Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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ratty redemption [RIP]:
interesting and understood i think. so once your map has been split up there will be more of the lightmap texture to share between all the baked surfaces? gameplay wise, i like hub areas that players can return to. hopefully you can use persistent data between the maps.

and if porting the project to unity, the rtcw version could be thought of as the prototype. would you then add more polys to the models, or build two versions at the same time?

for the unity version, if you reproduced the textures so they looked very similar but were all your own pixels, would that avoid the potential copyright infringement?

kat:
There won't be a hub as such, just the ability to go back and fourth between levels, so stats need to carry across if when going back into an area/s already visited. Not sure if RtCW allows for this.

The main reason for using Unity (or other) system would be access to per-pixel unified lighting system, the trouble with RtCW and idTech3 in general, in that models are lit in different ways depending on their use, a problem that's compounded should they contain alpha, and are used within a fog volume. Per-pixel is supposed to alienate these issues (not tested to check yet though).

That's the problem, using RtCW means being able to make something quickly but it can't be monetised. Using Unity et al means a long development time but the end result could be monetised (unfortunately it just gets to a point where it becomes untenable to continue providing these excruciatingly time hungry projects for free). Going the former route obviously means using pre-existing assets (which limits some of the things that can be done), going the latter route means making everything from scratch (Copyright infringement isn't necessarily avoided doing what you suggest although 'derivatives' would be fine in the sense that an influence could be seen).

ratty redemption [RIP]:
understood to all that.

kat:
Coming to a store near you soon!

These have taken a while to put together as there's a lot of fiddly small-scale stuff. Each item snaps within a 1 unit grid. Had to uniquely UV map and texture most of them because they don't all get used at once (which would have potentially meant a lot of wasted texture space using larger (atlas) maps/texture sheets. Also makes it easier to edit individual textures applied to specific items.

ratty redemption [RIP]:
nice looking models kat. are these for imvu?

and any chance of a video of them being rotated?

i'm looking forward to building prop objects for my game project in the future. still just working on the unity code at the moment.

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