Andy Gilbert
Members-
Posts
533 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Andy Gilbert
-
HI, i own a range of 3D modelling tools but cant seem to find a way to do as the title suggests? I want to create a small world in 3D world studio, perform a light map and then somhow convert it to a single object and single texture? Is this possible? Ultimate unwrap can open the esported B3D levels from 3d Studio fine, but getting them to a single object doesnt seem so easy. Thanks Andy
-
Managed to find it, i remember i purchased it through the game creators. Thanks Andy
-
Hi, although im a valid member of both leadwers and 3D world Studio, when i goto my client area and purchases it shows nothing, i assume this is probably since i purchased prior ot workspace ETC. But just letting you know since i think it should be in there. And more to the reason, im trying to re-install 3D world studio but cant find my key? How can i get this? I assume one for josh. Thanks Andy
-
Terrain Errosion Blending Technique
Andy Gilbert commented on Andy Gilbert's blog entry in Andy Gilbert's Enviro Models
Hi Yes that pretty much nail on the head pixel, i use normal texture layers with slope settings, and apply a base layer that is made up of errosion and weathered data from world machine, that still obviously needs tweeking in photoshop but not alot to get a good result. Low FPS: Because its on my not-so-good laptop, (easier than sitting on my not-to-much-better desktop) Thanks for comments Andy -
Terrain Errosion Blending Technique
Andy Gilbert posted a blog entry in Andy Gilbert's Enviro Models
using UDK terrains as inspiration i wanted to try and get the same effect within leadwerks. UDK's terrains can look extreamly nice, but that is fine when you have support for megatextures. This mean you have terrain building software such as world machine and others that offer features for creating massive mega textures which not only means you get unlimted layers as such, you get full procedral weathering effects, errosions, rocks etc and of course a mega normal map to make the whole terrain pop. So after a little bit of thinking i managed to get a "not to far off" result in leadwerks. Taken from the editor, no objects, just 3 texture layers. And from FPS view: Thanks Andy -
More Rocks (or Rock..) 200 tris!
Andy Gilbert commented on Andy Gilbert's blog entry in Andy Gilbert's Enviro Models
Thanks Michael, appriciated your models are inspiring Andy -
After finished another larger rock i decided to put a few into a scene to see how they go. In the scene are only 3 different rocks! They all rotate and scale to create a nice non repetative scene. All very low-poly, the newer larger rock in the back are 500 tris where as the other 2 type are 200 tris each. Also Played with this little scene a bit more.. Thanks Andy
-
Just to keep adding to the collection this is another rock, that is rotated and scaled to give the effect of multiple rocks. This one is like my others only 200 tri's.
-
More Rocks (or Rock..) 200 tris!
Andy Gilbert commented on Andy Gilbert's blog entry in Andy Gilbert's Enviro Models
Thanks again for comments Roland, yes its a possibility. Ill have to have a talk with Josh. Thanks Chris, although i do enjoy making them, theres only so many you can do in one go before your mind starts wondering, but the catch 22 is, a few just isnt enough, so i understand -
World machine is great, and i agree i seem to find new features with everytime. Pixel, the terrains fior parafly were an attempt at real geo data, but i had to do some work to make them look better and i also used L3DT for some. But thanks for comments on my parafly stuff, wish i had the time to work on it more. Ive started a blog where ill add more models im doing, just so i dont overload this thread. Thanks Andy
-
Hi, just showing this is more of what im trying to achive in regards to "usage". This bundle is made up of the same rock, i have made 3 sizes of, each share the same mat and textures, and rotated and places correctly means you can simply make a nice bundle without to much repetition. And the good thing about this rock is its 200 tris!! And here is a very quick scene put together using these rocks, at 200 tris i could have 100's of them! Thanks Andy
-
Natural Looking Terrains
Andy Gilbert commented on Andy Gilbert's blog entry in Andy Gilbert's Enviro Models
Hi thanks for the comments. DigitalMAx, the for dester look im using the bundle textures with the LE editor, and as for the layer restrictions i just play untill they look right. Michael, no detailing done and so from ground perspective things are obviously not as detialed, but with local details I.E Rocks, cliffs, trees ETC it hides and loss of detail. Ill upload some now though. Thanks Paul. -
Here are a few images from ground perspective of my recent terrains. No objects or local detailing, just the 3 textures. Thanks Andy
-
As well as enironment models, they need some nice terrain to be places upon. This is another part of the pipeline that I belive can make or break a scene. Getting natural looking terrains can be difficult but there are some excellent tools out there to help us. One I use in world machine, once you get your head around the software its really good. Most of the time I make make a hightmap else where and use world machine to refine and add weather effects. Another one i have used alot is well know L3DT and sometimes still do, i used this to create my initial terrains for my (on going) parafly simulator project. (www.parafly-sim.co.uk) Anyway here is one with two different texturing looks, each use only 3 texture layers. Thanks Andy
