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Synaesthesia

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Everything posted by Synaesthesia

  1. Nope, I don't share those worries. I make video game art for a living. I bike to work every day. It's a relatively stress-free life.
  2. Hey, good for you! I know this community has been traditionally hostile toward people of that persuasion. If you start having issues with someone related to that, don't hesitate to let us know.
  3. So are you trans? Your "BHP" account shows a male sex assigned to your profile. /No attack, just curious
  4. Dobrodosli. Hvala, također Ja, tak! Men jeg tror det bedst at skrive på engelsk her i forumet for alle vores venner hvem er ikke tosproget. /Edit //You guys know who I am ///Or at least you should
  5. From Polycount: Pure grayscale makes plastic-like specularity. If that's what you're going for, then that's what you'll get with a pure grayscale specular map. It obviously comes down to artistic preferences, but if you want realistic specularity you'll need to approximate how the material reflects light - and many materials reflect more than just 0-255 shades of gray.
  6. Specular maps should be anything but grayscale unless you're looking for plastic-like reflectivity.
  7. Normal map: http://wiki.polycount.com/wiki/Normal_map Specular map: Irrelevant to Renegade Ambient occlusion: http://wiki.polycount.com/wiki/Ambient_occlusion_map Diffuse map: http://wiki.polycount.com/wiki/Diffuse_map Please reference Polycount in the future for these questions, or Google. You'll find a wealth of information with the right key words, and it'll help you on your journey toward learning more.
  8. Order of importance for UVs: 1. Texel density for the model should be uniform with the exception of the rarely-seen parts of the model, such as parts hidden away in cracks or crevices, the underside of the chassis (if wheeled/tracked and low to the ground like a normal vehicle). Those parts should be scaled down significantly compared to the rest of the vehicle. Small pieces that are visible should have their texel density increased for painting details that would otherwise become muddied. 2. Mirror components that don't require unique UVs, such as tiny pieces that don't have readily identifiable decals on them. Anything with text that isn't reversible should be unique and not mirrored, the same goes for other features of that nature. 3. Ensure there's minimal stretching and distortion unless stretching/distortion would assist with the look of the model (e.g. grunged up sections don't always require perfect UV islands)
  9. It's probably due to there being more artists than programmers in any game/simulator industry.
  10. You have far too much of an attachment to an old engine that's full of major problems without scripts.dll putting a band-aid over them.
  11. Rackz: While you may or may not enjoy Unreal-based games, your preferences are not to be used to bludgeon other users. There will come a day in the near future where this engine simply stops working due to upgrades in Windows breaking functionality, or network code eventually changing, etc. Being hostile to change is not a characteristic that I feel this community endorses.
  12. I live in Florida where I have no income tax from the state, so that helps. My cost of living isn't the same as it would be if I were living in London, New York City, Washington DC, etc.
  13. Speaking as someone who has a 3D modeling career: Education is great, but your portfolio is vastly more important. Use Polycount University (AKA go to Polycount and learn from others by posting work and improving it) Who you know is far more important than what you know, but knowing the right people and having the right talents are an unstoppable combination for finding work Develop contacts as much as you can - this feeds into knowing the right people. As far as pay is concerned, some companies offer great benefits and some don't. The company I work for is one of the best I've ever seen in any field in terms of benefits. Pay is also very competitive. Entry level modelers should earn around ~$30,000 while more experienced people earn $40,000+. I'm in the latter category.
  14. It's a very old technique that was even used in the beginning of Renegade (~1998 or so) - if you look at the old models that Eric Kearns gave me years ago, it becomes obvious. The Tiberium Harvester has wheel caps, for example. I don't see why you couldn't use it, but there is a tradeoff in performance with alpha maps vs geometry. With current modeling standards, I'd argue that wheels should be at least 20 sided but probably no more than 24 sided. It's very possible to have a similar polygon count to what you currently have by using textures to hide the lack of detail in the wheel hubs.
  15. That's because there's a hard 800 polygon limit for those older models. They're considered "generation 1" models and have strict limitations on texture sizes and usage. For the Topkick, the round parts of any portion of the vehicle are actually alpha maps. The wheels are capped with a single polygon using an alpha channel which gives the illusion of roundness - otherwise they'd be eight-sided cylinders. IIRC, the cable spool you're referring to actually has a hexagonal section in the center of it. If I had reference showing otherwise, I would've made that instead. ;-) I'm not fond of Gen 1 models because of the limitations, but that's what our customer expects from us and it's consistent with the rest of the vehicles - for good or bad.
  16. I'm helping the Hub people out currently. I have some ideas for a project, but anything I'm making will be usable in both UDK and Renegade. As far as my work is concerned, everything here that isn't related to Renegade is something I've worked on at the office.
  17. Min F/A-18E flyvemaskine model på svensk farver.
  18. My day job is nothing but making vehicles all day, every week of the year. I work with some very talented people whose advice I seek consistently in order to find new methods to improve the work I do. I'm pretty sure I could remake both the boat and the GMC and have both look substantially better with the same polygonal detail and texture sizes at this point.
  19. Here's some of the Renegade-quality models I've built and painted. These are limited to one 1024x texture for the main body of the vehicle and one 512x texture for the wheels, plus a 256x for the treads, if either wheels or treads are applicable. There's generally a maximum poly count of 800 triangles. USCG Short Range Prosecutor: GMC Topkick tree truck:
  20. A few things to note: 1. It's a specular map, not a spectacular map - although you can make spectacular specular maps, they're not always synonymous 2. You'll need to post up images of what your issue is
  21. I was going to remake all of the APB buildings until my offerings of free help were denied consistently. They're still using my 11 year old buildings as a consequence of that decision. As a result, I ended up making a good chunk of the TD buildings. If I were ever to continue that trend, I'd have to remake all of the vehicles. Here's the MRLS I painted at work. It's someone else's model, however, but you get the texture style I'd be going for with this project. I wouldn't be able to reuse this vehicle, though, as it's US government property now.
  22. If you want to know where 20,000 went, I've attached a helpful wireframe for your consideration. :downs: The landing gear articulates, as do the leading edge slats, the engine nozzle, the flaperons, tailerons, air brake, rudder, and the cockpit opens as well.
  23. Sure, here's some information on the subject.
  24. Texturing in GIMP: Don't. Find a copy of Photoshop. Use it.
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