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    RaenCore Tech Static Meshes:

    Name:RaenCore Tech Meshes
    Version: 0.1
    Compatibility: UT2004
    Credits: Me
    Homepage: It left! :bulb:
    Download: NA (Just built not imported into unreal yet. )
    Description: This is a custom static mesh pack that I am developing. I have not seen any static mesh packs released alone except for the unreal 2 ported static meshes. I though I would make a set of extremely detailed meshes. I have not worked out the skins for them yet but I wanted some feedback as to how they look. These are extremely detailed and would also like any advice that anyone can give on how to skin them.
    Comments: Any suggestions would be nice. .
    Screenshots:





    The top pic. is just a decoration box. (Extremely complex box.. it goes on the floor? )
    The bottom pic. is a mechanical decoration. (Not really sure where anyone could use it but it could look good up against a wall or in a cluster.)

    I would like to get quite a few meshes together and skin them. If anyone is dying to have something they want built I may be able to include something simular to it in the pack.

    I plan to also use these in a map that I am going to create soon as well.

    Feedback = Good :up:

    #2
    Looking very good, but I'm afraid they might be too high-poly. Such detail can also be achieved through simple textures, there'll only be a little detail loss, but of course your poly count will be 10 times as low...

    Comment


      #3
      I'd like some more info on this mesh package. When do you plan to release it, how many meshes are you planning to make, what kind of settings, custom textures too? The unskinned model screenshots look nice, though Nicolaz is right, less polys + good texture = same effect

      Comment


        #4
        OK

        first of your meshes look great, some fine detail you have there. Although they might be a little to heavy for UT2004. As for skinning, all I can say is good luck your going to need it...

        :up:

        Comment


          #5
          Yea skinning is going to be difficult. I want to make the most detailed static meshes for unreal 2k4 I can. Im practicing for ut2007.. I know im jumping the gun but practice is practice. Im trying to design them to run as fast as I can.

          Comment


            #6
            You should practice normal mapping for UT2007.

            Comment


              #7
              Whats the polycount on those 2?

              Comment


                #8
                Nice work!

                Those look great. Do you think you could make some different goals for BR? I think a circle with a couple of horns on the sides, more toward the top would look cool. Also a few pre-fab buildings would be nice. Nothing you can enter, just something to fill space.

                Comment


                  #9
                  Originally posted by TheBladeRoden
                  You should practice normal mapping for UT2007.
                  Kinda hard when its not out. :P

                  Comment


                    #10
                    i surgest you learn to build at low poly(200-3000) then uv-map then build the model up to 20k-30k polys but being careful to maintain your uv-map otherwise the normal projection won't work

                    Comment


                      #11
                      Two things.


                      One. HOLYFREAKINGCRAP. Looks good, can't wait to see the full pack, and be assured I will be downloading it when it's complete. :3 (And as for where you'd put the seccond structure, that thing would be sitting in my living room if it were possible. Against the door. Standing as a barrier between our world and one with evil lawn gnomes bent on destroying civilization... [okay, sorry, had an adhd moment there.])

                      Two... your level of detail vastly outweighs the amount of attention people are going to have to your meshes in-game. Someone's not gonna go "...Holy ****! Hey guys, stop a seccond, would ya? Come look at this static mesh in the flak tunnel, this is friggin' amazing!"

                      At best, people will give the mesh a passing glance inside the game before returning their attention to capping that flag or dodging that flak ball (and so on). That is by no means to say that the presence of said mesh isn't appreciated; indeed, if it matches the map's style, and used well, it could bump up the fun-factor of the map a bit, if not outright impress people along the way. :3

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