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Re: Level Design: Sewer
[Re: MAN]
#145574
08/05/07 01:58
08/05/07 01:58
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Dude... I mean Man, did you read ANYTHING that was just said?... ...or did you only look at the pretty pictures? I think we'd all love to have those textures! Especially for free! And ha! I was right, DOF.... Also, sharp on the details oldSchoolJ. You're probably the only one that knows that 
xXxGuitar511 - Programmer
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Re: Level Design: Sewer
[Re: xXxGuitar511]
#145575
08/05/07 02:51
08/05/07 02:51
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Joined: Sep 2005
Posts: 508 Texas
not_me
User
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User
Joined: Sep 2005
Posts: 508
Texas
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isnt that cartographer 3d that comes with dark basic or am i wrong? edit: trying to play guess that engine... 
Last edited by not_me; 08/05/07 02:52.
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Re: Level Design: Sewer
[Re: xXxGuitar511]
#145576
08/05/07 10:36
08/05/07 10:36
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
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OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
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Quote:
yw bud, just remember to select your material and then the model, and goto the hypershader menue, and say create texture, then set the settings to 512x512 or whatever. When you get it over to med (import as obj.) before applying your textures to the skins, make sure you flip them inside a paint program (vertically). A good baseline to start at for the material settings is Diffuse: 255 Ambient: 0 Specular, Emmisive both 60-75. that will start you off closer to the maya render then the defaults.
awesome! currently im at my work, i'll give it a spin when i get home  btw, does it matter that im using maya7? (btw, i added you on my msn account)
Quote:
Dude... I mean Man, did you read ANYTHING that was just said?...
...or did you only look at the pretty pictures?
I think we'd all love to have those textures! Especially for free! And ha! I was right, DOF....
Also, sharp on the details oldSchoolJ. You're probably the only one that knows that
hehehheee, yeah, but it's pretty obvious there is a DOF used  I'll see what i have left on my textures to upload for you people tonight ^_^ cuz obviously this isnt the ONLY texture set i made 
regards,
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Re: Level Design: Sewer
[Re: Helghast]
#145577
08/05/07 11:12
08/05/07 11:12
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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I am missing the flowing water and the dripping drops from the pipes. And maybe some 3D dirt. Check out other games sewers like TRAOD or VB2.
But good work anyways.
:L
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Re: Level Design: Sewer
[Re: EX Citer]
#145578
08/05/07 14:47
08/05/07 14:47
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink

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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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please give us some free textures, that would be awesome!!!!
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Level Design: Sewer
[Re: Helghast]
#145580
08/05/07 20:26
08/05/07 20:26
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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@ dennisfantasy: if you want to message me on msn messenger to chat about maya and 3dgs feel free to any time, just add my email oldschoolj2006@hotmail.com@ xXxguitar: I wish everyone knew some of the things I've found out concerning maya and 3dgs. I just want you to know, that I've developed several techniques over the past year that will allow you to do litterally ANYTHING you want in A7 with maya. I've produced results that vary from polished surrealism, to the as good as Oblivion or better. It all depends on how much time your willing to spend and the look your trying to achieve. As far as I'm concerned there is no substitute to maya, and photoshop. And if your a student or have a friend who is, you can get either program for under 400 dollars. @ everyone else: What dennisfantasy is showing here, is bonafide proof that you can easily produce professional, topnotch material without the use of shaders, or material effects. I give you all my word that after the release of my game around the holidays, I will also release all of my techniques in full for those interested in learning them. @ the shader freaks out there: Remember that there are no shaders present, and that these textures are only 512x512 and 1024 at the max with under 10k faces. If you add a simple enviromental mapping to this quality work, you would end up with the highest quality (oblivion like) sewer scene in games today.
Last edited by oldschoolj; 08/05/07 20:28.
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: Level Design: Sewer
[Re: oldschoolj]
#145581
08/05/07 20:45
08/05/07 20:45
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Quote:
@ dennisfantasy: if you want to message me on msn messenger to chat about maya and 3dgs feel free to any time, just add my email oldschoolj2006@hotmail.com
@ xXxguitar: I wish everyone knew some of the things I've found out concerning maya and 3dgs. I just want you to know, that I've developed several techniques over the past year that will allow you to do litterally ANYTHING you want in A7 with maya. I've produced results that vary from polished surrealism, to the as good as Oblivion or better. It all depends on how much time your willing to spend and the look your trying to achieve. As far as I'm concerned there is no substitute to maya, and photoshop. And if your a student or have a friend who is, you can get either program for under 400 dollars.
@ everyone else: What dennisfantasy is showing here, is bonafide proof that you can easily produce professional, topnotch material without the use of shaders, or material effects. I give you all my word that after the release of my game around the holidays, I will also release all of my techniques in full for those interested in learning them.
@ the shader freaks out there: Remember that there are no shaders present, and that these textures are only 512x512 and 1024 at the max with under 10k faces. If you add a simple enviromental mapping to this quality work, you would end up with the highest quality (oblivion like) sewer scene in games today.
thanks mate, that was actually exactly what i was trying to achieve ^_^
regards,
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Re: Level Design: Sewer
[Re: Helghast]
#145582
08/14/07 02:23
08/14/07 02:23
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Joined: Dec 2003
Posts: 1,220 Just down the road from Raven
BlueBeast
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
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Oh great.... Dennis becomes level designer.... so, now do I have to become a programmer? tho itd be pretty easy to become better than Dennis was..  JK, Cool design there Dennis, textures are fun, arent they? All I can say is I was worried for some moments until I read the posts... i thought the rust textures were scanned from your underpants... thankfully they werent  Great work Dennis!
Gamestudio Pro 6.4 Pentium 4 3.0 GHz 800MHz BUS AtiRadeon 9800 pro 256Mb 21" Monitor 1 Gig DDR RAM 36 Gig RAPTOR SATA+ 120 Gig SATA SB Audigy 2 w/ 450 watt Logitech Z680 5.1 www.nordicepitaph.com
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Re: Level Design: Sewer
[Re: BlueBeast]
#145583
08/15/07 16:45
08/15/07 16:45
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Quote:
Oh great.... Dennis becomes level designer.... so, now do I have to become a programmer? tho itd be pretty easy to become better than Dennis was.. 
JK, Cool design there Dennis, textures are fun, arent they?
All I can say is I was worried for some moments until I read the posts... i thought the rust textures were scanned from your underpants... thankfully they werent 
Great work Dennis!
hahahhahaaa!! i was telling about the pipes, not the handle bars in the middle... and please dont start programming, for the sake of your own games 
regards,
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