Thanks, but just a heads up, its illegal to make a profit off a student version of software, so you can't legally sell your maps if you are using these.
I got an older version of XSI, but I might check out the newest version, even though I dislike autodesk as a company.
I think it more has to do with engine limitations than "bugs", for example there's a lot of clipping when you build on angled terrain. Remember, this is a game engine, not a video game, limiting controls and freedom isn't a concern for editor. You can just lower/raise the terrain if there's issues appearing (Water only goes for like -24 to 24 height wise, so I don't think extreme use height was intended for the campaign and game, but felt the should leave the option for map editors). If you haven't noticed, all maps so far are completely flat and have no variation in high besides for cliffs, this may change in the campaign, but I also expect it will have no build zones in there's areas to prevent clipping.
The "professional" game art forums that I cruise tend to be pretty blunt and straight forward (professional in the terms that a lot of the members work for major studios (not professional in the terms of formal and mature conversation)), guess I've gotten in the habit of short harsh posts, sorry 'bout that.
I was mostly bothered by the use of the word majority. Limiting yourself to one way of doing/thinking about nothing is never a good idea. Looking at photos and real life reference = good idea. Always using photos for texture = bad idea. Abusing crazybump = bad idea. The face would have to be perfectly lit, and should really only be used when you're trying to model someone in particular.
$300 isn't enough, you'll need a decent video card, and processors speeds don't just multiply, a 3.2ghz x2 would out proform a 2.8ghz x4 most of the time. (most games aren't optimized for more than 2 cores).
I'd try taking a look at the supply depo, I don't have the editor in front of me, but I think the supply depo gets "replaced" by the burrowed one, once the animation is done.
if you really wanted the fastest map you'd just give them 100k starting minerals, I think the idea is to not change anything but the resource placement to speed up the collection process.
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@crazyfingers619: Go
awesome work, makes me want to download max, but I figure It'll take longer to learn max than just to wait for an obj exporter.
Can you replace units with your model?
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These are the full versions of the software, as far as I know.
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Damn, I'm waiting for an obj exporter.
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Thanks, but just a heads up, its illegal to make a profit off a student version of software, so you can't legally sell your maps if you are using these.
I got an older version of XSI, but I might check out the newest version, even though I dislike autodesk as a company.
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I think it more has to do with engine limitations than "bugs", for example there's a lot of clipping when you build on angled terrain. Remember, this is a game engine, not a video game, limiting controls and freedom isn't a concern for editor. You can just lower/raise the terrain if there's issues appearing (Water only goes for like -24 to 24 height wise, so I don't think extreme use height was intended for the campaign and game, but felt the should leave the option for map editors). If you haven't noticed, all maps so far are completely flat and have no variation in high besides for cliffs, this may change in the campaign, but I also expect it will have no build zones in there's areas to prevent clipping.
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The "professional" game art forums that I cruise tend to be pretty blunt and straight forward (professional in the terms that a lot of the members work for major studios (not professional in the terms of formal and mature conversation)), guess I've gotten in the habit of short harsh posts, sorry 'bout that.
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@TheYokai: Go
I was mostly bothered by the use of the word majority. Limiting yourself to one way of doing/thinking about nothing is never a good idea. Looking at photos and real life reference = good idea. Always using photos for texture = bad idea. Abusing crazybump = bad idea. The face would have to be perfectly lit, and should really only be used when you're trying to model someone in particular.
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Aye Crazy, yeah, I guess I'm still used to giving out harsh critiques... :P
I wouldn't say the majority. Here's some nice done heads http://features.cgsociety.org/newgallerycrits/g90/144290/144290_1258830272_large.jpg
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I probably should of just listed everything that was wrong with it. I do 3D modeling/texturing/rendering/everything
Human skin is made up of more than just "peach" there's reds, blues, and yellows in it too.
the eyes are way to small
eyebrows are just weird
Don't work on the details until everything else looks right
the lips color is off
I dunno whats going on with the mouth (AO?) but its way too dark.
There's a lot of form and shape details I hinted on in the painting that need to be fixed/tweaked.
the face needs to be relaxed and emotionless for proper rigging and animation.
You don't want to paint too much lighting into the texture, unless its really low poly and lighting limited.
Yeah I made the lighting stronger by mistake when messing with the hues/saturation/lightness/contrast with photoshop
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I can't find where the .dds are stored for the editor, maybe because I have the official release of the editor...
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$300 isn't enough, you'll need a decent video card, and processors speeds don't just multiply, a 3.2ghz x2 would out proform a 2.8ghz x4 most of the time. (most games aren't optimized for more than 2 cores).
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I'd try taking a look at the supply depo, I don't have the editor in front of me, but I think the supply depo gets "replaced" by the burrowed one, once the animation is done.
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if you really wanted the fastest map you'd just give them 100k starting minerals, I think the idea is to not change anything but the resource placement to speed up the collection process.
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Learn to texture plz
Please excuse my painting with a mouse.
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Didn't care for the long intro and text, but the dialog and the in game stuff was pretty funny.