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Artblog (image heavy)
Artblog (image heavy)
| Name: | Apparatus | ![]() |
|---|---|---|
| Date Posted: | Jun 24, 2008 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Apparatus |
Blog post
A massive wave of heat hit my country and the past 2 days I couldn't do much but pray for a breeze. So I sat and put in a mission example the environment pack models I have been working on. To be honest, I think I would like to re-edit some of the stuff here, in particular the trees - a full fledged pack with all kinds of trees; and when I say all kind I mean this: in a (type of) forest you see large trees; various sizes and shapes; but then there's the smaller guys, the branches and everything else that makes the forest such a cool place (eh); in a couple of shots is visible how a group of trees just 'stand' on bare soil and that is not pleasant to the eye. To make my point, most of the stuff that touches the ground in this pack / level / mission has some grass around; for this I made a special billboard model (since the foliage fx works only on relative large areas.Anyway, maybe I should've kept only a few, I like all of them : )
Here they are:



















edit:removed duplicate
Here they are:
edit:removed duplicate
Recent Blog Posts
| List: | 12/10/08 - Textures Pack Down 12/09/08 - Materials Bazaar ~ Metals Library release 12/07/08 - Materials Bazaar (II) update 12/03/08 - Materials Bazaar (I) 12/03/08 - TGEA Environment Guide 11/04/08 - Kork 2.0, halted work 09/24/08 - Constructor Pipeline (I) 09/23/08 - Interior Guide Pack Free Download |
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Submit your own resources!| Zach Gipson (Jun 24, 2008 at 05:38 GMT) |
| Apparatus (Jun 24, 2008 at 06:08 GMT) Resource Rating: 5 |
| Jacob Poulette (Jun 24, 2008 at 06:47 GMT) Resource Rating: 4 |
| J.C. Smith (Jun 24, 2008 at 07:00 GMT) |
| Taylor Petrick (Jun 24, 2008 at 07:09 GMT) |
| Daz (Jun 24, 2008 at 08:04 GMT) |
| Leslie Young (Jun 24, 2008 at 08:31 GMT) |
| Michael (silentMike) Hall (Jun 24, 2008 at 09:39 GMT) |
| Leroy Frederick (Jun 24, 2008 at 10:45 GMT) Resource Rating: 5 |
| Andy Hawkins (Jun 24, 2008 at 11:52 GMT) |
| Apparatus (Jun 24, 2008 at 12:02 GMT) Resource Rating: 5 |
@all - thanks!
| Morrock (Jun 24, 2008 at 12:15 GMT) |
Edited on Jun 24, 2008 12:16 GMT
| Apparatus (Jun 24, 2008 at 12:43 GMT) Resource Rating: 5 |
| Craig Fortune (Jun 24, 2008 at 12:56 GMT) Resource Rating: 5 |
Out of sheer curiosity, could you put up a few similar screenshots of this scene without the detail maps? I'm interested on how the recent fixes look on a scene-wide rather than single object perspective.
| Apparatus (Jun 24, 2008 at 13:08 GMT) Resource Rating: 5 |
actually the dmaps have 2 values here really; if you can afford more stuff in your mission, more texture resolution, the detail maps only add a nice layer on the model, just like in photoshop; in combo with custom ambient light (w i suggest to everyone) the results could be stunning; on the other hand, if your mission/game is limited a bit, you could use the detail maps for the initial scope - adding detail easy upon low resolution texturesl.
crap, i hope i wasn;t too confusing, sometimes my english is kinda lumpy :)
Edited on Jun 24, 2008 13:11 GMT
| Tom Spilman (Jun 24, 2008 at 15:29 GMT) |
Quote:It shows... the color composition in these scenes are perfect. Great job!
and also because I used to be a traditional painter?
| Rubes (Jun 24, 2008 at 16:00 GMT) |
| Deborah Marshall (Jun 24, 2008 at 16:35 GMT) Resource Rating: 5 |
And anyone who knows the word "lumpy" in context has fantastic English. ^_^
| Eric Fritz (Jun 24, 2008 at 16:42 GMT) |
Fantastic work as always Apparatus!
| Affectworks (Jun 24, 2008 at 19:59 GMT) |
Fredrik S
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4.8 out of 5


