Hi everyone, first time posting here. I was suggested to post here for a project that I just finished. After my last project, I was wondering what I could do. One of my previous teacher suggested that I could revamp a level from a game that hasn't been made in a long time and I chose Banjo-Kazooie. I gathered informations…
welp, finished it! Won't spoil any ending, its not exactly amazing (FFX and X-2 ended WAY better, nothing compared to 9 though!)... but i guess it is a "conclusion." After i had finished it, i was still wanting about 4 or 5 more zones of combat and story development. It just ends... *shrug* :( I'm 87% complete with all the…
I just want to say, this looks amazing!!! How long have you been working on this? There's only a couple things that are not so much technical or aesthetic critiques, mostly just my opinions: (1) SOUNDTRACK!!! As I was watching this, I was checking to see if my speakers were on and the volume up because I just knew there…
Hey Xoliul, So here are my findings. 1) After deleting the Xoliul Shader files and their folders from C:Program files/Autodesk/3dsMax2012/Scripts (and Scripts/Startup folders) the Xoliul shader Icon still exists in the Material MapBrowser drop down. Should this be? 2) The original Xoliul installer made a parallel…
UV's are love. UV's are life. Disclaimer: I haven't scaled the UV's to be consistently sized as of yet - I prefer to leave that until the end, once I've figured out what faces can be deleted, mirrored, etc. And, while I was thinking of of putting this next slide in when I got around to Normal Baking, I figure that putting…
Hey thought I would do an update on what I did this week. I ended up playing with the lighting,skybox and colour correction filter on the camera as shown below to be less intense. I also decided to replace the collison greybox visual with a simple tileable fence used in prvious levels and started to redo the splat map of…
Yeah it isn't too pretty right now :poly124:. Basically what I'd like to do is add the x and y values stored in a map to the x and y values (ndotl) of the surface and have them multiplied together to equal some type of lambert bump shading. Right now I'm sort of fudging that for various reason and need to iron things out.…