master noob has contributed to 1200 posts out of 465278 total posts
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Environment probes. There are users here that have used unreal, so they know what I'm talking about. Basically, they are like lights except they project a cubemap onto whatever is inside their radius. This allows for more complex lighting and reflections without actually having lights or reflections. I believe 343GuiltySpark has this feature to an extent, where his "lights" are actually stored as a cubemap and are projected onto walls. Edited by master noob on Mar 4, 2015 at 02:53 PM
All info can be found in the documentation.
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/index.html
You should work with less polygons, it makes it easier to make drastic changes to the facial structure and works better when subdividing (and generally makes life easier).
Here's some good references.
Quote: --- Original message by: R93_Sniper rather scaled Quite literally.  Edited by master noob on Nov 5, 2014 at 02:41 AM
Quote: --- Original message by: sshers4 One question though. What happens if I made a map in Cry engine and then export it to contingency will it work?
As long as you are using the same version(or similar) of Cryengine as us and set up all the necessary multiplayer entities then for the most part yes.
Quote: --- Original message by: altis94Quote: --- Original message by: R93_Sniper 1. Inclusion of an editing kit AHAHAHAHAHHAHAHHAHAHAHAHAHAHAHAHHAHAHA
Also keep in mind that if we move on to Cryengine 3.6 and above, we'll be able to fix a lot of issues as well as upgrade our graphics at the literal cost of spending money on a subscription. At the same time, this means that anyone that wishes to make maps in 3.6 will also have to pay for a subscription as well. It's no laughing matter.
Your normal Y channel(green) looks inverted.
Quote: --- Original message by: videoman Look, word of advise. If you are going to Support a Application or Program that you are working on. Then having patience is a big thing. Even if some people are dense or thick headed, you might want to try and be a bit more understanding. Not everyone understands everything you do. So having a open mind about things helps.
Just...a bit of hopefully helpful advise.
From one gamer to another. :)
someone else's impatience isn't justification for incompetency.
Quote: --- Original message by: rcghalohell why cant they use this in halo 2 anniversary? much better than that... thing they made... you mean the near-exact clone of the halo 3 suit with halo 2 modifications that looks almost completely identical?
looks almost exactly like the halo 3 mesh with a retexture. The quality gap between that and the other assets is incredibly jarring. the added parts like the ring on top are incredibly low-poly and there are noticeable UV errors all over, made even worse with the tiled hexagon texture.
In terms of the texture there's a lot of shapes for the sake of shapes without any definition or purpose, and the low resolution makes them look very compressed and smooth. the wings and body have normal errors that are distorting the cubemap, which should never be an issue since you are using normal map support. the dark diffuse is heavily contrasted with all the bright terrain and the FP weapon, making it jarring to the eye. considering the phantom's scale, you should scale down the hexagons to emphasize its size compared to the other covenant assets. in general, it feels very under-detailed and missing overall definition.
Quote: --- Original message by: Higuy That box art looks really stupid.
I quite like the sleeker armor on the top, it comes with a new undersuit as well and has cleaner shapes. Don't know what the ONI symbol's for, though.
Warframe's Excalibur. Mental Ray is god.
unless something is orange or orange-tinted, refrain from using an orange-tinted cubemap. the visor cube looked good on the tan/orange/yellow colors, but the colors near the blue spectrum degraded visually/looked patchy. don't be afraid to make your own cubemaps should the need arise. Edited by master noob on Apr 26, 2014 at 08:43 PM
can we see what it all looks like with the plasma rifle cubemap?
Quote: --- Original message by: BKTielQuote: --- Original message by: MEGASEAN2812 i dont care if people do halo things in other engines, as long as they dont be dem rebels and make us move to it. lolwat
some guy spammed alt accounts and made a ton of threads telling people to move to cryengine/unity/unreal.
Quote: --- Original message by: altis94Quote: --- Original message by: The KingxQuote: --- Original message by: joe55 Both are horrible. I would like to see you make something better.
did you not think this through again or do you just like hearing us repeat ourselves?
you don't have to be a chef/director/gamedev/artist to say that the food/movie/game/art is garbage.
Quote: --- Original message by: ASCENDANTJUSTICE That looks really nice, it never ceases to amaze me how we can come closer to other engines when we are 14 years away.
OS isn't 14 years old, though.
I think the bungie shareholders had more of a part in firing Marty than Bungie, whether seeing Marty as an obstacle to their ideas for Bungie or his massive influence.
Quote: --- Original message by: UnevenElefant5 gun It's very basic so far, and your polygon distribution is all over the place. you can easily take polygons off the cylinders on the front and the valve thing on the back and place them where they're needed, such as those pink strips on the sides, the handle, and the claws. the paint on the warning label is very clean against something scratched and rusted, and the text or the label itself should be scaled up given how small the gun is. the front should be heavily scratched/rusted from use; same with the space between the claw joints. the screws should be rusted over, considering there's rust surrounding them. you can spare a few polygons by using a normal map rather than indenting the screws. there's some artifacting on the large cylinder's normals, most noticeably around the edges of the pink parts. the screws on said cylinder don't appear to be attached to anything, while the handle looks glued on. the valve looks to serve no purpose.
Quote: --- Original message by: BKTielYou don't tell anyone, silly. Just sneak it onto their respective indie services in a month or two and no one will be the wiser  that goes beyond a C&D and enters into thousands of dollars in lawsuits.
Quote: --- Original message by: greg079 the wii struggles to run games using 512x512 textures at 240p. i'd rather not have I01 restricted to such a low quality. most of Super Smash Bros Brawl's textures were in the range of 256x256 to 1024x1024, some going beyond that.
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