-
HI, instead of me filling the forum showcase with images i have decided to start a blog with my work. My aim is to develop so "good natural" looking models for outdoor scenes using standard or low cost software. It seems that its taken me along time to get to a point where i feel im on the right lines with the high-low game asset pipeline, im to some this comes very easy but for me who doesnt have to much time to learn, try and buy the software to do it ive had some fustrating times! But today i feel im "getting" somwhere and therefore will showcase them in here, i may add these to the asset store if i feel they are worthy of being. To start it off ill repeat the ones in this thread: A single rock that can be made to look more than one. A modular stone wall, the wall i nthe image is made from 5 of the same objects. A new rock, i want to create some large rocks, boulders and cliffs so this is a start (only 800 tris) Thanks Andy
-
Thanks for comments all and advice, all taken on board. Software used is wings, sculptris, Xnormal, UU3D and Photoshop (or gimp). I have blender and somtimes use it, doesnt mean its as easy though. Im sure blender will do everything i can do using other software but for some reason i find it difficult to use. I know my work isnt next gen or anything (wish i could create next-gen stuff) but i think natural outdoor assets are difficult to get right. Im also trying to create natural looking terrains, again im sure many of you have done better but here is a rocky desert style one. This uses only 3 textures. Thanks Andy
-
Ive been working hard at trying to find a good flow for building natural looking environment models using free to cheap software and i feel im starting to get somewhere so thought i would show a couple. I might put these ones in the asset store. All were screen shots from LE with only SSAO turned on. Ive made some rocks and this is one of them that like others can easily look like more. And this is a modular stone wall, again thats made up of a single wall section. Theres stll areas i need to work on, but its fustrating to watch amazing stuff being created for all engines but using software thats way out of my price range and so im just trying to get somewhere "near" with free or cheap. Thanks Andy
-
Any news on new leadwerks engine?
Andy Gilbert replied to Andy Gilbert's topic in General Discussion
That will be good then, roll on a few months then Andy -
Any news on new leadwerks engine?
Andy Gilbert replied to Andy Gilbert's topic in General Discussion
Sounds all good and a estimated release date sooner than i thought which is good . Look forward to it. Just one question if anyone might know, and i can imagaine all time has been put into the engine. But is there a plan for documentation (ie: will there be some form of which will be released with the engine, or will it build up over time like LE2?) Thanks Andy -
Hi, just wondering if there is any news on the new engine being developed? I cant seem to find any information about it anywhere (apart from old posts)? Even on the website there seems to be no mention of it (thinking of new potential customers?). Anyway is there a roadmap or anything, an ETA or anything? Thanks Andy
-
Still though this isn't a joystick package? It is an Xbox only package and to only be able to distribute a windows game where the only input is a Xbox controller isn't the best option? I would love a lua generic joystick module, would try and do it myself if I was familiar with creating wrappers. Andy
-
Just to confirm that the Lua Joystick Diedir has uploaded is for Xbox only controllers (should say really). Rick was working on one but not sure if hes had any luck. Andy
-
Thanks pixel, lol you can obviously see where my reference is of then (I love it up there) Andy
-
Hi Klepto2, yes thats how im currently doing it. Just wondering if thats how everyone else were generally doing in LE. Although low quality and done on my laptop so i had to have all detail settings on low (within LE) this shows my current terrain style in my paragliding simulator. Ive actually managed to get it to look quite good, im finding that playing with textures and levels it suddenly starts to go from not so good to alot better, almost like theres just somthing missing then you suddenly get it right. Thanks Andy
-
Hi, just wondering what others do in order to get large terrains looking realistic whilst keeping close up terrain detailed? Ive been playing now intensly for a week or so different ways to get realistic terrains in LE. The main issue im finding is the texturing, getting real terrain heightmaps from 3rd party software such as L3DT is fine and they look good, but start textureing and it seems to spoil it and i think the main issue is, the fact that LE doesnt support detail maps? If you look at UDK's texture tools you can have large scaled textures to show mountain rock ETC, and then when close up you get a nice detailed map where'as LE doesnt do that, so instead you get a horrible "old-style" blurred image when close up? Just wondering if any has had any luck in doing so, or what methods are available in LE to create detailed terrains? About the 3rd way down the page in the link shows this perfectly. http://udn.epicgames...edTextures.html Thanks Andy