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David Will

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Everything posted by David Will

  1. If I was doing the first scene I would add fences to the edges to make the scene look a bit more full and add chimney stacks to the peaked roofs, aside from the minor aesthetics I mentioned it's great!
  2. Are there any artist positions left?
  3. I want the Crysis water, including the RGB effects.
  4. Hi, I have only just started to work with LUA and I am wondering how to get the post-processing effects (SSAO, GodRays, Anti-Aliasing, DOF) to work in engine.exe built with the Script Editor. I have my basic app using simple scene loading and the fpscontroller, what lines should I add to get the desired effect as if I were viewing from within the editor?
  5. Here's a scene I quickly put together now using some vegetation I created yesterday, very happy with the results.
  6. Ah, much better. Some of my high-res alpha textures were flickering like a flame in hell before this, now they blend in the level much better- thanks franck22000
  7. Professionally speaking, I usually hire out a sound studio for a few days and have actors in to play out the scripts. Sometimes I do have to resort to some last minute recording at home, but I don't recommend it unless you can post-process the audio correctly.
  8. David Will

    Flow

    I would like to see an option where I can have the workflow tool as a slimline bar which I can have hovering about when i'm working, at the moment I am using Windows 7 so I have all the executables (editor, convert mesh, genmat .etc) fixed to the taskbar as icons, or perhaps something where you can press ALT+S where is hides and shows the executable.
  9. I know what you mean Roland, i'm quite tired of these larger than life characters. I think in my game I am going to make the character in my own image- big belly and unshaven for a week.
  10. I was thinking the same thing as Betke in regards to the color and the detail of the textures, but I doubt its something you really got to change- its just if I have to be fussy and picky
  11. Really like this! Reminds me a bit of Borderlands, love the style of the interior. Do you have any outdoors shots yet?
  12. Started this scene today, it took me a while to get the correct proportions for the Dome of the Rock as I was originally working from a set of 19th century architectural drawings that were not correctly drawn up. I improvised a bit and eventually managed to match up with the reference photographs I took on a texture trip to Jerusalem. By Monday I am hoping to have the platform with all Domes, Wells and Buildings added!
  13. On the previous engine I was working with I commissioned someone to build in a similar effect, starting off like yours but then slowly fading in snow 'objects' that would automatically size and conform to the elevation and angles of the building/object to simulate thick snow. I scrapped the snow segment of the game a while back but I may bring it back, would be great to see something like this in LE3.
  14. Apologize for the delay, been working on another game and had no time to be here! I've decided to redesign some parts of the castle walls as I felt the other as seen in the first screenshot looked a little too generic and boring, though I will re-use it somewhere along the development line. I made a long wall section in photoshop that exceeded 10000x in Width and cut it into 2048x2048 sections then applied in max. Thanks! I taken the stock images myself about 3 weeks ago and I am turning them to textures with each section of the castle I am building. Also, would be great to see your rendition of Caen Castle. Thanks Rich!
  15. I have just started to model a 'crusader' castle for my videogame project Orb Observation, I have clocked in about 5 hours of modelling into this scene so far and am hoping to have the basic model finished by the end of the week.
  16. Neat, reminds me alot of the Stalker games. Got back from russia not that long ago, reminds me alot of some parts I visited
  17. Yeah, it is important to not shift the emphasis away from the actual engine to just make it easier- but it is nice to have the option since some of my work needs split second turnarounds at times!
  18. Would be nice to have something a bit like the Quest3D Engine's editor where you can drag and drop the code and pretty much make your game from the editor without having to do much externally. I quite like the save to executable feature in Quest3D because it allows to output the work fairly quickly which is great for my 3d realtime visualization work that I show off at film studios and museums because it allows for very quick turnaround when all you're really doing is showing off visuals.
  19. Hi Dave, I think the outdoor images are great- will be great to explore it sometime!
  20. Pretty cool! Reminds me of a derelict asylum I visited a few months back.
  21. Looks good! I'd love to see a playable demo of this sometime.
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