Welcome To The "goldmountain Mining Area" (Cry-Sdk Fanmap)
#21
Posted 10 March 2013 - 04:27 PM
#22
Posted 11 March 2013 - 05:15 AM
Sorry for the poor quality and sound but have sized it down from 700 to round 60 mb. Captured with 30 fps but its still looks laggy. You can see the real fps in the top right.
Need a better maschine
#23
Posted 11 March 2013 - 05:31 AM
It is still a good work for a lone artist :-)
#24
Posted 11 March 2013 - 07:40 AM
Allfex, on 11 March 2013 - 05:15 AM, said:
Sorry for the poor quality and sound but have sized it down from 700 to round 60 mb. Captured with 30 fps but its still looks laggy. You can see the real fps in the top right.
Need a better maschine
Well, you could always simply lower the graphics quality. The recording quality is the last thing you want to make sacrifices in.
Or a different software for the video capture.
#25
Posted 11 March 2013 - 11:11 AM
Lyrik, on 11 March 2013 - 05:31 AM, said:
It is still a good work for a lone artist :-)
A little rude to disregard opinions that are not the same as yours, don't you think?
It doesn't look very fancy yet, but from what I've seen so far I like overall terrain shape more than let's say Caustic Valley. Would love to run some epic mech battles on this map.
#26
Posted 11 March 2013 - 12:02 PM
parman01, on 11 March 2013 - 11:11 AM, said:
A little rude to disregard opinions that are not the same as yours, don't you think?
It doesn't look very fancy yet, but from what I've seen so far I like overall terrain shape more than let's say Caustic Valley. Would love to run some epic mech battles on this map.
I have no proplem with his opinion, critic is always welcome
But it should edit the first post that these map is a "work in progress" and that i put only round 10-12 hours in this map so far.
I will try to improve the overal quality on the the next 10 hours of work on this map .
And yes... i'm a bloody amateur but hey... it's a big fun doing these things and i figured may some off you are interessted in the steps/progress that i make.
Cheers
#27
Posted 11 March 2013 - 03:02 PM
Allfex, on 11 March 2013 - 12:02 PM, said:
I have no proplem with his opinion, critic is always welcome
But it should edit the first post that these map is a "work in progress" and that i put only round 10-12 hours in this map so far.
I will try to improve the overal quality on the the next 10 hours of work on this map .
And yes... i'm a bloody amateur but hey... it's a big fun doing these things and i figured may some off you are interessted in the steps/progress that i make.
Cheers
This wasn't a critique of your work. I find it cool and like to see the steps in creating it :-) (I really wish that we would have something like for the maps in MWO)
But thinking that this map should be in MWO? or being better that the maps we already have? Some people play MWO with either really low graphic or have a really big hatred of PGI :-P
#28
Posted 11 March 2013 - 09:31 PM
The above shot also shows a fairly natural looking terrain, despite the lack of detail clutter that Allfex will no doubt incorporate into it. Texture wise, have you seen the rock faces in Alpine or Forest Colony? He is doing no worse than that, from what little we have seen so far - and from a much closer, lower perspective at that!
Edited by Pariah Devalis, 11 March 2013 - 09:32 PM.
#29
Posted 12 March 2013 - 02:18 AM
Both maps shares the same terrain-heightmaps, the same lightning and both maps are painted over with only 2 paintinglayers with the same slopeangles. In both maps the fog is disabled.
In the first one i have done no sculpting ore smoothing the terrain. This map gets the colorinformation for the paintinglayer from my highres-surface-texture.
In the second one i have sculped and smoothed out the same location to fits better PGI'S rock-assets. This map use no highres-surface-texture.
I still have to say that PGI's technic is the better one for games like MWO because you can change the color of the paintlayer on the fly. on this way you get a much higher range of usebility for textures. You can always tweak the texturecolors to fit a great range of assets.
This also is the big minus for my technic, if i want that the assets fits my terraincolor if have to change all the diffusecolor for al assets. This is a pain.
Edit: A plus for my technic is: you can disable the terrainshadow for static "Time of Day" because the terrain-shadows are backed in in the highres-texture.
Edited by Allfex, 12 March 2013 - 03:21 AM.
#30
Posted 12 March 2013 - 02:42 AM
#31
Posted 12 March 2013 - 03:08 AM
Allfex, on 12 March 2013 - 02:18 AM, said:
Both maps shares the same terrain-heightmaps, the same lightning and both maps are painted over with only 2 paintinglayers with the same slopeangles. In both maps the fog is disabled.
In the first one i have done no sculpting ore smoothing the terrain. This map gets the colorinformation for the paintinglayer from my highres-surface-texture.
In the second one i have sculped and smoothed out the same location to fits better PGI'S rock-assets. This map use no highres-surface-texture.
I still have to say that PGI's technic is the better one for games like MWO because you can change the color of the paintlayer on the fly. on this way you get a much higher range of usebility for textures. You can always tweak the texturecolors to fit a great range of assets.
This also is the big minus for my technic, if i want that the assets fits my terraincolor if have to change all the diffusecolor for al assets. This is a pain.
Really nice insight into the way you've put this together and how you go about your art. Cheers!
#33
Posted 12 March 2013 - 03:15 AM
#35
Posted 12 March 2013 - 10:39 AM
#36
Posted 12 March 2013 - 11:58 AM
#37
Posted 12 March 2013 - 12:20 PM
Played a little bit more with the second map. Tryed to achive a more like MWO looking feel. Still tons of work to do. Tomorow i reedit some textures for better textureblending and want to do a lot of "digging" for the cavesystem. Want to have a solid terrain-texture befor hunting for details like vegetation, particels, weather, maybe one ore two waterfalls.
Now i want to play some MWO
#38
Posted 13 March 2013 - 08:35 AM
What do you think?
#39
Posted 13 March 2013 - 08:44 AM
Adridos, on 08 March 2013 - 10:12 AM, said:
60 ton Dragon, 60 ton Abrams and a 4.8 ton Blackhawk in case you'd want to start the weight/scale argument I would hate explaining again.
That Dragon must be using some very lightweight materials or is filled with a lot of empty space--The Black Hawk's body is mostly hollow and also very lightly armored, allowing it to take up more physical space than what 4.8 tons might look like. The Dragon can't be hollow because of all of the components, actuators, gyro, electronics, armor, etc. If you look at the cutaway art for various mechs in the BT wiki you can see them packed pretty full...so must be super-duper materials then.
Or, more likely, the people who wrote Battletech greatly underexaggerated the shear mass of gigantic walking war machines. Each mech's mass could probably be multiplied by at least 3 in order to get a more realistic number.
Edited by FupDup, 13 March 2013 - 09:05 AM.
#40
Posted 13 March 2013 - 09:48 AM
Also...is that Dragon actual scale from game? I always though they are smaller. It's kinda hard to tell the scale when you have same huge monsters against you and uniform rocky map.
However now as I compare it to various "real" things from River city map in my mind, the scale is probably right.
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