Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)

Comment History  (150 - 180 of 596)
Gavavva
Gavavva Dec 17 2011, 6:04am says:

The top image is from id Tech 3 shooter RtCW, which OverDose is VERY losely based around in gameplay.

OverDose is based on Quake 2 at its heart, as it started from Quake II Evolved.

+1 vote     media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 16 2011, 8:14pm says:

Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p

+1 vote     media: Beach Assult - OverDose WIP 4
Gavavva
Gavavva Dec 15 2011, 9:35am says:

Oops... I just noticed these pics were taken on lower quality than Ultra, and no bloom... :p

+1 vote     media: Beach Assult - OverDose WIP 2
Gavavva
Gavavva Dec 15 2011, 5:43am replied:

Did we read...? Its like, it says in two places....?

+1 vote     media: Beach Assult - OverDose WIP 2
Gavavva
Gavavva Dec 14 2011, 2:26pm replied:

Read the top right ;)

+1 vote     media: Beach Assult - OverDose WIP
Gavavva
Gavavva Dec 14 2011, 2:26pm replied:

I'm not a mapper, I'm a bit **** at it to be fair, so I wanted to make something I can not so much copy, but more so "evolve" from, you know? OverDose can have as many new maps as people want (Once people start mapping for it other than me) but atm, I wanted something I could get done a little easier without thinking about balance etc. Its all already done, see.

+1 vote     media: Beach Assult - OverDose WIP 2
Gavavva
Gavavva Dec 6 2011, 6:44am says:

*sighs*

+1 vote     media: Real Time Light Shafts
Gavavva
Gavavva Nov 28 2011, 12:19pm replied:

Well, I guess it would have to get one of those ***** things that shoot stuff out the end? OverDose has always been a "girl" so I don't honestly think it can come in anything :s

But seriously, not sure yet. PC is clearly the main platform, and after that, is up for grabs.

+3 votes     game: OverDose
Gavavva
Gavavva Nov 21 2011, 10:09pm says:

Yup totall swapped, and fixed :p I also increased the size of the pelvis on the one axis slightly so it looked more natural.

+1 vote     media: OverDose ViDoc - Skeleton Low Detail Map Model
Gavavva
Gavavva Nov 18 2011, 7:51am says:

Well no, its just a low detail mesh, it didn't really need several million hours on it, so I just put in what I had to. Remember in Fallout 3 where you had these skeletons in places, sat in chairs, in the corners and stuff? Well like that, its for low quality misc detail in the world.

+2 votes     media: OverDose ViDoc - Skeleton Low Detail Map Model
Gavavva
Gavavva Nov 1 2011, 1:53pm replied:

Nah, that had more hair :p But yeah, did look at that, but wanted to go with this style a bit more because the few hair strands was a bit more freaky :P

+1 vote     media: Misc Models
Gavavva
Gavavva Nov 1 2011, 8:54am replied:

I just upped a new pic, but yeah, I'm amazingly STILL waiting on that build to show off what I wanted to haha! Its coming, dunna worry! :p

+4 votes     game: OverDose
Gavavva
Gavavva Oct 13 2011, 7:05am replied:

It works as it should, i.e. when theres a light behind the surface and not much in front. You can increase the effect, but its a universal effect for the entire surface, meaning it will then look over done any other time. As it stands, the effect is correct, as you can't see it that much when the light is right on the surface.

For example, these two shots have exactly the same model position in relation to the light source:

Team-blur-games.com

Team-blur-games.com

+1 vote     media: Marauder View Hands
Gavavva
Gavavva Oct 11 2011, 6:57am replied:

None at all, likely one mins work tops even.

+1 vote     media: Marauder View Hands
Gavavva
Gavavva Oct 10 2011, 4:13pm replied:

All is fair in love and war... But if they do, I may have to rape them.

+3 votes     media: High Poly Sculpt Marauder Hands
Gavavva
Gavavva Oct 10 2011, 8:08am replied:

"Its the high poly" :p

I.E we sculpt in high poly, then render this over a lower resolution mesh to get our normal maps. The actual ingame hands are about 2.6k a piece.

Its also shown here without ripped sleeves.

+1 vote     media: High Poly Sculpt Marauder Hands
Gavavva
Gavavva Oct 10 2011, 7:41am says:

Its he high poly, so 2.5 million.

