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#161 mike-

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Posted 10 December 2008 - 11:42 PM

heres a little update on the centre world
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thanks

#162 ambershee

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Posted 14 December 2008 - 04:54 PM

The Dead City boat, courtesy of Jen;

DeadCityBoat.jpeg

#163 mike-

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Posted 14 December 2008 - 09:02 PM

heres a little something
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#164 LegionofPhoenix

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Posted 15 December 2008 - 01:58 AM

I worked today some on the Dead City. Following Kinjitsu's models, to stay with the same feeling, this is what I've done so far.

The stairs and buildings are meant to be modular. I think it will work out pretty well. I think I want on more of a scene next. With an alleyway ect.

Also, they have inside walls.

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Edited by LegionofPhoenix, 15 December 2008 - 02:00 AM.


#165 Carter

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Posted 16 December 2008 - 11:50 PM

Some of the textures I've worked on so far I swear there not that horribly compressed on this side : /
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Edited by Carter, 16 December 2008 - 11:54 PM.


#166 Darknet

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Posted 17 December 2008 - 12:07 AM

nice texture.
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#167 ambershee

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Posted 17 December 2008 - 01:29 AM

It's looking a reasonable start. For floor based textures, I'd probably aim for maps in the region of 1024x1024 or 2048x2048. We can also mix that up a bit by using maps of various size over-layed to prevent visible tiling.

Can we get some stonework done, do you reckon?

#168 Carter

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Posted 17 December 2008 - 01:56 AM

It's looking a reasonable start. For floor based textures, I'd probably aim for maps in the region of 1024x1024 or 2048x2048. We can also mix that up a bit by using maps of various size over-layed to prevent visible tiling.

Can we get some stonework done, do you reckon?


Lo there,

All the maps are 2048 squared at the mo - I'm thinking they look awful as i used the vista snipper to save the preview as jpegs
What kind of stonework do you want?

Is it alright if i email you some of the ones i've done to you? Just so you can properly assess the quality of them

#169 ambershee

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Posted 17 December 2008 - 12:29 PM

I guess it'd also be good to see them in perspective in the game engine. Should be as easy as slapping some meshes on a brush, hehe.

I'll get back to you on exactly what kind of stonework - but ideally it'd be useful for some parts of the Dead City (plaster, cobbles, brick), and definitely the Center World (marble, stone, clean plaster).

Feel free to mail me anything, or upload to subversion :p

#170 Carter

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Posted 18 December 2008 - 06:36 AM

Hey, just a quick notice to say I've uploaded some of the textures to subversion, Google mail wasn't having it at all :p

#171 ambershee

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Posted 18 December 2008 - 10:22 AM

Ok, lot's of advice coming up :p

The worn asphalt texture is pretty good. The Asphalt part of it might benefit from having the colour smoothed out and blended a bit (since the normals and specular should contain the rough texture, but generally, it's fine.

No qualms with the grass textures, they should work well with one another.

The corrugated iron needs some work to fix up the visible tiling within the texture. This'll probably need doing by hand, and might take some time to do. Those visible lines horizontally across the texture want to go - just like they are in the bottom left. The vertical parts could do with a bit more randomisation, which should be easy with a bit of tweaking.

The breezeblock texure suffers from the same thing, albeit mostly vertically instead. The clean texture could do with this little bit of cleaning. As for the non-clean texture - don't do it! The darkened (or a dirtied) area can instead be applied much more effectively using materials; using a mask to blend two materials, or to artificially darken the relative area. The same textures for dirtying can thus be reused in different places, and the clean texture can be used to represent both clean and unclean - saving a lot of texture memory at the expense of a little processing - and it looks better. We'll need all the texture memory we can get, because of the video we'd have locked in memory too.

Hope it helps! Great work so far :p

Edited by ambershee, 18 December 2008 - 10:23 AM.


#172 Carter

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Posted 18 December 2008 - 11:11 AM

Wow, thats some good advice!

Your right about the visible tiling in the breezeblock and corrugated iron textures i'll try and make them a little more random looking as for the dirty breezeblock it seemed a little conservative when i did it I'll try and completely grunge up the dirty one - make it worthwhile

#173 kinjutsu

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Posted 19 December 2008 - 04:31 AM

Mike those little architectural detail sketches you did could be really helpful, do you think you could do a few more polished ones? It would be great to have concepts of those to work off of.

I'm working on unwrapping my models so we can try out some building textures for those as well. I just got a job while I'm home over winter break so progress on modeling more pieces will be a little slow for the next week or so :(

Edited by kinjutsu, 19 December 2008 - 04:32 AM.


#174 MichaelF

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Posted 21 December 2008 - 05:52 PM

Hey guys... i won't be abel to make for the meeting tonight.. but here some stuff i made... it shoud be that big iconic thingy... need some feeedback so i know what works, if any of it works...
marry x-mas to all :p

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shee, just catch me on the msn :)

Edited by MichaelF, 21 December 2008 - 06:18 PM.


#175 LegionofPhoenix

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Posted 21 December 2008 - 07:31 PM

Some more favelas stuff. I'm making it as modular as I can. All of the buildings will fit in 256x256 squared areas. The roads and stairs are 256 as well. Everything will end up lining up nicely.

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Edited by LegionofPhoenix, 21 December 2008 - 07:33 PM.


#176 Chasarsis

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Posted 21 December 2008 - 07:32 PM

How tall are your doors and walls then?

#177 LegionofPhoenix

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Posted 21 December 2008 - 08:58 PM

How tall are your doors and walls then?


128 x 96 I think? for doors. The walls will be varied in 256 increments.

#178 Carter

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Posted 21 December 2008 - 11:08 PM

As promised I've added a generic concrete texture to the SVN under the Favella texture set

#179 Darknet

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Posted 22 December 2008 - 01:55 AM

ok. ^^)>

LegionofPhoenix :
good spacing for the models for the player it about right.

MichaelF:
looks good. Just need close up objects to buildings.
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#180 ambershee

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Posted 11 January 2009 - 05:12 PM

A couple of things for you to look at for tonights meeting;

I've attached the shiny new DataRun puzzle document. It's far from complete, but it does house three examples of what we can do.

Attached File  dr_puzzles.rtf   2.93MB   48 downloads

There's also the music for the Dead City, available here, thanks to our resident composer, Gareth;
http://www.box.net/shared/jelbdb69ug




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