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Messages - Xenobond

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1
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-19 17:28:42 »
Hey guys. been out for a while. Good news is I have a job again. I fly out to Vegas tomorrow and start on Monday. Yeh. So after 4th of July I'll be able to get back to work on the MP.
Progress is looking good so that is nice to see. Good work!

2
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-19 23:12:11 »
Just the original model here. Only realigned the pose to make it easier to work from. Been too busy with real life and Monster Hunter to do much else.
Needed to show that something has been done on it for now.

3
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-19 22:26:59 »
Alright then. Glad to have some more organization here.
Tag me for the MP, yo.

4
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-04-16 01:28:42 »
Alright, well this is where I had gotten with Red a few weeks ago. Seems that while I was busy with life/other obligations, Max 8 took a crap dive, and I can't get assets into BodyPaint from Max 2010. -,-

So it's going to take me some time to get everything back to normal... assuming that it'll work that way.


5
How about change those bottom two rows into one row of square blocks. The remainder can be how you have it.
This'll help it look less like a industrial brick wall.

6
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-03-24 15:34:30 »
I remember seeing Hellmasker concept before. Grabbed this from FFVII Ultimania Omega-

The models look pretty faithful to the concept made for them.

7
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-03-20 21:01:02 »

hot hot hot

8
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-03-19 22:00:48 »
red's all uv'd and texture is starting to get blocked in-

9
Not much left to finish model and texture.

10
GL with that. I'm shooting for 4x max. That is, if we can successfully import a larger sized background into the game. I think that one had to be scaled down to 2x original size to get it going.

11
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-03-14 04:06:38 »
Hey Chocobo_Girl   :D


A couple things to look at with Yuffie's shoes.
1) Her socks go up and then fold back down over the topline of her shoe. You can see the shape of her shoe under the sock.
2) Missing the shape on the side of the toebox.
3) The shoe is somewhat similar to Tifa's, just less bulky.


12
General Discussion / Re: Don
« on: 2010-03-03 22:07:58 »
Absolutely delicious!

13
I know. I was mostly replying to what timu had mentioned. I wasn't planning on doing any more of the sector 7 slums. At some point when I get Tifa done I'll probably hit up one of the more organic areas (maybe one that has animations). Just need to get to the point where it actually works properly and we can easily test it.

14
I only took that training room because it would be the easiest to re-create. Also as a test case to see what is the best resolution multiplier to use on these, and if they'll even work at those resolutions. Since it was also such a simple scene *cough*, I'll probably just put the whole thing up to help others that are interested and able to help.

Maybe I'll put some work into it this weekend. I've only got a couple props and then the gate to make. Then I can add some clutter around the edges of the room. It's just too even and clean for something in the 'slums'.

15
Core2 Duo @ 3.16 GHz
8GB Ram
Win7 64-bit
Though running under XP as Max 8 doesn't like to be installed on Win7. Will probably install Max2010 on there instead for rendering to take advantage of extra ram (although not as necessary for renders as it is more cpu intensive)

16
A possible easy way to help with getting a camera in your scene to work from would be this-
1) Replace Cloud with a perfect cube
2) Take screenshot
3) Create cube in 3ds Max
4) Camera match the cube to the scene and you should have a good start on the camera.

In theory, at least. I used sketchup to provide me with the base shape of that room and the cage. Then brought it into max and did camera match.

Crates- just a bump map(normal map) on them, atm.
Chainlink- made a spline into a zig, rounded the edges and bent them so they'd overlap properly, then replicated them like mad. Then set the spline to be renderable with thickness and facecount settings.

17
But, that extra box adds so much charm to the room.... whatever.
Forgot to remove that box as that was what I made all the others from.
Added the chain link fence, and already rendered out layer masks for the fence & foreground crate.
Rendering a test image out at full-res for testing in-game. Going to take a while. -,-

18
General Discussion / Re: Honey Bee Inn beta version video
« on: 2010-01-29 18:00:25 »
It's like a trip to Total Recall.

19
Alright, might want to give this 8x render a go, then. :D

Modeled the Crates out and applied a simple wood texture.

20
That is definitely something that needs looking into.
At what point does the resolution increase negatively impact performance & not make that much difference. As videos/other assets will also have to be made to this same scale.
Should find the largest background, and rescale it to see how it performs and how the animations perform (as well as the file size).

21
I'm sure you can figure something out.

22
That room is mds7_w2
Here's the 4x version from where I left off over the weekend.

23
this is great, cant wait for a scene to get done and get to test one out :)

Yeah. That was one of the reasons I picked that screen. Simple shapes, minimal layers, minimal animations. Wanted to get a good test piece done to see how much time it took, and if it looked good enough.

24
Well, to get to that point took me an hour. A good chunk of the time was spent with learning how to use the camera matching tools in Max.
Took the original image into sketchup, lined up the perspective lines with the cage, then drew out the ground floor shape.
Imported the shape into max, and went from there building placeholders for all the objects needed.

25
You can get far better results by building out the scene in 3d with proper materials and lighting.

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