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#1
08/26/2006 (5:07 pm)
Looks nice, only thing is the windows just seem off to me... prolly cuz they dont have a blue tint to them.

but other than that its top-notch, including the concrete texture (where you get that anyway lol)
#2
08/26/2006 (5:34 pm)
Nice job. Try environment mapping the windows though. It gives a neat effect.
#3
08/27/2006 (6:41 pm)
This is a really nice effort. I like how you've added some fine detail without going overboard. Such as the fine step around the garden bed and the inset in the pillar blocks. This is a good looking building.
#4
08/27/2006 (6:53 pm)
Really nice work, environemnt mapping the windows would make them look a bit nicer, but I like the amount of detail it has - not too much, not too little.
#5
08/27/2006 (9:14 pm)
Man, this building gets me thinking about what kind of story to write about it. Is this the home of some crime syndicate leader, an evil biological experimentations lab, are dark forces going to congregate at the top, or is this an old folks home?

Very cool.
#6
08/28/2006 (7:13 pm)
Really cool! The only thing I would say is that I wouldn't stretch the cement texture as much.
#7
08/29/2006 (4:38 am)
Whoa... impressive... the structure has a 'presence' about it...

if you could add some envmapping or reflectivity to the windows, that
would make it pretty near perfect...

--Mike
#8
08/29/2006 (5:25 am)
Thanks guys for all the feedback the windows texture is temporary so I will be making new ones soon.
#9
08/30/2006 (8:55 am)
Anyone know how to make a surface reflective in torque?
#10
08/31/2006 (8:14 am)
In QuArK I believe there is a mirror entity... Also, if you could(which I don't think you can on .difs, only .dts'), you might use a alpha map.
#11
08/31/2006 (9:06 am)
Warning on the mirror entity - it's hella slow. it has to render the whole scene again for potenetially every mirror.

Nice building, Grim. What tools are you using ?
#12
08/31/2006 (9:49 am)
Yes you can use png with alpha channel on diff. You will have to do a small patch.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4199
#13
09/03/2006 (11:24 am)
Thanks for all the tips and help. I'm working on it.
Here is another prefab I made:
i69.photobucket.com/albums/i60/GrimMoroe/Pipe1b.jpg
I use 3DWS for all my interiors.
#14
09/12/2006 (7:24 am)
Road section update:
i69.photobucket.com/albums/i60/GrimMoroe/Road8n.jpg
#15
09/12/2006 (7:35 am)
Looks good. You probably want to reduce detail on the pipe. Maybe just draw the bolts, and use png's for the round handles / valves. The road section looks suitably low poly. Nice work.
#16
09/13/2006 (9:35 am)
Thanks andy,

The pipe has 3 LOD models..the one I posted is the highest. I plan to use it in a close up layout which is why it is so detailed. So far in my test room that it is in on my map the FPS don't drop under 80 FPS, but if it is a problem I can drop to the next LOD which is made in the way you suggested.

I should have an update on the road section tonight.
Thanks for the feedback.
Grim
#17
09/13/2006 (6:43 pm)
Very nice road!
#20
09/19/2006 (6:46 pm)
Very nice!

All that you are missing is construction signs. : )

Is that an exit on the left.
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