Gaza teamwork & potty training
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- Retired PR Developer
- Posts: 4166
- Joined: 2007-05-08 14:18
Gaza teamwork & potty training
[R-DEV]ZZEZ is going a long way to make the upcomming Gaza map as immersive as possible.
This required doing a series of ambient statics that I and a group of different PR team members set out to create.
As always I did the modeling, UV mapping, exporting ect but nearly all of the motives are made by:
Tester: elemanoel
[R-COM]'s: VoXiNaTiOn, Scot
[R-DEV]: Matrox
Sorry guys I wasn't able to use all of them due to my pallet set up but great effort and all of you got at least one ingame Special thanks to elemanoel who did a whole lot of them and in great quality
Gaza road sign:
Martyr posters and various signs:
Additional shots:
http://tom3d.dk/ProjectReality/screen032.png
http://tom3d.dk/ProjectReality/screen033.png
http://tom3d.dk/ProjectReality/screen034.png
http://tom3d.dk/ProjectReality/screen035.png
http://tom3d.dk/ProjectReality/screen036.png
http://tom3d.dk/ProjectReality/screen037.png
http://tom3d.dk/ProjectReality/screen038.png
Once again good effort guys, and nice team spirit
And in other news:
As I have been working with [R-CON]motherdear on several subjects and he is making good progress on some small tasks (too small for a highlight, hehe) I have included a little message from him Enjoy
// Z-trooper out
[R-CON]motherdear:
Since I became included in the contributor fold I have been busy finishing the uvw of the AAVP7A1 and doing my first static, a 'port-a-loo'.
Note object has not been lightmapped in these pictures.
During the process of creating this static (my first complete one) I learned a lot that will hopefully come to good use for the future of PR and my own career
One of these lessons is ALWAYS CHECK YOUR SCALING.
This small problem bothered me for a few days, I couldn’t understand why my model would not show textures in the editor, turned out it was so big that the fog distance hid the colors from sight
And to finish off here are the lods and cols for those of you that are interested and would like to enter into the realm of asset and static creation. This is one of the things that I have never done before, and therefore was very interested in for asset creation and I often asked myself these questions (what kind of tri reduction should you have ? what is the typical falloff range ? what does the different cols do ? etc)
’
This required doing a series of ambient statics that I and a group of different PR team members set out to create.
As always I did the modeling, UV mapping, exporting ect but nearly all of the motives are made by:
Tester: elemanoel
[R-COM]'s: VoXiNaTiOn, Scot
[R-DEV]: Matrox
Sorry guys I wasn't able to use all of them due to my pallet set up but great effort and all of you got at least one ingame Special thanks to elemanoel who did a whole lot of them and in great quality
Gaza road sign:
Martyr posters and various signs:
Additional shots:
http://tom3d.dk/ProjectReality/screen032.png
http://tom3d.dk/ProjectReality/screen033.png
http://tom3d.dk/ProjectReality/screen034.png
http://tom3d.dk/ProjectReality/screen035.png
http://tom3d.dk/ProjectReality/screen036.png
http://tom3d.dk/ProjectReality/screen037.png
http://tom3d.dk/ProjectReality/screen038.png
Once again good effort guys, and nice team spirit
And in other news:
As I have been working with [R-CON]motherdear on several subjects and he is making good progress on some small tasks (too small for a highlight, hehe) I have included a little message from him Enjoy
// Z-trooper out
[R-CON]motherdear:
Since I became included in the contributor fold I have been busy finishing the uvw of the AAVP7A1 and doing my first static, a 'port-a-loo'.
Note object has not been lightmapped in these pictures.
During the process of creating this static (my first complete one) I learned a lot that will hopefully come to good use for the future of PR and my own career
One of these lessons is ALWAYS CHECK YOUR SCALING.
This small problem bothered me for a few days, I couldn’t understand why my model would not show textures in the editor, turned out it was so big that the fog distance hid the colors from sight
And to finish off here are the lods and cols for those of you that are interested and would like to enter into the realm of asset and static creation. This is one of the things that I have never done before, and therefore was very interested in for asset creation and I often asked myself these questions (what kind of tri reduction should you have ? what is the typical falloff range ? what does the different cols do ? etc)
’
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- Retired PR Developer
- Posts: 4166
- Joined: 2007-05-08 14:18
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