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Thread: [WIP] Mombasa Bay

  1. #11
    Senior Member bobsam's Avatar
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    Re: [WIP] Mombasa Bay

    DOUBLE PINGAS!(post)

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  2. #12
    Tick Gate 2014 Donut's Avatar
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    Re: [WIP] Mombasa Bay

    my only concern is with that catwalk thing you have going on there as an entrance into the base. it seems that it would bee too easy to fall off, and it seems like its too close to the front door to make a significant difference on gameplay. perhaps you could work it into the cliffs as a cave or something as that would solve both of those problems
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  3. #13
    This avatar size is... LlamaMaster's Avatar
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    Re: [WIP] Mombasa Bay

    Your poly distribution is horrendous; it looks like you just tessellated everything to death. If you have huge blank walls beside a cluster of high poly terrain, you are doing something wrong. That model is beyond repair at this point.
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  4. #14
    Senior Member bobsam's Avatar
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    Re: [WIP] Mombasa Bay

    Oh yeah I forgot to mention MY 3ds max 2010 seems to like to make 2 faces in one face...
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  5. #15
    Chasing Meteors Sever's Avatar
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    Re: [WIP] Mombasa Bay

    I'm not even going to give you any critique until you come back with something worthy. I mean really, what the hell, none of that looks even remotely like human architecture.
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  6. #16
    Senior Member bobsam's Avatar
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    Re: [WIP] Mombasa Bay

    No textures? Also I'm adding more detail as we speak. Wasn't that kinda harsh Sever?
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  7. #17
    This avatar size is... LlamaMaster's Avatar
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    Re: [WIP] Mombasa Bay

    Quote Originally Posted by bobsam View Post
    No textures? Also I'm adding more detail as we speak. Wasn't that kinda harsh Sever?
    Yeah it was, but he is right. Textures aren't going to do anything at this point, and you certainly don't need to be adding more polys. I seriously doubt tool will compile that without a 1,000 painstaking errors, so you are better off remaking the model correctly.
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  8. #18
    Neanderthal Dwood's Avatar
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    Re: [WIP] Mombasa Bay

    If he can get that thing ingame with placeholder textures he will receive my respect. :P
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  9. #19
    Chasing Meteors Sever's Avatar
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    Re: [WIP] Mombasa Bay

    Harsh?

    No.

    Not in the slightest. It's just a bunch of boxes with intrusions and a few angled edges. None of your 'buildings' even have an iota of a sense of purpose. Detailing can only go so far - for the construction to make sense, there must be function built into the foundation of the map. Right now all you have are a few boxes with some random-looking, 'broken'... catwalk thing. Rebuild the map from the structures up - don't even fucking touch the terrain, you suck at it right now (nothing wrong with that - I do as well) - and build them in a way that shows why they were built.
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  10. #20
    chilango Con's Avatar
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    Re: [WIP] Mombasa Bay

    The problem with tessellation is you create more edges than you need. Every edge on a surface should define shape. If you create all these edges before you know what you're going to do with them, then you have to work around all the extra geometry to get what you need. Tessellation in this application is a very top-down approach. You need to work bottom-up with simple, blocky shapes, then refine by adding edges only where they're needed.

    Also, some things to look out for (all of these are caused by tessellation):
    Last edited by Con; December 2nd, 2009 at 06:46 PM.
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