Author Topic: Unity, UDK & 3ds Max  (Read 4739 times)

Offline Sexy Frog

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Unity, UDK & 3ds Max
« on: August 13, 2014, 04:56:27 PM »
So recently I've been trying to branch out of strictly using Hammer editor for mapping. As a wise man once said, "In order to allow the "spirit of the thing" to reveal itself to you, you must seek to explore all arts instead of only your own so that you may never be taken by surprise". Or something along those lines. Not a literal quote, but a summation. ANYWAY, yes, I've been branching out from Hammer and trying to get better with other gaming engines such as Unreal Development Kit, Unity and (though it doesn't really count as mapping...unless you actually make a map in it) 3ds Max. In my humble opinion, both UDK and Unity are much more versatile and somewhat easier than Hammer is, however both UDK and Unity introduce the fact that you need to fucking pay for EVERYTHING or make it yourself (hence the need for 3ds Max) in order to have anything cool looking in your levels. Whereas a lot of Source Engine content is totally free and shared within the Hammer community. Feedback is much appreciated. I'm still rather new at all of them. Anyway, without further ado:

Unity - Oasis

<a href="https://www.youtube.com/watch?v=olzi1D_vJkw" target="_blank">https://www.youtube.com/watch?v=olzi1D_vJkw</a>

Unreal Development Kit - Lost Jungle

<a href="https://www.youtube.com/watch?v=obZ4Eu0NPHo" target="_blank">https://www.youtube.com/watch?v=obZ4Eu0NPHo</a>

3ds Max

Celtic Harp





Kendo Shinai




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Offline Statua

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Re: Unity, UDK & 3ds Max
« Reply #1 on: August 14, 2014, 12:42:25 AM »
Pretty decent. The new source engines hammer is pretty versatile in the same way as udk and unity so it's getting there. The 3DS max is a good skill, even for hammer. I used C4D back in 2012 for school purposes. Pretty interesting program but it didn't export to source. I wish i still had the video but i recreated the intro to Disney. The one with the castle. It was pretty legit and easy to do.


Offline Sexy Frog

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Re: Unity, UDK & 3ds Max
« Reply #2 on: August 14, 2014, 05:34:32 PM »
If only the hammer we use now had the features of Source Engine 2. ;.; Resizing would be so convenient, it's not even funny especially since I have a thing for making rats maps. With the being said, I haven't really seen much of the new hammer editor, but what I have seen of it looks really nice, I'd probably have to play around with it.

I'm still pretty new with the whole 3ds Max stuff. I don't know what half of the stuff in there does other than like, extrude, boolean and the basic tools like resizing, moving and rotating. Hell, it wasn't until after I spent like 4 hours making that harp out of a crap ton of cylinders  and already done with it that I figured out -- Hey...I could have made the coil design around the Pillar out of a spring in the Dynamic Objects tab and saved myself about half an hour of cylinder positioning...fml.



Quote
>No matter what happens, no matter how old I get.
>I'll never forget...
>Fats Mcgee. And his Retard Three.

 

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