use the image tag to show images [image] address [/image] and its looking pretty good.. I admit I'm not a student of ancient Mediterranean architecture to know the differences between greek and etruscan, but it looks very much like any of the other replications of this temple I've seen on tv or anywhere else.
nice man, looks a lot like the original, the only real difference is that it doesn´t have that stylized texture look that the game had but if you´re not trying to replicate it exactly then that doesn´t really matter. Always like seeing LIS fanart, i love that game
really lovely flaky rocks, been trying to replicate the same thing for my rocks in mudbox. will be following this thread closely. I duno if this is a compression thing or just UDK. Its just a bit disappointing to see all those nice sharp details lost in game imo.
Noob on the rocks! I'm fairly new to sculpting and what not, learning blender at the moment. Trying to get that stylized, low poly look but seems there is so many ways to go about replicating that look. What method do you guys suggest when it comes to this type of rock?
It's definitely coming along. Getting the speed curves and alpha fadeout similar to a real explosion. The drawing order jumps are disturbing though. Can't do anything about it until Unity comes up with a solution on rendering transparent objects. sltrOlsson Here you go skyline5gtr It's actually not a bad idea to replicate…
I definitely want to experiment a lot more with the specular colour map, I had a quick look at one of the marmoset material tutorials and tried to replicate some of what they did but obviously not as well. Should really be moving on to other work at the moment though so he might stay this way for now unfortunately.
@EarthQuake It works for me most of the time now, but it doesn't display the changes (red vector normals/black paint in the skew paint window). It wasn't working at all once, don't know how to replicate this again. Also i'm getting Geosmith's issue with skew being erased on file re-open too.
It's the base bake, no adjustments to it. I haven't had this problem since i had this and i can't replicate it either. Adjusting down large details and so on didn't help. I didn't try letting DDO make it's own cavity which might have fixed it but i don't like the idea of inaccuracy.
You should be able to get it to look pretty detailed with a normal map as long as you don't get crazy conservative with the 'belt' geo. If you've got a copy of Battlefield Bad Company 2 (or something similar), get in there and take a look at how they did it, and then do your best to replicate that. Good luck man :)
Please let it be a replication of UT 2004. I'm probably one of the few that feels UT 2004 improved on everything with UT 1 and had a pretty fun and solid little single player part to it. It had better bots, better weapons, better maps and generally a better overall feel. Also best OST.