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    posted a message on My AI evolution research project

    It's probably possible to work the randomness into a degree of cautiousness and have that as an evolutionary attribute as well. Therefore different circumstances might breed different kinds of life (more aggressive/more cautious).

    Posted in: Off-Topic
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    posted a message on WC4 level art WIP

    Ah yeah. I thought it would be stone because of the cracks.

    The seam looks like a normal map mirror issue but I don't really see it on my end at the moment.

    Posted in: Artist Tavern
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    posted a message on My AI evolution research project

    That's pretty neat. I don't know if it's expected behavior but I did see a few instances where it appeared the dudes were stuck in the center of two potential path points and couldn't decide which to go to for a few moments.

    Is this built in C/C or a proprietary scripting language?

    /e wtf why does plusplus make things green

    Posted in: Off-Topic
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    posted a message on WC4 level art WIP

    Personally I dislike using specularity so heavily, though, unless it makes sense. Something like my screenshots would only make sense if it was raining.

    http://i.imgur.com/uE4CMXBl.png

    imo this turns out much better. Only some lightmap issues from the uvs and small islands and ofc the objects weren't meant for third person.

    Posted in: Artist Tavern
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    posted a message on WC4 level art WIP

    @ahtiandr: Go

    I can't know about Unity since I don't use Unity, but for Unreal 4, I believe the general idea is you want your albedo brightness somewhere around 127 or so average. The roughness (which Unity does not use) is ultimately what determines how the Specularity is handled (how much specularity goes through, how glossy it is, etc). A lot of materials don't even use specularity maps anymore, just a number value. I remember reading that Unity 5 is different and still uses the old specular system so I can't say for sure how different it makes things.

    As Zolden says, the environment (reflection captures in Unreal) makes a huge difference for that system. Sc2 and co just define a simple texture, most games use realtime reflections to build specularity in PBR afaik. Luckily, any half-decent material system lets you repurpose a lot of your textures.

    http://i.imgur.com/smvCZeem.png
    Just using the existing specular map for roughness. Left specular to default.

    http://i.imgur.com/qQEFQN8m.png
    Just ramping up the multiplier isn't enough. The contrast makes for super glossy and not glossy parts.

    http://i.imgur.com/vp88Intm.png http://i.imgur.com/VRKco4Zm.png http://i.imgur.com/OKhm8yEm.png
    I ran the roughness through a contrast function to flatten the spec map a bit. With a bit of tweaking it now sort of resembles sc2.

    The diffuse has heavy baked lighting but you could probably use this as-is if you wanted the sc2 look. I don't know if this is similar to what you were after.

    You should also determine what kind of lighting model you want to use. If you are using lightmaps it will require different UV's than what you are using. You could use Dynamic GI otherwise, if Unity supports that.

    Posted in: Artist Tavern
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    posted a message on WC4 level art WIP

    I see.

    PBR is from what I understand (and have experimented with) far superior to legacy shading models like sc2's/old unity's, though. Just converting assets from those models to the new ones is a bit troublesome if you used a lot of baked lighting. I haven't had any luck with the filter in bitmap2material.

    Posted in: Artist Tavern
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    posted a message on Gradius's Sound Compendium

    I really was hoping for a plug about the key to the end of all things.

    Posted in: Audio Development
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    posted a message on WC4 level art WIP

    From what I heard the newer version uses PBR. But I don't know if that's actually out, yet (or if it's the version that requires a license since unity is silly that way). I was reading about it earlier. Unity differs from Unreal in how it handles specularity, though.

    Posted in: Artist Tavern
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    posted a message on [Resource] Apex H - Particle Effects

    http://www.sc2mapster.com/media/attachments/50/734/kinetic_impact2.gif.gif

    http://www.gameproc.com/meskstuff/apex_dev/Weapon.7z
    http://www.gameproc.com/meskstuff/apex_dev/_Mesh.7z - Source Max Files (no textures)

    Amongst others, these are prototype particle effects I made when I first started using the Art Tools back in 2014. While I had planned for so much more to be made, I never got around to trying it.

