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 week 12 workload

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Evicente



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PostSubject: week 12 workload   Mon Feb 03, 2014 6:26 pm

Another week...
Exhausted from all assignments non stop hours of continuous work.
here is the texture fix for our main map. A small added amount of meshes and
added crash landing site with texture. See images below...
 Mad 

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SyVanG



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PostSubject: Re: week 12 workload   Tue Feb 04, 2014 11:36 am

Nice man, I m going to work on my stuff this week. Oak have u finished the interior design so i can do my part?.....and Earl don't forget the cave where the river flows towards
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SyVanG



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PostSubject: Re: week 12 workload   Tue Feb 04, 2014 4:39 pm

I have played a cannon on the river. Will place another one someone else. Also added wind, water splash, fire. Images for that soon.


img
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Evicente



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PostSubject: Re: week 12 workload   Wed Feb 05, 2014 12:05 am

Thanks man.
Awesome bro! I also like the cannon. Yeah I'll do the cave soon. Still wondering how i'm going to create it .
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Evicente



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PostSubject: Re: week 12 workload   Thu Feb 06, 2014 12:59 am

Hey guys again. Before I sleep. I manage to find a tree mesh suitable for the crash site.
this tree is about 6000 polygons. Though this is quite a lot we won't be using it it as much, only where the crash site is. With other trees I couldn't find any other decent looking one with low polygons. I researched and downloaded for a few good hours each one was either low quality (really crap) or high quantity(polygon). So we will have to make do with what we have in UDK with trees.

Carlton, would this be okay to do with the trees or do we still have to use meshes from outside despite the low quality just to prevent lag?

Anyways here is the pic. Rendered pretty well.

here is a pic.



edited ---------------------------

more logs!
both 3000 polys

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Carlton
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PostSubject: Re: week 12 workload   Thu Feb 06, 2014 4:11 pm

Lol thats some nice logs for only 3000....

6000 tree should be ok if its just a couple..... You can use UDK trees as well, but just needs to compensate the meshing in other objects...

For the grass texture, i think you should still tile it abit more.... to make it smaller, and less pixelated
You can change the tiling settings in the "TERRAIN MATERIAL" settings (the green box thing in your packages)...
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Evicente



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PostSubject: Re: week 12 workload   Fri Feb 07, 2014 7:40 pm

Okay cool thanks Carlton. By the way, is the tiling settings within the terrain material properties?
I'm not really sure. Here is a pic





EDITED-----
by the way the logs are reduced about 1.5k polys (even better). The down side to that is the the quality is slightly reduced but not too much.
Logs look awesome still Smile
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Oakminimon



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PostSubject: Re: week 12 workload   Sat Feb 08, 2014 10:09 pm

Hey guys sorry for the lateness, here is the work I've done.
Im try to make it look like our concept art as much as possible.
I'll add something more to make it look better.
I also found some good texture which is suit to our spaceship.

here are all the images




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SyVanG



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PostSubject: Re: week 12 workload   Mon Feb 10, 2014 1:57 pm

I did these, Wind, Fogs, Rocks and Cave, last week but my laptop crashed and didn't have access to a computer until Monday (TODAY)


free jpeg images



capture
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Carlton
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PostSubject: Re: week 12 workload   Wed Feb 12, 2014 3:22 pm

Looking amazing guys! I love the contrast between the green nature external environment, and the industrial mechanical space ship! Really helps stands out as the KEY STRUCTURE of the map.

The external environment, theres still abit too much grass texture.... and you can still BLOTCH the map with maybe some dirt / soil texture here and there... to break up the repetition of the grass texture
The mountains are nicely painted Smile

Im worried about the ship not looking like a ship because the head doesnt look like a shape ship head in the exterior.... so maybe take that into consideration....

Keep up the great work!
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