Author Topic: Outlast: Criticality  (Read 642 times)

New2Dim3

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Re: Outlast: Criticality
« Reply #15 on: June 16, 2010, 05:07:24 AM »
You must show models and stoof or no one is going to give a shit

Sounds pretty cool! :D
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Re: Outlast: Criticality
« Reply #16 on: June 16, 2010, 05:10:48 AM »
You must show models and stoof or no one is going to give a shit

Sounds pretty cool! :D


This noob is correct, even though he knows very little about tennis.
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Wendell890

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Re: Outlast: Criticality
« Reply #17 on: June 16, 2010, 02:44:24 PM »
I know very little about Tennis.
But I know that I've got progress to show!


This level was designed and modeled by JohnTheBrick. I thank him greatly for his help.
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Zombie Ninja

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Re: Outlast: Criticality
« Reply #18 on: June 16, 2010, 03:14:08 PM »
shut up about tennis already, talk esports!
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Oddity(007)

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Re: Outlast: Criticality
« Reply #19 on: June 16, 2010, 03:48:11 PM »
I don't intend to be mean or anything, but what did *you* do?
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Wendell890

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Re: Outlast: Criticality
« Reply #20 on: June 16, 2010, 03:55:17 PM »
I don't intend to be mean or anything, but what did *you* do?

I'm working on everything that's not modeling.
By this, I mean I'm texturing, importing it into Dim3, testing, scripting, lightmapping, etc.
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Re: Outlast: Criticality
« Reply #21 on: June 16, 2010, 06:36:45 PM »
John, that is bad ass.
Wendell, learn how to model.
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DomReardon

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Re: Outlast: Criticality
« Reply #22 on: June 17, 2010, 09:58:42 AM »
These areas look lovely, but the poly count must be terrifying!

Alexander Smith

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Re: Outlast: Criticality
« Reply #23 on: June 17, 2010, 10:11:29 AM »
Johan told me that the parts that look really smooth are actually not as high poly as they look. He's using a specific C4D tag to make them look that smooth.
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jesseoffy

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Re: Outlast: Criticality
« Reply #24 on: June 17, 2010, 11:01:55 AM »
Yeah, there's a tag called the Phong Tag... It makes things look very smooth. Here's an example with and without:
http://img248.imageshack.us/img248/3138/screenshot20100617at200.png

Both have the same number of poly's, but the one on the right (or the more squarish one, if I'm wrong) is without the Phong Tag.
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e.m.

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Re: Outlast: Criticality
« Reply #25 on: June 17, 2010, 11:09:24 AM »
in blender is a button: 'make smooth'!

DomReardon

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Re: Outlast: Criticality
« Reply #26 on: June 17, 2010, 12:53:25 PM »
I really hope these areas can be converted into dim3 and run well. They look very exciting!

Wendell890

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Re: Outlast: Criticality
« Reply #27 on: June 17, 2010, 01:54:30 PM »
I get criticized a lot, and I get criticized even more on forums like this. I'm not all that good at modeling, and John was willing to help.
I'm doing the UVing and texturing on his models, so that's a useful skill. I'm also (trying) to script for this game, and I'm working on the interface and stuff.
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_Aaron_

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Re: Outlast: Criticality
« Reply #28 on: June 17, 2010, 02:01:33 PM »
John, that is bad ass.
Wendell, learn how to model.

Constructive criticism, please.

I'm sorry. I was actually giving John a complement. I didn't realize that wasn't allowed. :)


Ah, but you were criticizing me.

Actually, I was merely making a statement. I never said anything like "WENDELL U SUCK AT MODELING YO", I simply made a suggestion that you should learn how to model as it is very important if you're going to be making levels.

Don't tell me you want constructive criticism, just remind me I'm being a asshole. ;)
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Wendell890

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Re: Outlast: Criticality
« Reply #29 on: June 17, 2010, 02:14:36 PM »
:P Okay.
I just know that John is very good at modeling, and I suck at modeling, and so I decided to stick with my skills and ask someone for help.
I SWEARS! I HAS NO RECOLLECTIONS OF THE FLAMINGO!