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A cathedral work-in-progress (video in post 133)

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  • replied
    Or at least give me permission to use it in "The Hunted"

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  • replied
    Could you sell this to me for my game?

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  • replied
    That's fantastic news. Good to hear that you made it in

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  • replied
    Congrats, I just went through this entire thread and looking at the quality of your work they're lucky to have you. Are you still going to be working on this from time to time, or is it on the shelf for good? Would have loved to see the finished piece.

    -Mr. Illusive

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  • replied
    I was reading about that game just before I got here, it sounds amazing It has some really awesome people who have made really awesome games/things in the past working with it.

    I hope you help to make it a really good game, from the looks of everything you've done I say you will

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  • replied
    Hey gang... in case anyone was wondering whatever happened to me, well...

    http://www.gameinformer.com/b/news/a...ishonored.aspx

    I've been busy working on this game.

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  • replied
    Always wanted to tell you that your cathedral rocked! God, the artistic nature of it blows me away...

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  • replied
    Hi mka. For the past few days I've been working on editing together demo reels for my portfolio. Trying to get a (paying) game design job.

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  • replied
    Hows it going? Been a bit quiet lately

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  • replied
    Originally posted by Digital Nightfall View Post
    By volumetric light, do you mean things like light-shaft meshes? Because I think technically light-mass is volumetric, no? I'd like to get it released to the public one day, one way or another, but hopefully as a playable game and not just as an architectural demo.

    You're going to need to be more specific, TheOneandOnly.
    At least I meant stuff like dust in air that is visible in direct sunlight.

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  • replied
    Lots of sketching never hurts, but you won't know exactly how everything connects until you build it. Design things in clumps and clusters, never in isolation. When designing a wall and ceiling, design the columns and arches along with it so you can line them up exactly in Max before exporting.

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  • replied
    Thanks M8.. specially for the quick response

    Gonna give it a shot.. its hard to plan out all that ....
    do you have a method to plan out so all pieces connect... like a lot of sketching?.. or you just go as you feel it. and things just click fine in the engine?..

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  • replied
    I export each unique piece as a static mesh, and place them manually inside the UDK. I don't have the whole cathedral built inside max. Just the facade, one bay of the nave/aisle, one section of the transept, one portion of the apse, etc. Basically the goal is always to build as little as possible in max and replicate as much as possible inside the UDK. There's well over a thousand static meshes in the scene you see in the video, created from just over 200 unique meshes.

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  • replied
    Hi Daniel. Great Work. looks insane!!!

    Nice vid btw, I have a question... do you export only the modular parts and them put them together in udk?..
    (and does this mean that you model everything and place it in the proper location within 3d max. and then once in udk do the whole placing process one more time?)

    or do you just export all your duplicates from 3dMax as they are on 3d max... ( off from from 0,0,0)?


    thanks

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  • replied
    That's the part I meant, though on closer inspection it does actually look as though it's joined up.

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