ZBrushCentral

Need Talented Zbrush Modellers For a Half-life 3 Mod

i tried to google it, but the only confirmation i found was from a sweedish gaming site. and this was like posted before hl2 even came out.

either way, i garuntee they will be using source to build it. they hyped it too muh as being “modular” to just drop the engine

either way, i agree. u3 will come out, and as a modding tool, it will pwn source. I read an interview with the dude from what is it, epic? whatever, its so super badass, source can’t touch it.

This is just to clarify with you guys that hl3 has been in production for a while now :slight_smile: Hope this gets rid of any confusion between you guys of why we are starting production.

Good luck! I hope PCGamer is a reliable source on which you can bet a lot of effort and time and resources…

And yes, UnrealEngine3 engine IS a badass engine. I know that they tried to include many things in the UE2 (UT2K4) engine which Valve has included in source from the start, like more Physics, better Lighting etc. The problem was that the PC Power in the Userbase at the time UT2K4 was released would have lead to poor results and thus a degradation of game play experience. U3 does not have that problem, they can ‘let it out’ now. What I miss with the source engine is the ability for machinima work. Either for intra Gameplay Cinematics or just for fun as ‘Amateur video’. Source engine has very limited capabilites compared to the dedicated machinima module in Epics engine. Source always seems to be tailored closely to the original purpose where EPics engine is created with a bigger bandwidth of functions for a larger license base. Source is not used in many other products where the other engine is comparably widespread. Scripting is more standardised throughout the Epic product. However, the biggest advantage for me as content creator is that the mapping is optimized as I create the map. This allows extremely complex environments without the penalty of non-optimized BSP trees and other level specific considerations. Source engine is a single nightmare in that respect. I spend HOURS fiddling with Hint Brushes and other mechanisms the map compiler should and could figure out by himself.

Both engines are top notch! UT3 will just be the newer toy 8-))). I know I’ll waste some time and run a server again for a while hahaha.

Any case, good luck with your project!
Lemo

PS:http://www.unrealtechnology.com

Btw… This will make HL2 look like 80’2 Graphics by comparison. Those specs are WAY over the ones Valve’s Source accepts:

For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.


  • Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
  • Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
  • Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.

drools those graphics are nearly just like cgi rendered characters in maya. Too bad i dont know anything about modding in ut. Ill be making the game in hl2 until hl3 out. But all the texture resolutions and detail will be for that of a hl3 mod so Youll need a beefy computer to play it.

-Derek

It took me about 1 week to get used to Hammer while coming from the UE2 Engine. Due to the fact that they work with the same hardware, graphics, and sound both are very similar.
Don’t be intimidated… And never forget that you can use the Geometry and Textures in both… Don’t limit yourself. Don’t fear high detail. Check out the LOD chapters in the Source WIKI. You have to create low detail and hogh detail geometry/tetures and the engine decides what the player will see. A lot of effort but it looks pretty cool.
Lemo

couldnt do that unless someone desided to make the mod for both unreal and hl2/hl3 cause i want to make a mod for valve. But i would need someone who would be the unreal side leader and use the models and stuff as we make it for hl2/hl3 and make em for unreal.

-Derek

To each there own. Best of luck with the HL3 mod. I will admit, So far, Valves implementation of lip-sync (face poser) is amazing and simple to use. But as lemmondo says, Epic’s community support is unparallelled. Always has been. They STILL put out free content and patches for UT4. (Just a couple weks ago in fact). I’m going to throw another wrench in the gears in that I have yet to see UE3, source, doom3, or any other engine do what cryengine can do with respect to IMMENSE outdoor enviornments and lush…LUSH vegetation.

Information about cryengine 2 only surfaced yesterday in the form of the next game from crytek: Crysis.

Info and a hi-res tech-demo is here:

http://www.crymod.com/index.php?p=showtopic&toid=4626&fid=16&area=1

I have been working with cryengine for over a year and a half (assisting with an SP map that was just released in fact, “Devils_Coast 2.0”) And this new version has me excited, maybe even enough to stick with cryengine even though it will be winter 2006 before any real work can begin. UE3 will still get it’s workout. I have a half finished MP CTF map that I was working on before FarCry came out (and note that at least UE3 will have the same real-time in-editor game mode that cryengine has, and that feature is the coolest thing!!!)

Frankly, there is room for every engine here. Here we are only concerned with game assets. What we do with them and where we import them to is of no real consequence. A model is a model. May be some funky stuff we may have to do with respect to export/texturing/etc, but the mesh can be used in any of them. So MOD away! Even if any of us change our mind later on, zbrush will always have it’s place in our workflow! :smiley:

How true! I almost forgot that engine as I put it aside because there was to much moaning and groaning regarding community support. But as I can recall, nothing, absolutely nothing can match up with that Demo I played quite a while ago. Even the AI in the demo was pretty nifty. Maybe I should have another look just to be up to date! Great hint!
And yes, content can be exchanged. XSI’s free mod tool has the exporters for UE’s and Source 8-). So… even animations can be used for either 8-).
Cheers
Lemo

I’m interested in making some models for you. I’ve emailed you a couple of times but haven’t heard anything. I’d love to start creating some things. What kinds of models are you looking for? Let me know what’s up.

Hey jay, I never got your e-mails. whats your e-mail?

-Derek

It’s [email protected] Give me some details on the project, what kind of models, do you have reference pics or should we come up with our own stuff. I’d love to start creating some cool stuff.

Two versions of HL in your title. Hmmm… I don’t think you want that???

yea, hl3 is kinda a running joke. episode 1 is the first part of hl3, then there will be 2 more sequels. after that i hope it dies, and valve tries something new and innovative cause otherwise they’ll be running on a decade old gameplay formula and story.

they will be using source for years to come. so if your doing a mod, make sure you can code yourself, cause yu can’t garuntee a coder who will stay on the team to fix your stuff when they update hl2 via steam and makes your game no longer work

oh, and this " couldnt do that unless someone desided to make the mod for both unreal and hl2/hl3 cause i want to make a mod for valve."

please don’t make a hl mod just as a form of valve worship. Ive lost so much time to people who only wanted to make a mod as a tribute to valve and not because they are serious about game development. remember starting a mod, your not just investing thousands of hours of your time, but thousands of hours of 4-5 peoples time for a total conversion. if your doing it, MAKE FREAKING SURE you want to develop a game, and not just idol worship. if i were you, just making that statement, i would reconsider, or consider another engine, jsut to make sure your intentions are pure, and you want to dev a game, and not worship a company.

http://pc.ign.com/articles/711/711560p1.html

Halflife 2: Episode 1-3 = Halflife 3

Well, I was telling someone about this, and they gave me a straight face and responded with some words I felt should be passed on, especially considering the dozen posts saying either “use something else” or “there is no hl3”.

“Heeeeeere’s your sign.”

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