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calculating Pi by hand

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We have already the blender WIP thread, which is very nice, but I thought some guys may be using different progs or just want to show off some nice meshes here.

 

Since blender is satisfying but not optimal for sculpting I gave Mudbox (Demo 2009) a go. I've ended up with these:

 

part of a steep cost (highpoly/midpoly/lowpoly)

 

wooden plank (highpoly)

 

 Edit:

These reference pics are very interesting if modeling anything wood related:

img2ep92.jpg

vlhsnijwijzen123tou7.gif

 

 



-- Edited by mAlkAv on Monday 5th of September 2011 11:02:59 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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nice m8, i wish someone had use this to do some halo maps remakes :p

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calculating Pi by hand

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I know of a planned UDK Halo project but I'm sure it will never be developed/completed/released due to more than obvious copyright violations.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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yeah, it also exist lot of remakes of all halo maps in with the unreal3 engine but lot of em are just conversions with awfull low res texturing...shame because some of thoses maps (bloodgulch n co) are very fun to play
is that udk/halo project public? (link?)

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calculating Pi by hand

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A guy was asking here for fellow workers, not more not less:

http://rcmodacc.fare-forum.net/t176-halo-harvest

http://www.unrealed.info/forum/showthread.php?9367-Halo-Harvest


I've never heard of the project again and I don't know if that was just an idea or if they really started to create some content ^^

 

 



-- Edited by mAlkAv on Monday 5th of September 2011 09:25:16 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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thx for the links m8, was fun to read Radon....from GGMJ clan....ahhhh good ol' time



sorry for the spam +.+



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He he, good loking SM :D

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Amateur UT mapper

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So did you model the coast line on a texture you had planned for it. Looks but very high poly, what sort of tris are you going to settle on.

The plank you show has some great details added with those grooves/cracks. Be interested to see your low poly.

Nice work M8.

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mAlkAv wrote:
wooden plank (highpoly)


 Similar to what Achernar mentioned, are you able to bake the highpoly model on to a normal map.  What is the poly count of that board!?!?!



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calculating Pi by hand

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Yes, that was the intention of creating a highpoly model out of a low poly from blender, which was a simple rectangle for my first attempt.
The Polycount is roughly 2 million :)

The steep cost will get its materials via meshing painting later. In fact it is not that much high poly (1800 polys) if you take the size into account which is like 4-5 times the height of a character.
Final results might look similar this:



Oh don't take this too serious. It was just some kind of a personal mudbox feature testing ^^

 

Edit:

since I messed up the UV layout before sculpting in Mudbox I'll show you only a part of the normal map confuse

http://www.abload.de/img/topplanknormal1bohb.jpg

 


 

 



-- Edited by mAlkAv on Wednesday 7th of September 2011 08:07:33 AM

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calculating Pi by hand

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Is anyone interested in some rock/stone meshes or do you think they might be useful in general?

 

I may do a bunch of those and release them as a package.

 

 

Here is one (work in progress) with a random texture applied:

 

 

 

 



-- Edited by mAlkAv!An on Thursday 20th of October 2011 12:16:54 PM

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Unreal Old Friend

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Hey mAlkAv!An I think it would be a great idea, A package with rocks/stones/rubble those are generic items which are too dispersed in regular packages. A nice package and nicely sorted rocks/stones/rubble would be neat. Just because it would fit anywhere :D

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MDK1311 wrote:

Hey mAlkAv!An I think it would be a great idea, A package with rocks/stones/rubble those are generic items which are too dispersed in regular packages. A nice package and nicely sorted rocks/stones/rubble would be neat. Just because it would fit anywhere :D


 +1 on that biggrin

Natural assets like that, barrels, crates, wood plank are always welcomed smile



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Feedback-Master ..

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stevelois wrote:
 +1 on that biggrin

Natural assets like that, barrels, crates, wood plank are always welcomed smile


 +2 on that as well.

I like that rock material.  If you could supplie a few materials (even if they are the same "pattern", but with different colors, that could really help.

You know where you can host them/advertise them.



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This sound like a good initiative so +1 from me.

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Connoisseur of Bourbon!

