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So, what are you working on right now?


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#3351 SiyahParsomen

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Posted 08 May 2012 - 12:32 AM

View PostBikerdude, on 07 May 2012 - 04:24 PM, said:

here are those 3 images with tweaked gamma, the last one is my favourite!

Attachment 29581422.jpg
Attachment 31533678.jpg
Attachment 58464377.jpg

sweet!

Edited by SiyahParsomen, 08 May 2012 - 12:33 AM.


#3352 Melan

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Posted 08 May 2012 - 01:26 AM

I'm liking that last shot as well. Nice use of colours with simple architecture.
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#3353 Springheel

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Posted 08 May 2012 - 07:39 AM

That last shot especially, with the orange/blue warm/cool contrasts, looks fantastic.
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#3354 pusianka

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Posted 08 May 2012 - 08:08 AM

View Postungoliant, on 07 May 2012 - 07:00 PM, said:

not sure if its the gamma bump, but I'm getting a TDS vibe from those shots.

I HAD THE SAME FEELING! We are bros from now on...

Edited by pusianka, 08 May 2012 - 08:10 AM.


#3355 Fieldmedic

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Posted 11 May 2012 - 06:51 PM

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#3356 demagogue

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Posted 11 May 2012 - 07:46 PM

Nice. Wishing we could really dirt up our streets though.
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#3357 Fieldmedic

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Posted 12 May 2012 - 01:59 AM

I will try and make a custom grime shader and layer over the street, but it's a bumpy one and bumpy streets generates lots of tris...grime means double of that...

#3358 demagogue

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Posted 12 May 2012 - 02:23 AM

I realize that. (I remembering overlaying the dirt patch on my roads.) Weren't we going to experiment with something like just embedding the grime into the original texture and using it as a custom texture, or something like that? Anyway, not even a showstopper, just the only thing I had to really comment on.

Well I've been trying to think of other ways to make good looking streets. Having rough gutters going along the edges, between the road and sidewalk is another thing maybe. The buildings all look great and are laid out well.
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#3359 Bikerdude

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Posted 12 May 2012 - 03:10 AM

Looking good there Medic!

#3360 RPGista

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Posted 12 May 2012 - 06:38 AM

Indeed, I really like the creativity invested on the building forms. Texturing streets (in my little eperience) is always a problem, specially when you have wide streets like that (with a lot of surface to cover) - maybe you could try a grittier cobblestone texture? I tell you, if we had CoD's Radiant painting/blending of textures and decals, all the problems of creating richly textured surfaces as a mapper would be over.


Edited by RPGista, 12 May 2012 - 06:43 AM.


#3361 SiyahParsomen

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Posted 12 May 2012 - 08:31 AM

From time to time, COD Radiant comes out of nowhere and drolls my saliva everytime...

#3362 Baddcog

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Posted 12 May 2012 - 10:24 AM

Hammers got the same feature, would be awesome to just paint grime in blends in editor instead of making a model to vert blend.
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#3363 RPGista

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Posted 12 May 2012 - 10:37 AM

That splittable, mergeable, growable triangulated patch also would be really cool... DR's nurbs patch is nice for certain geometries, but this one is so much more versatile and controllable it seems, you would feel tempted to create the whole map with them (specially because they have soft move, to control all those vertices organically).

Edited by RPGista, 12 May 2012 - 10:40 AM.


#3364 Tels

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Posted 12 May 2012 - 11:51 AM

Oh, yes, this would be really nice to have.
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#3365 Sotha

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Posted 12 May 2012 - 12:02 PM

I especially drooled at the arbitrary alpha blend that was just thrown on the road/dirt interface. Magic!
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#3366 AluminumHaste

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Posted 12 May 2012 - 03:54 PM

Wouldn't this also require game engine support? I'm sure their alpha blending technique is also applied in the engine which our Doom 3 lacks. :(

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#3367 Tels

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Posted 12 May 2012 - 04:32 PM

It might be addable. The "vegetation fading" also needs engine support (the engine only supports 50% fixed opacity), so this might get fixed at the same time. However, there are currently no people working on it, and we have waay to many other things (and almost noone working on it, either).
"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

"Remember: If the game lets you do it, it's not cheating." -- Xarax

#3368 nbohr1more

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Posted 12 May 2012 - 08:03 PM

Sikkpin recently showed that you could use Red, Blue, Green and Black in one large texture as "masks" that
specify what sub-textures are doing. Looks like he just used Doom 3's native material blend system...

http://www.doom3worl...&sd=a&start=300
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#3369 rich_is_bored

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Posted 12 May 2012 - 11:15 PM

That looks like vertex blending to me. The only reason you can't do it in TDM is because the vertexes for patches/brushes don't have a color property.




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