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HToneill

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Everything posted by HToneill

  1. Version 1.0.0

    945 downloads

    Hello Guys, this is just some small release of some models I did erlier. More will come soon!
  2. View File Generic 3d Models FBX [diff/normal/spec] Hello Guys, this is just some small release of some models I did erlier. More will come soon! Submitter HToneill Submitted 06/21/2018 Category Modifications
  3. I will put the models in the downloads section once I have more time. I became a daddy couple of weeks ago and have to adapt to my new battlefield right now.
  4. @TK0104 This was exactly what I was looking for! I would rather create my own intended collision models with as little polys as possible @j0g32 Thank you j0g32! As far as I can tell, photogrammetry is the key to unique assets. I would like to see some assets in RenX :-) The creation speed depends on complexity. It will take much longer to create a set like the sidewalk pieces than a stone. For a simple stone, I would say 2 hours, including scanning, rendering, making all additional maps and extra poly work in 3dsMax. For a complex set, it will take much longer. The greatest quest is to find a couldy day, with diffuse lighting conditions, in order to get best texture results.
  5. Thank you Sarah! I will fight my way though the UDK when I finished some models. Right now I am in some sort of creative rage, that should be used Coming fresh from the factory: the first castle asset will be this pile of rocks. Most of you expected a tower or a wall, we will come to it later. It's important to have a lot of debris models in first place to play around. The surroundings of every castle have some of them. The best way to use it, is to place it on a terrain slope. The next models will also be some castle stones, be prepared. This gives a fine highlight, what do you think? Nah, its not covered in tiberium Also there is no light or shader in my render pass. The objects are always flat textured. And there is also piled sandstone: And a fireplace. No castle set is complete without a fireplace...
  6. I will see what I can do. Tomorrow I will get some references to work with. First, I will get some simple castle asset in order to check quality/ usability. I post the results. Once there is positive review, I can create mode assets for the castle set. Are custom collision shapes possible? Town park & ride stone:
  7. I got a modular urban sidewalk set: Something like that? Later, I need to know how to share/ add the models with you guys...
  8. Thanks for the replies! I see you definitly need some 3d stuff. The good thing is, that we can modify the texture in order to achieve a common look. All of the work can be done in Photoshop or even with the free online photoshop sister: https://pixlr.com/editor/ Ice is a special form of object. It's transculent and is only some mesh with a powerful shader. I can't do shaders for Unreal right now, unless renx uses OpenGL. But city, town and even farm models can be done! Please always try to post some kind of reference if you have a special idea, as all towns or places are unique. My current location in southern germany would give me the ultimate opportunity to create some old town assets: Renegade Town Level To show you some already finished city stuff:
  9. Hi folks! I made some simple models including textures with a 3d scan workflow a while ago and thought I could share it with you. Well I still don't know, if you see it as a nice addition or would use them in your map designs. I do prefer a lot of unique media, but I am aware, that RenX has tons of media already. I would like to create some castle assets, or city assets if there is some interest in models. Please feel free to drop some critics! Let me show you some models first. Some stone: Another one: Railroad Debris: I have also tried to create specular and normal maps, but the maps have to be optimized for Unreal, in order to call it game-ready. All textures are 2048x2048 png, in order to keep the full detail.
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