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Ya better +3 or 4 the above M8!

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calculating Pi by hand

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Allright guys, +4 is more than expected

I'll start to work on these next week.

 

Odedge, I was planning to deliver all models with 2 different diffuse maps. They will be based on the same tileable textures for the sake of consistency. Apart from that you can always do some basic color and desaturation adjustment in the material editor.

That texture in the screen above was available at a website for free. I forgot which one it was exactly but I'll post a link to it if I find it again ^^

-- Edited by mAlkAv!An on Saturday 22nd of October 2011 01:48:21 PM



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calculating Pi by hand

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I am creating a low poly version of the stone in the picture above right now. What do you think is a good triangle count for such stones that will have an approximate width/length of ~64-96 unreal units?

At the moment I'm at 400-500 tris.



-- Edited by mAlkAv!An on Friday 28th of October 2011 06:19:39 PM

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Feedback-Master ..

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I would reference the stock rocks (do they have any that small?). To me, it sounds a bit high for that size of a rock, but you should ask Steve since he loves to cripple our computers with 1,000,000 polygon per view maps! *Odedge starts running to get a lead*

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Odedge wrote:

I would reference the stock rocks (do they have any that small?). To me, it sounds a bit high for that size of a rock, but you should ask Steve since he loves to cripple our computers with 1,000,000 polygon per view maps! *Odedge starts running to get a lead*


 

Indeed, I use many size of rocks in my maps, there are various small ones. I don't know about the polys number but they do are small. All use them in most of my maps smile

Odedge, run you... you...you wink



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calculating Pi by hand

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I started with an optimizer/polycruncher to get a base for the manual work. 250-300 tris is what I want to reach and I think that's a good balance between performance and visual effect.
I'll post some pics if I get this one textured :)

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Amateur UT mapper

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Nobiax models converted to ASE format.  Version 2.

These are a selection of Nobiax meshes converted to ASE format for the UT3/ UDK engine.
A second UV map was constructed for light mapping purposes and a custom collision hull
was made where appropriate. Most meshes are at 1x scaling.

 

1. This pack contains the ASE files ONLY! You need to go to the authors website and download his packs. Inside the archive is a ReadMe.htm that contains URL imbedded images to re-direct you to the authors site so you can get the UV texture maps.

o90e.jpg

fjgu.jpg

vpne.jpg

9reh.jpg

Download

 

P.S. For reference, the first version was posted on Epic forums many moons ago.  This new pack brings the meshes of Nobiax up to date as of 17th March 2014



-- Edited by Achernar on Monday 17th of March 2014 01:00:22 PM

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Achernar wrote:

Nobiax models converted to ASE format.  Version 2.

These are a selection of Nobiax meshes converted to ASE format for the UT3/ UDK engine.
A second UV map was constructed for light mapping purposes and a custom collision hull
was made where appropriate. Most meshes are at 1x scaling.


 

Many many THX bro for converting Nobiax's meshes & generate a proper UV layout & collision model !!!! aww

I like many of them but didn't download them since they were not in ASE format bleh

Excellent tuto too ! biggrin Nicely made !

 

THX THX THX THX THX THX bro smile



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Connoisseur of Bourbon!

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+1 to Steve's comments! Cheers bro!

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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....+2......and ROFL.....i didnt notice the ganga plant in the past....or......hm....i was probably too high +.+



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Amateur UT mapper

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Its always a please to work for you guys, glad you like :)

Steve let me know how that tutorial treats ya, when you have time. I know you asked / suggested for one some time ago.

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Bl!tz wrote:

....+2......and ROFL.....i didnt notice the ganga plant in the past....or......hm....i was probably too high +.+


 LMAO!  I didn't notice them until you mentioed it in ya post.

I only checked the models...not the names... :x



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Achernar wrote:

Its always a please to work for you guys, glad you like :)

Steve let me know how that tutorial treats ya, when you have time. I know you asked / suggested for one some time ago.


 

I know I ask for help a long time ago about that subject & I THX you very much for taking to do a very well explained step by step guide for all biggrin

Fortunately, I do not have enough time to map now. I keep mapping but with almost BSP only since it's easier aww



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