[T3] T1 Prefabs

Pages : [1] 2

Xionic
05-06-2003, 21:52
Awhile back I started some T1 prefabs for UT2K3 but stopped when I played the demo and found the game to be less than enjoyable. However, now that T3 will be using the Unreal Engine I decided to start messing around with them again. Here are a few renders I did in Max using some of the prefabs in anticipation of T3. Enjoy!

http://home.columbus.rr.com/atoz1701/Pictures/t1pf1thumb.jpg (http://home.columbus.rr.com/atoz1701/Pictures/t1pf1.jpg)

http://home.columbus.rr.com/atoz1701/Pictures/t1pf2thumb.jpg (http://home.columbus.rr.com/atoz1701/Pictures/t1pf2.jpg)

http://home.columbus.rr.com/atoz1701/Pictures/t1pf3thumb.jpg (http://home.columbus.rr.com/atoz1701/Pictures/t1pf3.jpg)

http://home.columbus.rr.com/atoz1701/Pictures/t1pf4thumb.jpg (http://home.columbus.rr.com/atoz1701/Pictures/t1pf4.jpg)

:rawr:

xgalaxy
05-06-2003, 21:57
Wow thats really good.
Just out of curiosity. Are these meshes all split up like the UT2k3 meshes are, and how they suggest they should be?

Also, they are split up, would you care explaining how to do it so as to not ruin the rest of the model? lol

Colosus
05-06-2003, 22:03
Those look amazing.

Evil Engineer
05-06-2003, 22:20
:jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop: :jawdrop:

Xionic
05-06-2003, 22:42
Wow thats really good.
Just out of curiosity. Are these meshes all split up like the UT2k3 meshes are, and how they suggest they should be?

Also, they are split up, would you care explaining how to do it so as to not ruin the rest of the model? lol

http://home.columbus.rr.com/atoz1701/Pictures/t1pflist.jpg

Yea they are separate models however, I have very little knowledge of how UT2K3 works right now and I have only been referencing tutorials.

R@ND0M
05-06-2003, 22:49
Those are really tight.

T1 had an awesome art team, I remember the feeling of being on another planet, every time a new map was loaded when I first started playing.
Snowblind was just like, "whoa"..

Edofnor
05-06-2003, 22:50
Slick. I hope they port the T1 stable of CTF faves, along with a few of the T2 ones (although I think that T1 has a much better map lineup overall).

FSB-SPY
05-06-2003, 23:13
Question, will it ever be possible to have such playing graphics? Renders seem to make even the low-res textures (read: those prefabs above were no bigger than 128x if I recall correctly) look amazing. Will we ever get there?

The LCD screen of compteam1 looks amazingly crisp.

Xionic
05-07-2003, 00:18
No, most are 512x like these.
http://home.columbus.rr.com/atoz1701/Pictures/crate1.jpg
http://home.columbus.rr.com/atoz1701/Pictures/compterm1.jpg

Oh yea thx everyone. :heart:

Thrax Panda
05-07-2003, 01:19
Xionic,

You could probably dump a bunch of poly's from that stuff by implimenting normal/bump maps for some of it. You get the added benifit of a perfectly smooth surface that you don't get stuck on, while having it look very high poly. Also older vid cards that would have issue with the high poly counts just ignore the normal mapping and display a simplified version.

xgalaxy
05-07-2003, 01:27
Xionic,

You could probably dump a bunch of poly's from that stuff by implimenting normal/bump maps for some of it. You get the added benifit of a perfectly smooth surface that you don't get stuck on, while having it look very high poly. Also older vid cards that would have issue with the high poly counts just ignore the normal mapping and display a simplified version.

Thrax, just a suggestion but tell your mappers to make the meshes simple please. When I got into UT2k3 editing, the problem with map editing wasn't that I couldn't figure it out. The problem was they made their meshes so cryptic looking you could never figure out how to put them together unless you played with it for 20 minutes or asked the actual artist.

FSB-SPY
05-07-2003, 09:07
Were these prefabs re-created?? Or original? :confused:

Xionic
05-07-2003, 15:16
Xionic,

You could probably dump a bunch of poly's from that stuff by implimenting normal/bump maps for some of it. You get the added benifit of a perfectly smooth surface that you don't get stuck on, while having it look very high poly. Also older vid cards that would have issue with the high poly counts just ignore the normal mapping and display a simplified version.

Yea my next step was actually going to be to optimize the meshes more and remove details that could be accomplished using bump mapping.

Were these prefabs re-created?? Or original? :confused:

They are re-created but then again they are not really because they never existed as prefabs to begin with. What I did was recreate the original textures mostly at 512x then I made a mesh of the object and UV mapped it. In Tribes they were simply made in Worldcraft.

Zoolooman
05-07-2003, 16:16
Woahwoahwoah. Hell, those would look great in some UT2K3 maps.

Special
05-07-2003, 16:28
Nice stuff Xionic.

I'm still kind of confused, you rendered these yourself?

Xionic
05-07-2003, 18:15
I created the meshes, rebuilt the T1 textures and rendered the images above in Max.

Nefilim
05-07-2003, 23:03
Looks VERY nice Xionic!

CxD
05-08-2003, 21:06
:jawdrop:

Darius75
05-08-2003, 21:30
These will be imported into by you T:V, no?

FalseMyrmidon
05-08-2003, 21:41
wow, great job man