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BioHazard 1.5 RPD 1st Floor Lobby

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  • #16
    Thanks.So, I have to UV map the 1st floor,and I hate UV mapping objects! I don't use UDK, I use Unity game engine. To make the object fit , I just have to make the units in a 3d modeling software to metric. Then it is easy to scale the object in Unity.

    YoU should have made a complete 1st floor, It would be easy to use a complete map than a partial map. I could use this to make a short demo. Nice work anyway.
    Last edited by Black~Crow; 07-30-2012, 10:51 AM.
    I have received 135,000 infractions at The Horror Is Alive!

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    • #17
      If you take a look at the object, if I remember correctly, almost all the stuff is UV mapped, not perfectly but they'll work.

      For the scale, the objects are all made with the metric system, but as they are not made on the grid (I read too late about the"build on grid" method) , as I said, they will occupy random space, so is not certain that the player will not get stuck somewhere in the map, this regards, so, if you encounter problems you have to move the vertex to snap on the grid, don't know if decimal values are accepted.

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      • #18
        Just use the normal UV mapping, a collection of tiling materials is the best way to go to texture this beast, for props I believe Capcom used your standard shaders for most objects.

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        • #19
          Originally posted by shanemurphy View Post
          Just use the normal UV mapping, a collection of tiling materials is the best way to go to texture this beast, for props I believe Capcom used your standard shaders for most objects.
          If you want to make a 1997 style render you have to use very basic texturing techniques, as most of the stuff have not real textures but just procedural noises mixed together, Resident Evil 2 looks more sophisticated from this point of view, as they used a lot of realistic textures. The 1.5 method doesn't work for realtime purpose, it will look bad, really bad.
          Last edited by SonicBlue; 08-01-2012, 07:39 PM.

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          • #20
            Did you ever think of trying to create the scenery for the RE2 demo disc? It would be interesting to see what you do. I mean even make a game(first person camera view) so people can walk through the game.
            I have received 135,000 infractions at The Horror Is Alive!

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            • #21
              Originally posted by Black~Crow View Post
              Did you ever think of trying to create the scenery for the RE2 demo disc? It would be interesting to see what you do. I mean even make a game(first person camera view) so people can walk through the game.
              Resident Evil 2 was already reproduced so much time that is almost pointless (at the moment) to reproduce it, not to mention the "funny" scale that Capcom used in some areas, making them frustrating to model, because you can't resize it to fit the game counterpart, if you look at the Left4Dead map reproduction you will find what I mean.

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              • #22
                Well then, how did you figure out the scale for the RPD 1st floor of RE 1.5? I don't care about the scale of the area, I just wanted to see how you would model it. I thought it would be fun. But I guess it would be a pain for you, since you are the one spending the time to model it.

                By the way, have you made a mini game or worked for someone making environments in the past?
                Last edited by Black~Crow; 08-06-2012, 07:00 PM.
                I have received 135,000 infractions at The Horror Is Alive!

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                • #23
                  Originally posted by Black~Crow View Post
                  Well then, how did you figure out the scale for the RPD 1st floor of RE 1.5? I don't care about the scale of the area, I just wanted to see how you would model it. I thought it would be fun. But I guess it would be a pain for you, since you are the one spending the time to model it.

                  By the way, have you made a mini game or worked for someone making environments in the past?
                  Obviously not, I would have choose a more game development friendly 3D software, like the standard for the North America and Europe that (at the moment) is Maya.

                  There are two ways to make a proper scaled map, one is doing it by eye with the help of a measurement object, in my case was a 169cm tall dummy Elza. In any case, the map of the RPD we had played a big role to make the basic shape. The other method is to positioning the various object by camera matching them, this is the most precise way of doing it. This because I was doing a test for realtime 3D uses, and making the area more functional to it was the priority.

                  As I said for the RE2 reproduction, for now no, I'm working on something else at the moment, which is far from being completed.

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                  • #24
                    Originally posted by SonicBlue View Post
                    in my case was a 169cm tall dummy Elza.
                    Hah, that's exactly what I did to guesstimate the height of the walls in my BH1.5-based UDK game. For the floor layout, however, I just used the raw map textures (with the accompanying measurement tools) as my blueprints.

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