+2 votes     media: High Poly Sculpt Marauder Hands
Gavavva
Gavavva Oct 6 2011, 3:24pm replied:

Rage uses one texture for the level load, its called a "mega texture". That means that every single object in the world, every surface, every POLYGON has its OWN UV space. Thats amazing because it means that you can create a world packed full of objects, and have zero tiling, even on multiple copies of the same thing, like a wall full of paint cans, they could all be different.

The problem is, they are HUGE files. Uncompressed Rage is like, 1tb worth of data... So they have to compress the textures down a **** load.

+1 vote     media: Its Getting Clooooooosssseeeerrr....
Gavavva
Gavavva Oct 5 2011, 4:30am says:

In Reply To:

Hell_Diguner 7hours 23mins ago replied:

"Could somebody explain to me why people seem to think Rage is a graphically spectacular game? Because I just don't see anything special in that department."

Because Mega Texture allows the entire world, and every object in it, to have its own UV space. Unless you are a texture artist you won't understand why thats so awesome. Of course, its far, far too early to be using it, so things like dynamic lighting are out, plus as you can see it takes up that much space it has a seriously reduced resolution... But in a few years time, it will look THE ****.

+2 votes     media: Its Getting Clooooooosssseeeerrr....
Gavavva
Gavavva Oct 5 2011, 4:29am replied:

Render...? Its ingame. And theres no POM in that screenshot.

+1 vote     media: Its Getting Clooooooosssseeeerrr....
Gavavva
Gavavva Oct 4 2011, 6:42am replied:

And with one coder and one full time artist, no mappers and nobody else helping at this moment except sn1pe with a few animations, its gonna take a bit longer.

We can only do so much, sadly. ATM, its like 90% of the workload is on Nicolas and I, and thats a LOT. We could do with more hands.

+1 vote     media: Its Getting Clooooooosssseeeerrr....
Gavavva
Gavavva Oct 3 2011, 4:12pm replied:

Because DNF holds a patent on taunts... That we had... 2 years ago...

*sighs*

I really can't stand people like you. If everything isn't 100% a new idea, then its a copy, and of course, copying is bad, right? Because it doesn't matter if an idea is good, if its not original, its bad by default.

I really wouldn't play any Call Of Duty title if I was you. You just may **** your kegs...

+23 votes     media: Its Getting Clooooooosssseeeerrr....
Gavavva
Gavavva Sep 30 2011, 11:02am replied:

Its a high polygon sculpting tool.

+1 vote     media: So, I finally decided to learn MudBox...
Gavavva
Gavavva Sep 29 2011, 6:00pm says:

MOAR!! MUST MAEK MOAR!!!!!1312

Team-blur-games.com

+1 vote     media: So, I finally decided to learn MudBox...
Gavavva
Gavavva Sep 28 2011, 4:28pm replied:

Even more so when its all the same model... Dingle bert...

+5 votes     media: So, I finally decided to learn MudBox...
Gavavva
Gavavva Sep 15 2011, 5:53am says:

Sorry guys that second vid will have to wait until likely Tuesday. I'm going to Munich for Oktoberfest now, and won't get chance to do much in the way of pimping. I was hoping to have it up, but the build got delayed. Just means it will be more complete when I get the video done.

+1 vote     media: OverDose ViDoc - Cascaded Shadow Mapping
Gavavva
Gavavva Aug 17 2011, 7:32am replied:

Displacement mapping uses actual geo to deform the surface, meaning that you end up with a sub-devisied mesh rather than a flat surface, which while nice, is a) slow and b) creates under certain circumstances odd colision if not handled in the right way. This always remains a simple flat surface, 2 polygons in this case, no matter what.

As for the fall back to lower quality options question, yes, we fall back to lower qualitity options like Penumbra, including of course "off". As we always say, everything in OD has various graphical qualaity settings, which means you can run the game in its highest or with everything disabled (To a certain point... Cheating etc comes into play here).

+1 vote     media: Iz Dat Sum POM?
Gavavva
Gavavva Aug 17 2011, 7:29am replied:

"Toodle pipski". I'm British. And a massive Red Dwarf nerd.

+1 vote     media: OverDose ViDoc - Parallax Occlusion Mapping
Gavavva
Gavavva Aug 16 2011, 6:47am replied:

They are 1024x1024, only a few terrain materials for tiling are 2048x.

+1 vote     media: OverDose ViDoc - Parallax Occlusion Mapping
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