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Michael Betke

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Everything posted by Michael Betke

  1. The huge versions are suitable for this kind or cliff distribution. I'll see how they work out in my next project and update them eventually. Some prefab and scale functionality would handy too so you could make a bunch of scaled and arranged rocks and distribute them along the cliffs. But thats a LE 3.0 feature too I hope. ;-p
  2. I'm still waiting for the final. At the moment I have a Beta of the App.
  3. I think painting the vegetation with the paint tools is much faster and you can work very precisely. I hope Josh will include the possibity to draw/erase more then one vegetation model type at once with 2.32. This would save a lot of more time. So you set up your vegetation types (density, etc...) select the ones you want to paint and start painting. This is how Crysis does it and I really miss it in LE so far.
  4. The new pack is released. See first post or latest Blog. A small breakdown how I do a rock: First I do a rought shape with procedural maps and gradients combined with modifiers to get a rought shape. This is around 700.000 polies. Then I export the Model into Mudbox and work on it further. After this I re-import it back to 3ds max and bake out the Normalmap and Ambient Occlusion. The Highpoly model was crunched with Pro-Optimizer to Game-Art specs and unwrapped before. I use pelt-mapping and relax-tools for most of the tasks if I do organic models. In Photoshop I apply the AO plus a base rock texture together with my Normalmap. Sometimes I do a slight blending of two Normalmaps for the final Normalmap. Then I switch back to 3ds max and do the export and material tweaking. It's all very common tech with some switching and tweaking here and there. For this pack I didnt incude the very Highpoly models because I would easily bust 3GB download. One .max file went up to 500MB plus the Mudbox file would also be around 700MB per model, hehe. But I included one .max with non-collapsed modifiers so it#s even possible to build own rocks which fit into the models quite well.
  5. After a busy week we are happy to announce the release of our first environment model pack "Rocks and Stones 1.0". It's a huge pack with over 300 MB download size. Beside the 21 rocky and stony models I included all baked AO (Ambient Occlusion) textures, Photoshop and 3ds max (2010) files to this pack so it's easy to do new textures based on them.the models themselfs are made with Mudbox and weight around 6 million polygones before baking the normalmap from them. All textures got unique 2048px skin mehes which can be downscaled if needed. Get the models from our enviornment shop for only 22,-€ on www.pure3d.de again! Don't miss the cataloge: http://pure3d.de/english-version/pure3d-gameart-division/pdf/Rocks_n_Stones_v1.pdf There is a small "Making-Off" located in the forums: http://leadwerks.com/werkspace/index.php?/topic/1575-pure%C2%B3d-game-development-division/page__st__20__gopid__15675entry15675
  6. And this is exactly the point why I prefer LE.
  7. It's a basic scene but looks really nice.
  8. LOL Made my day! I disagree here. I used CryEngine2 in a hobbist and professional environment for 1,5 years right before I had to license a engine for my company. Leadwerks is something like "Firefox vs Internet Explorer" to me where Leadwerks represents Firefox. Needed features are present and I can finish a project nearly in the same time like with CE2. Only fine-tuning stuff like sliders for values and UI elements like detachable and scaleable menues or a extended asset browser (to find the bunch of models in a project) plus some new key-bindings for certain tasks are missing in Leadwerks Editor. The overall polished look and feel of the Crysis Sandbox made it a bit faster to work with. But only a bit. Maybe Josh get a UI guy in future or whatever. Then I would like to talk to him hehe.
  9. The editor is pretty staight forward and easy to learn due it's intuitive fashion. You can test values ans sliders and get immediatly feedback due it's interactive fashion. I worked with 5 engines so far and I liked this editor most. It feeels very polished for artists.
  10. I have no idea about Blitz3d but if it supports .x format there'll be support in the future.
  11. They got several license moels. from game makers to viz.
  12. After looking at it my definitly favorites are "blend shading". This is a very fast method to get rid of tiling and using massive decalas to your walls to cover tile effects. Using a light for this wet effect is also a good trick. Most other features are in there from CE2. I really have the impression CE3 is the CE2 as it was intended to be. I even found a old feature-list of CE2 where they state procedural breaking but it was not fully done in a procedural way like in CE3. The concrete barriers also broke very unnatural in my opinion.
  13. Just want to mention theres a nice vid to watch: http://nvidia.fullviewmedia.com/gdc2010/14-sean-tracy.html Shows features, mostly how indoor stuff is done in CE3. It's nice but I think the editor looks a bit cartoony hehe. I'm very interesting how the game turned out and what I can do with LE to get a close look.
  14. You guys will mabe find this thread over at crymod interesting: http://crymod.com/thread.php?threadid=59961 Bokeh and vignetting are the best DoF effect you can have. The quality is astonishing. Having this kind is top for every kind of artistic presentation. The person who writes me such a post-effect will get a Oscar.
  15. I really would like to see a scrolling game. If I ever make a game with Leadwerks it would be a scroller like the old "Raptor" game.
  16. Nice. Now get back and finish this particle editor.
  17. This would be cool. Someone posted a sphere skymap here in the forums but I think it was way to high-res with two 2k textures for only a gradient sky. I would prefer a time of day solution where you only set the time and the gradiant will be made depending on the set time.
  18. Yes they add to your Stalker map very well. I've seen it over at polycount.
  19. Welcome to the first Pure3d blog here on Leadwerks. I decided to do one so everyone can keep track of our projects done with Leadwerks. First of all we released the third vegetation game model pack. This time there are 15 different pine models available. Like our previous released packs (Birches and Ground Plants) they are game-ready for Leadwerks and offer source files in 3ds max format too. The latest .pdf can be viewed here: http://pure3d.de/english-version/pure3d-gameart-division/pdf/Pine_Trees_v1.pdf I also like to mention our support. If something is wrong with a model or you have suggestions for improvements or new content-packs just drop us some lines. We'll put the issue on our list and fix it asap. All other clients will be mailed with the fix too. We have still three or four vegetation/environment packs in our pipeline to cover most vegetation art which is needed in a game. Pure3d is also working on a downloadable tech-demo based on the the GDC 2010 level. It'll be optimized for "walk-througs" and performance of course. The video scene was build for movie creations so other things counted there. With the new Leadwerks 2.32 we got room to deliver more effects and visuals because we gained a 67% fps increase on such a big game level scene with the new code! Stay tuned for first screenshots and additional blog entries here.
  20. Maybe its possible with this new vegetation systeam and newton update?
  21. You need to set your material file name in your 3d app before you export. The content of this .mat file should be somethig like this: texture0="abstract::YOUR-DIFFUSE-TEXTURE.dds" clamp0=0,0,0 texture1="abstract::YOUR-NORMALMAP-TEXTURE.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=1.0 // Specular bumpscale=1.0 // Normalmap strenght gloss=0.700000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" // Shaders shadowshader="abstract::mesh_shadow.vert","abstract::mesh_shadow.frag"
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