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    #31
    2 c0113tt3

    Firstly: dont look at my location, I undersood you completely.
    Secondly: I refered not only to you but to Metalmurphy and other PS3 guys who where here, so don't be such egoistic and dont take all what have been sad to you only.
    Thirdly: about "increase, decrease" gameplay pleasure: only model I saw working by "increasing" gameplay is MasterChief all others looked like **** on PS3, not just worst then PC but realy ****, and I'm not looking for that "perfection" I never mentionded it !! And about not to be just like PC: so what the point of authors work if all he did can't work ??!

    ЗЫ: You can not reply on this... американише швайн...

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      #32
      lets not make this a pc versus ps3 issue. i use my PC for FPS and PS3 for other games. but since the PS3 has mouse KB and mod support for UT3 i bought a ps3 version. on a side note.....i think sadly majority of ps3 users do NOT download maps and mods. please see the number of custom maps being played online.

      c0113tt3 - i agree with u....i wouldnt mind the lack of FPS arms, custom sounds etc if it ran fine in third person view and did not cause stability issues.

      to the op - great job with the models! what was with the last episode of BSG anyway? lets hope there are never any baltar models

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        #33
        Originally posted by vZv View Post
        2 c0113tt3

        Firstly: dont look at my location, I undersood you completely.
        Secondly: I refered not only to you but to Metalmurphy and other PS3 guys who where here, so don't be such egoistic and dont take all what have been sad to you only.
        Thirdly: about "increase, decrease" gameplay pleasure: only model I saw working by "increasing" gameplay is MasterChief all others looked like **** on PS3, not just worst then PC but realy ****, and I'm not looking for that "perfection" I never mentionded it !! And about not to be just like PC: so what the point of authors work if all he did can't work ??!

        ЗЫ: You can not reply on this... американише швайн...
        I'm not here to get in this argument but saying that only Master Chief looks good on the ps3 is not true at all. Spawn looks good although he is missing the custom gibs. The Crysis characters are just missing the lights glowing. The Rodents are basically the same, etc... There are a few minor things with some characters but I dont think that warrants saying that they look like **** because of that.

        Regardless for everyone, just let the author decide. Its his character and everyone is arguing about it like they have some say in it. Cylon can make his own decision and everyone should live with that.

        Comment


          #34
          Hello,

          Does anyone have any suggestions on how to make a good normal map for this character. I have very little experience with normal mapping. Any good references for this. High poly modeling is not possible because there are poly limits in unreal, all the detail is done by normal mapping.

          I am having difficulty getting many of the normal maps/textures to work well in unreal. The material system is difficult for me to wrap my brain around in UnrealEd.

          I am working on it.

          Comment


            #35
            i mentioned a few pages back (but was misunderstood ).

            to get what i would call "the best" normal maps with the most control over what the final outcome resembles, create a hi-poly version of the mesh (best idea would be to use a high-poly modelling package such as Zbrush or Mudbox) then generate a normal map from the high poly for use on the low poly model.

            if you don't have either of the apps, and would like this to be done, i'd be happy to do it for you . if you do, feel free to PM me.

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              #36
              Awesome model, looking great so far!

              Only minor suggestions... As mentioned previously, the spine comes out of the hips when ragdolling. As for the reflection texture: you seem to have one applied, but I think the model ends up looking like white plastic 'cause the reflection map has too much white/light in it. Try something with a good mix of light & dark regions in it, and it might come out looking more like metal...

              (perhaps something like these....)
              http://www.findrenewal.com/images/tod/tod_420_sm.jpg
              http://www.rangerpowersports.com/tec...eral/foil3.jpg

              Comment


                #37
                Originally posted by Cylonkiller View Post
                High poly modeling is not possible because there are poly limits in unreal, all the detail is done by normal mapping.
                You mean there's some kind of hardcoded polycount limit for player models now? In UT2K4 there were a few custom models that were well above the recommended polycount, for example the DOAX Tina which had 15,000 (= more that twice UT3's default model polycount!) or so, yet they ran just fine on a fairly average rig. If UE 2.5 and single core PCs can easily handle 15K poly models, then surely UE 3 and today's dual and quad cores should have no problems at all with even 20-30K ones. Or am I missing something?

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                  #38
                  Originally posted by 4TX4 View Post
                  You mean there's some kind of hardcoded polycount limit for player models now? In UT2K4 there were a few custom models that were well above the recommended polycount, for example the DOAX Tina which had 15,000 (= more that twice UT3's default model polycount!) or so, yet they ran just fine on a fairly average rig. If UE 2.5 and single core PCs can easily handle 15K poly models, then surely UE 3 and today's dual and quad cores should have no problems at all with even 20-30K ones. Or am I missing something?
                  no, no, no. the reason for keeping poly count low is that you don't need those extra 2000-3000 polygons anymore, due to normal maps. good normal maps, from a distance or even fairly close up give you the illusion the mesh could have something around 2 million polygons worth of detail, when the mesh is only around 6000-8000 polygons. so why add that extra overhead for detail that won't matter?

                  so, keeping the polygon count low also means a wider audience as well (people with low-end pc's that wouldnt be able to handle 15k polygons will be able to use the new char, no problems) .

                  Comment


                    #39
                    Wow convos full of teh smarty pantz, Hows the progress on this cylon?

                    Comment


                      #40
                      have you guys done it yet for the PS3?

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                        #41
                        Nice work, downloading.

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                          #42
                          Download link is dead...

                          Comment


                            #43
                            The link still works fine. Might have been down when you tried it.

                            Comment


                              #44
                              Still nothing. It's saying it's timing out.

                              Comment


                                #45
                                Originally posted by AnubanUT2 View Post
                                I fail to see how my statements are biased when I am not only telling the truth but I actually bothered to cook it in the first place and test it out? I even told him it was his decision and if he still wanted it fine and yet this is what I get? See this is why I am so done with this community and why I just won't do anything for the PS3 portion of this community any more. It just isn't worth it when no matter what I do and how sound my logic is and its clear that I am NOT the one making the model work incorrectly on the PS3 someone will still accuse me of such childish and irrational behavior. So for any model authors who I offered to cook for or give links to models I have cooked I am sorry but I am out of the loop for good now.

                                Good luck dealing with PS3 folks that just cannot understand logic and put their own selfish desires ahead of the vision of the artist and what platform that modder thinks is best for his/her model. I mean think about it ... here you have someone who does not care that a robot especially a Cylon would never sound like a human nor bleed and gib flesh and bones and it would look shiny like metal not flat like cloth ... which it does (I know since I cooked it. ) and yet they just want it and he thinks these are "minor issues" .. not having FPV arms, or custom ANYTHING and having someone who makes models for a living download this (or is in some way professionally involved with the game development/publishing industry) and not understand the issue possibly dismiss the model as a good effort but really all wrong and somewhat noobish. Maybe the person could have influence to you getting a development gig or two or even a permanent industry job ... we all know ... especially artists, how important first impressions are. See I think about things like this because I once led a team of modders so I really understand a lot of the issues involved.
                                Well I sort of agree and disagree with you I am a PS3 user and would very much like this character for PS3, but like you said if the artist isn't comfortable with it not being as good as the PC version I completely understand and would gladly wait. I would also like to say I wouldn't mind if it wasn't one hundred percent perfect on the PS3 I would just like to play with this awesome character so again like Anub said its all up to the artist.

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