youtube.com/watch?v=JnnWNvvsP3s[/ame]
Sorry, this might be obvious, but are you using the relaxed version in the map?
How do you expect to create a texture without obvious seams? Mesh painting or something inside of UDK? I'm clueless, I feel compelled to ask.
Edit: Mind-blowing tutorial, thanks a lot! This project looks simply incredible. :thumbup:
Yep, i used a basic relax version, but i remember you, this is the design part, you can do everthing that you want, no limits, no optimizations, only put your ideas for the general space and gameplay (i tell you this because i have a little more ideas to improve when i start whith the final mesh, :poly142:)
Yes, that is the idea, really with the actual software like 3ds max and zbrush you can model many separates meshes without seams.
Thanks,
Corey
Really the better way to make the collisions are custom meshes, you have more control of every points in the mesh and you can limit the gameplay zones better to.
Thanks
At this point i am only using the default UDK collision with whole mesh, i will start to work in collisions when i model the final mesh pieces.
also... SUCH A GREAT TUTORIAL!
Thanks man!
always good to see ppl share their tuts from time to time
Btw, there's also a tut for the cave on Hourence's site, maqybe it will be additional hint as well (just incase;) )
http://www.hourences.com/tutorials-cave-modeling/