ChrisPerr's Work Thread
Nice work. I agree with B. If you are thinking about getting normals out of this, I would bevel quite a bit, and tweak some angles here and there. If you are rendering straight out of max, you could use the Arch Design Mats in mental ray. They have an ability to bevel all corners with amazing results at the click of a button. (Its only in the material though. It doesn't actually bevel the geometry).
-Jeremy-
Word. Ill probably take this and do an edge chex and turbo at the end to see if i can get some better surfaces for normals. Keep the crits coming 
This is looking good mate
A suggestion I have, is to break up the repetitive pattern in the models. All the wires are the same, all the pieces are the same, and they are instanced. Having certain pieces duplicated is ok. (Example) The main outer shell of the hallway is ok. But objects such as wires and detail assets, should have a large amount of variety. Try to mix it up so that it looks more natural.
Keep up the great work bud! It is really coming along
-Jeremy-
I've been working extremely hard with a friend of mine to get this mod going, originally the mod was affiliated with 3dpalace but we eventually broke ties from the forum in hopes to get things moving again. I've been focussing on some of the major coding problems and so far this is what i have.
[vimeo]http://www.vimeo.com/7782869[/vimeo]
Hey, I'm jackyboy from 3dp
the video is set to private? it doesn't seem to have embedded correctly either.
lolz, what up man
should be fixed now, the video should be fixed however i dont know the embed code for this forum.
video embeds only really work on first posts for now :/
oooh i like the video. Did you do that in script or just kismet?
it is in fact kismet, heres another video update with a whole slew of new stuff and i show the kismet sequence
That looks nice 
A couple of things; You can see the UV split at the top, a very thin white line, this wouldn't be too hard to correct though 
Also where that white line hits the curved bit, either side seems to be some kind of normals issue? the two black lines.
and lastly the inside of the arch, it looks quite faceted rather than smooth 
nice work though
http://www.vimeo.com/8065967
thanks jackyboy, noted and accounted for 
good. And awesome work on the UI, I really wanted to look into getting that sorted but really didn't have the time to sit down and learn how to use it all! :P
i now have a speed bar working that uses the velocity of the ship and essentially transfers that info to the hud.
A few pics from a new project, loving the result of the normals! 
One critique:
Try to noise up the tears more. They look a bit too clean.
Can't wait to see it textured! Keep it up
-Jeremy-
yeah the tears and edges will have an opacity max to break up some of the edges, thanks man 
No problem.
-Jeremy-
A few quick items I have been working on, first cloth animation on the flag (you may recognize the environment
)
a second an animation using the Andy Rig ( I know its terrible, but its my first real try, and first project working with maya)
Nice work on the flag mate 
It looks sweet!
Haha, thanks man 
Yeah I liked the flag! Really nice work!
-Jeremy-
Loving it :)
Quick suggestion:
Perhaps bringing the normal map out a bit more on the wood areas would help.
-Jeremy-











Some nice stuff Chris. You might wanna add a bevel or scale in all your extrusions on the floor and the wall, from the angles I see, it looks as if they are 90 degree angles and the normal map may have a hard time picking all that up.
-B
www.billa1.com