    The particles may make reference to some Delphinium textures. I am not 100% sure. I am also not 100% sure what directory they should go into (probably the usual). If something isn't working be sure to check the m3 directory data in model info.

    Many of the textures are hand made as seen in my FumeFX texture pack, others are pulled from various resources too numerous to recall.

    Credit if used.

    The missile is referring a default Sc2 texture. I remember being told they won't work unless you re-import them into your map. You'll have to check that one yourself.

    The Arclight Arrow is referring an extremely large texture that was being used as a conceptual placeholder in lieu of a future, more appropriate replacement. Alter as needed.

    Let me know if I forgot something. Beyond that I cannot offer any support.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kailniris's Models

    @Zolden: Go

    I guess I wasn't clear enough. Perhaps a better way to say it would be "animating the tiling or blending of the alpha to break apart the texture tiling so it does not appear static". I was basically saying what you are saying - animating the alpha layer itself. Just a habit of speech.

    Posted in: Artist Tavern
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    posted a message on [Resource] Player Color Protoss Glows

    These are the units and/or textures I converted for the Protoss in Apex F. It is not a complete conversion of the game's assets. I omitted some units I planned to replace (such as the Zealot) and some of the assets are not finished (the Pylon and Nexus need tweaking). I also have NOT tested the GnaCarrier rework ingame, so the engine particles are probably too intense/big.

    The Nullifier was lifted from Mapster's site (can't recall credits, feel free to look if interested) and others were either reversed using sc2printin's python script (thanks for the help with that, btw) or originated from the art tools.

    Given the excessive scale of Apex F, it goes without saying these are prototypes. They may not be entirely consistent or work well in an alternate environment. But given there was a few people interested in it in the past, and no one ever rose to the challenge, I figured I'd fill in my own 5 year request.

    Simply credit me/Gna respectively if you use my/his assets.

    http://www.gameproc.com/meskstuff/apex_dev/Protoss.7z
    http://www.gameproc.com/meskstuff/apex_dev/Textures.7z

    As the project is long dead I do not provide any post-release support. These files are presented as they were in my _TEST directory and I cannot guarantee they will work out of the box or that I packed everything. If it is evident I forgot a texture or seriously fucked up something (for example I am not sure if I even have a GnaCarrier with the proper texture directories set up) that would be easy to fix, then you can post a request. I will not, however, be converting any new units or otherwise finishing these.

    As a bonus, the Zeratul model has fixed bone weighting and vertexes for the arm blade. Those are seriously screwed up in vanilla.

    /edit

    As a forewarning, I remember some Pylon Splat giving me issues when I was adding these. I think it had to do with the crystal not producing a shadow prior to my changes. It did some REALLY odd things, like displaying a random texture map onto the ground. Just in case you run into that.

    /edit 2

    I recall making the Immortal fire from all barrels with four muzzle flashes as opposed to one muzzle flash between two barrels as well. Just for consistency and polish. Those effects are also player color, since I planned to make Protoss use player color-based light for lore reasons.

    Posted in: Artist Tavern
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    posted a message on Cheshire's Stuff

    @Cheshire7: Go

    I like them. I think an improvement might be to make a bit more color variety. Look at the terrain under them then look at them. The terrain has a bit more color diversity. A way you could explore adding a bit of fidelity in color is through weathering, especially at the foot of the buildings.

    Posted in: Artist Tavern
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    posted a message on [Showcase] IskatuMesk junk

    Epic released the first portion of their Kite demo assets.

    http://i.imgur.com/FealE9A.png

    They look pretty decent.

    http://i.imgur.com/8cPSt99.png

    My master material that takes texture/normal information and builds dynamic detail masking out of them works really well, even with these high-res assets.

    Not much I can really show for all the work yet, but some day. :3

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    With a chin that could split a battleship in twine and a disgruntled look that could strip the flesh off a toddler, you have quite handsome fellow there.

    Posted in: Artist Tavern
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    posted a message on [Solved] [Request] Export Animation Script For 3DS Max 2011

    Might want to PM the authors, then, if they don't check this topic. I think only a handful of people even understand the changes to the format or understand the format at all.

    Posted in: Requests
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