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Thread: Resource Links

  1. #151
    Junior Member Ninjabuntu has no reputation around WoLD yet Reputation: 0
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    Re: Autodesk Releases 2011 Software Free for Students

    Quote Originally Posted by zim*
    So is this useless to anyone who isn't currently a student?
    Yeah, pretty much sounds like it.

    I'm not a student myself and saved up a lot of the spare bits of cash of my wages for about 2 years before I was able to buy Maya Unlimited 2009. the good news of that however is a got a lot more software for my very pretty penny then just Maya in the whole deal. Mudbox, MotionBuilder and a few others along with it in fact.

    **SNIFF**

    I really wish I was an official student at some school rather then just a self taught sort of guy...

  2. #152
    Administrator AlexG helps out often Reputation: 70 AlexG's Avatar
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    Re: Autodesk Releases 2011 Software Free for Students

    Yes. It is great news for students.
    AlexG
    Alex Galuzin Blog: My personal blog and work (latest blog post)
    World of Level Design.com: Creative Toolset to Becoming a Level Designer and Game Env Artist

  3. #153
    Junior Member Nobody has no reputation around WoLD yet Reputation: 0
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    Re: SplashUp - comparable to photoshop but FREE

    will ... i think it's great but i'll stay prefer photoshop ....and don't forget Gimp it's free & open source .....it's cool too
    thanks nexusdog for it
    Sorry for my bad english ^_^

  4. #154
    Junior Member GuerillaSe7en has no reputation around WoLD yet Reputation: 0
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    Chris Carney's (of Bungie) Map Design 101

    Didn't see anyone post this yet so I figure I'd throw it in:

    Chris Carney of Bungie talks about his process on creating multiplayer maps for the Halo series. It's meant to help people make things in Forge, but most of the concepts apply to level design in general. Pretty good read and some cool sketches thrown in for good measure.

    http://www.bungie.net/News/content.aspx ... &cid=29601
    Aspiring Level Designer and Environment Artist

  5. #155
    Junior Member devmarc has no reputation around WoLD yet Reputation: 0 devmarc's Avatar
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    Re: Autodesk Releases 2011 Software Free for Students

    wahoo iam a student and just got access to all the software thx Alex

    i also got your UDK© 11 Day Level Design and its brilliant, everything together rather then pulling everything together myself thx again

  6. #156
    Administrator AlexG helps out often Reputation: 70 AlexG's Avatar
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    Re: Autodesk Releases 2011 Software Free for Students

    Quote Originally Posted by devmarc
    wahoo iam a student and just got access to all the software thx Alex

    i also got your UDK© 11 Day Level Design and its brilliant, everything together rather then pulling everything together myself thx again
    Thanks Devmarc. Happy to help.
    AlexG
    Alex Galuzin Blog: My personal blog and work (latest blog post)
    World of Level Design.com: Creative Toolset to Becoming a Level Designer and Game Env Artist

  7. #157
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    Red face Free Screenshot utility

    I just found this nifty little tool that allows you to take screenshots of your progress, without interrupting your workflow:

    http://www.screenshot-utility.com/


    Rather than saving the image using paint, you can just take a snap, and it automatically saves to a user-specified directory. The quality is a bit less than using print-screen but it saves time. Plus it's free.


    EDIT: Just found out about the 30-day trial. DX

  8. #158
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: High-poly to Low-poly Textures

    Essentially you create 2 meshes. One contains all of the detail you want on your model, often stretching into millions of polys. The other is the simplified mesh you will see in-game.

    When you bake a normal map, each surface of your game mesh will send out small rays to check what high detail geometry is around it, and when it hits, which direction it faces.

    This information is brought back and stored in a texture using 3 values, X, Y and Z (Stored in the Red, Green and Blue channels respectively). When this texture is applied as a normal map to your game mesh, light information hitting it will respond per texel, as it would if it were hitting the high res mesh (with a limitation of texture size/resolution).

    When done correctly, it can really add to an object, but it can also look very crude if it's not done properly. It's essentially faking the lighting of an object, it does not add any extra geometry, or deform existing vertices.

    EDIT: I know this is an oldish topic, but I just wanted to share what I could, in case the original poster had not yet found any info.
    [Maya|Mudbox|Photoshop|UDK/Source]
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  9. #159
    Senior Member Nexusdog helped out a few members Reputation: 37
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    Blender tutorial - How to Create Stunning Trees

    Respect to the guy!



    Video tutorial:
    http://www.blenderguru.com/how-to-cr...tunning-trees/

  10. #160
    Member George has no reputation around WoLD yet Reputation: 0
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    Re: Free Screenshot utility

    Use this: http://www.irfanview.com/

    You can configure what key/keys to press, where will save images and all kind of captures options.

  11. #161
    Member George has no reputation around WoLD yet Reputation: 0
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    Re: High-poly to Low-poly Textures


  12. #162
    Junior Member netravelr has no reputation around WoLD yet Reputation: 1 netravelr's Avatar
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    Paper on Level Design

    Level Design and Its Applications in Affecting Emotions and Actions

    This was a paper that I wrote for my psychology class about how level design can and is used in order to affect players actions. Wrote this around a year ago, but thought it'd be a nice giving back to the community. Let me know what you think!

    http://www.scribd.com/doc/37088498/L...ns-and-Actions
    John P. Doran
    Game Designer/Player's Advocate
    My Website / Portfolio

  13. #163
    Senior Member WarrenM helps out often Reputation: 96
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    Re: Paper on Level Design

    Thanks for that, I enjoyed it! I especially liked your section on the illusion of choice.

    Although, honestly, it sometimes lets me down when I think I'm being clever and then I find out that I'm right where the game wanted me to be. It's sort of like, "Damn you, I was being creative!" Or so I thought...

  14. #164
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    Re: Paper on Level Design

    >WarrenM

    The apartments chapter at the start of HL2 was one of those moments for me. I went completely straight through without hitting a single obstruction- so for the longest time I assumed there were many many routes through this massive world Valve had created. Only later did I realise that I'd just been manipulated to 'choose' the one and only right way through. Fantastic.

  15. #165
    Junior Member MilesPrower has no reputation around WoLD yet Reputation: 0 MilesPrower's Avatar
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    nice overview of the general Leveldesign workflow it's quite short, but written in a nice way of explanation i definitely like the part about the reward in sonic2, thats my absolutely favorite game.

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