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Re: Sci-Fi Corridors
[Re: Espér]
#340183
09/01/10 18:16
09/01/10 18:16
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
OP
Senior Expert
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OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Actually it is ready since last week. But I improve it to make it our best pack so far. So I created collision geometry as already mentioned. And last days I made a second UV-set for all models with non-overlapping UVs. This is useful for many projects with the need of a lightmap in the second uv-set. Now I only have to do some tests with this additional UV-set.
The set of environment models will be prized as usual. The bundle with models plus all corridors together will be slightly higher as usual. We did not decide it finally.
We also thought about offering each corridor separated as another option. This might be a very cheap option for people who only want to play around with some shaders and lighting.
Models, Textures and Games from Dexsoft
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Re: Sci-Fi Corridors
[Re: JakeL]
#341275
09/14/10 07:39
09/14/10 07:39
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
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OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Thanks Jake, you are right with your comments. And something like this is already planned for the upcoming packs. There will be some storage rooms and a loading bay section and some machinery with lots of caution lines, signs and more color.
Environment cubemaps will make it into the glass objects, when I create some windows and when I work on the medical research facility.
Models, Textures and Games from Dexsoft
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