Mass Effect: Unification (build 40316/06) (R6 RELEASED)
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Marth8880
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Re: Mass Effect: Unification (build 20120507.0004)
Ah, no, I mean sea level in accordance with the map. The water will be the height the terrain is currently at, and the terrain will be in dipped and raised mounds; the front single and rear two platforms are going to have ramps or staircases that go to the sand, which is where those platforms' command posts will be located.
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- yuke5
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Re: Mass Effect: Unification (build 20120507.0004)
Oh wow. Never mind what I was talking about earlier. This map is going to have tons of atmosphere!
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Marth8880
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Re: Mass Effect: Unification (build 20120507.0004)
Water! Ramps! Sand mounds! 
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AQT
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Re: Mass Effect: Unification (build 20120507.0004)
Whoa, that's looking great so far. 
- lucasfart
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Re: Mass Effect: Unification (build 20120507.0004)
That looks great! You might wanna make the sandbars a bit less sharp edged though - sandbars don't usually have straight sides like that. 
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Marth8880
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Re: Mass Effect: Unification (build 20120507.0004)
There's sadly nothing I can really do about it; Zero has such low-poly terrain, and each sand mound is one or two raised vertices.
EDIT:
Hmm...I could model them...
EDIT:
Hmm...I could model them...
- lucasfart
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Re: Mass Effect: Unification (build 20120507.0004)
Do it! Do it!Marth8880 wrote: EDIT:
Hmm...I could model them...
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Marth8880
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Re: Mass Effect: Unification (build 20120507.0004)
Yeah, I think I will try and see what the output is like. 
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RogueKnight
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Re: Mass Effect: Unification (build 20120507.0004)
Beginning the texture of the Mantis;
There's a slight UV bug that's getting fixed, after that hopefully it will be done by today. 
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- yuke5
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Re: Mass Effect: Unification (build 20120507.0004)
Wow! The model is really faithful to the original. Great work!
- Maveritchell
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Re: Mass Effect: Unification (build 20120507.0004)
The tiling on those rock walls is out-of-control. Use a much lower tile frequency and then use a detail texture to make it look better close-up.
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Marth8880
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Re: Mass Effect: Unification (build 20120507.0004)
Hmm, like this? Also, how would I go about using both a bump map and a detail map at the same time? 
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- The Nasal Abyss
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Re: Mass Effect: Unification (build 20120513.0115)
You can't. But I would still make the texture even less tiled than that. Perhaps a more Cliff-facey texture would be appropriate?
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Marth8880
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Re: Mass Effect: Unification (build 20120513.0115)
Cliff-facey? What do you mean? 
EDIT:
Hmm, I see... Alright, I'll look for something like that in my secret library.
EDIT:
Hmm, I see... Alright, I'll look for something like that in my secret library.
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Lephenix
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Re: Mass Effect: Unification (build 20120513.0115)
You need to work on the texture of the barriers, looks untextured, and that's not looking good.
- lucasfart
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Re: Mass Effect: Unification (build 20120513.0115)
Hmm. While I don't think it looks that bad, I do agree with lephenix - adding some little details like scratches, dirt or lights or something would make them a bit less bland. Another thing which I think would be worth doing would be maybe rounding the top of the cliff models slightly. You can see the top cutting off abruptly in those pictures, and I personally don't think it looks totally realistic. It's not a major thing though, so it doesn't matter that much if you don't do it.
Also, I think that wall texture looks fine now. Scaling it any lower would just make it look blurry IMO.
Also, I think that wall texture looks fine now. Scaling it any lower would just make it look blurry IMO.
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RogueKnight
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Re: Mass Effect: Unification (build 20120513.0115)

Ohai.
Actual model;
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Marth8880
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Re: Mass Effect: Unification (build 20120513.0115)
Whoa, man, that looks fantastic! :O Now, for me to fix that UV problem...
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THEWULFMAN
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Re: Mass Effect: Unification (build 20120513.0115)
Nice looking Mantis there RK. 
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Marth8880
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Re: Mass Effect: Unification (build 20120513.0115)
Speaking of the Mantis...
I'm still hammering out the specular map in the lens, but other than that, RK did a fantastic job with this model and texture! Thanks, man! 
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