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Posted

100-150 polys should be enough i think. especially if you want to use more of pulleys trits can stack pretty fast. try to create normal map for pulley. that should do the trick and it surely can be used from close views too.

Posted

Hmm... I guess that one could work. Thanks! :)

I would still appreciate if it was made and added to the assets. :)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I would still appreciate if it was made and added to the assets. :)

Sure, I'll get it done. But my uv-unwrapping skills might not be high enough quality for more than my personal use. I never know where to put the seams. :laugh:

Posted

Man I absolutely love your design and use of textures

 

Gotta agree. Those pieces could be modularized for insta-mash cityscape building.

Clipper

-The mapper's best friend.

Posted

Indeed, loving the attention to structural elements, and the harmony in the texture composotion. I also like the use of (subtle) different light colors, the night blue, the pale yellow and the warm yellow.

Posted

Indeed, loving the attention to structural elements, and the harmony in the texture composotion. I also like the use of (subtle) different light colors, the night blue, the pale yellow and the warm yellow.

 

Well, first thanks everyone for the kinds words, it really make me feels to get on with the work, i really was not expect such a feedback.

 

@RPGista, how the hell you get the colors right, they are so much close to the zone of transition but you get it so right...yep the colours (of lights) are all in the yellow and blue.....i will try some green but thats was outstanding.

 

Regards

Posted

That looks like a massive or complicated map, PD3 perhaps....?

No, PD3 is much less complex (I will post a new screenshot from it fairly soon). This is the first Crucible mission.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

Old maps are like a box of chocolate. You never know what you will get when you open them.

 

I'll give a report on my WIP, too.

 

This week I continued after my summer hiatus. A while ago, I showed a picture of a sewer here. Well, I filled the sewer with poo and junk. It was a good call, because it helped AI pathfinding drastically.

 

It is a small map, an old one which I scavenged for parts. One more structure is needed and then I can start detailing.

 

I aim for a xmas present release.

 

 

mmmhh.. did i miss something or i should see some picture??

Posted (edited)

Not currently working on it in the strictest sense, but I opened up an old mapping project, and...

 

dafuqwasthat2_zps4ej8jxtf.png

 

It almost looks like a weird 2D platformer game.

 

nice catch...can i borrowed this picture with your permition to my next Avatar on any forum i particpate,,?

Edited by Capela
Posted

Go ahead!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

That's great Melan!

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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