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rust3d

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  1. runs good with 8800s. well the demo n e way. Leadtech 8800gtx XEON QUAD-CORE X3220 X 2 4GB 800mhz corsairs ; P im guessing the limits for the actucal editor are much higher. since your looking at the entire levels.
  2. Aight i am up for the texture artist position, ive sent you an email with some of my past works. Im not goin to post up work on this site yet, as im still deciding whether to join a mod team or not. Jeep: ive added you to msn so we can talk more about the process, just so i can grasp some of the concepts a bit better. Killa:.. u do not need to texture or unwrap a high res model for use with normal mapping. Other then that... ive been though all unreals making of soldier work which doesnt really tell you much about the process besides the fact that they have designed there own tool to create normal maps which combines normal map projects and normal map painting. This is something that ive been trying to get my heard around for a long ass time :evil: . Is this result possible with free to use transfer tools? "Zbrush is mainly used for character models itself, not for maps, vehicles, etc" This is wrong... zbrush and mudbox have the same attributes... only difference is zbrush's texturing features are much more advanced. Zbrush has been in the 2.5d area a lot longer then mudbox... essentially mudbox is a clone of zbrush. But cheaper. which is good :twisted: Can someone setup a thread explaining what normal mapping is and how it will be used for this game? I could help in terms of zbrush and maya but im not aware of the settings used in UE3. Cheers GL HF.
  3. oops. Ive misread the post. hehehe. Thought it said texture artists wanted. Ive already talked to fobby and sent him some of my work... so ive assumed im already on the team. Obviously not. lol. If you havent uv mapped before id recommend unfold 3d. 3dmax sucks for uv mapping. For unfold 3d all you do is draw out the seams and it maps it for you with min distortion. I love it. Otherwise... evolve and get maya . Now some questions about this project: 1. if you only have the highres models what are we goin to cast the normal maps from? 2. if we are goin to texture these models.... how will we transfer the maps to the low lod meshes while maintaining texture coordinates? 3. since you will not and cannot load these massive meshes into unreal why unwrap them? :?: confused?... only the in game models need to be unwrapped. The high res is merely a reference which is used to calculate the normal map. I know im new here. But i think there needs to be some research on how we will be creating the art assets... especially normal maps. unreal uses a programe they created for themselves which allows for complex geometry normal map creation... and i cant find it anywhere. :evil: Our best bet is zbrush. It does it best. but we need a low resolution mesh in which the high res has been derived from. damn thats a long post :shock: Cheers GL HF.
  4. hmmn. can a mod delete my last 2 post ops: i get error messages everytime i post... ah well. Any way.... Whats up first? and where do i get it? how does this work... do we have ftp :twisted: I can do the U.Vs but its not really how things are done, the uv stage is really the clean up stage where you fix normals and redundant faces etc... the modeller should clean up his / her own garbage u dont send dirty work downstream. hehehe. Unless you only want credit for half the model :twisted: Ive also noticed there arent many low poly versions of meshes... what happend to LODs? Cheers HF GL.
  5. Hi guys, im russ. not sure if i am posting in the right area so move this post if im wrong Ok. As a specialty i am texture and enviro artist. But i can also be called a 3d generalist. Modelling, lighting or light baking, rigging, etc. Im also interested in other things like mesh optimization for disp and normal maps. Normal map creation, other forms of map baking and level editing. Which is all in the texturing dept anyway. Cheers guys HF GL.
  6. Hi guys, im russ. not sure if i am posting in the right area so move this post if im wrong :? Ok. As a specialty i am texture and enviro artist. But i can also be called a 3d generalist. Modelling, lighting or light baking, rigging, etc. Im also interested in other things like mesh optimization for disp and normal maps. Normal map creation, other forms of map baking and level editing. Cheers guys HF GL.
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