Product Chat (Early Access) / Enjoying with GMax beta 2

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Cobbs
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Posted: 28th Feb 2021 14:01
What's the gameplay to be like in those environments? Cool
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3com
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Posted: 28th Feb 2021 18:39
@ Cobbs
Still, I haven't so clear.LOL
Anyway, would be nice to have some sort of sky system to be able to make a decent space game. though.

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Posted: 28th Feb 2021 18:57
Well, guys, I had tried with Displace feature plus heightmap in 3ds max to get elevating surfaces such as buildings and facilities over this environment, and I end up within an insanely high polycount model, so, idea labeled as refuse
On the other side, I decide to try texture as some sort of floor, so thinking about facilities being placed a certain distance from the floor, so you can appreciate the floor when walking over.

So now I have generated some floor from those textures working with a variation of the texture itself, that's the first result...





A short vid



Continue exploring what sort of facilities can I integrate with that texture floor, maybe something related to the sci-fi industrial environment.
Thanks, guys, for watching my vids and pics.



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Posted: 1st Mar 2021 18:13
That's the first try, using the above texture as a sci-fi floor.

when the terrain system being complete, we'll work with the environmental terrain texture posted above, adding some terrain modules to the map.

Sci-fi industrial - building 1







Working on Building 2.
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Bored of the Rings
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Posted: 1st Mar 2021 18:38
Wow love it. Nice shiny moon
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3com
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Posted: 1st Mar 2021 21:51
Yeah, anyway, GGMax is not treating multi-texture meshes accurately yet, as an example, the columns supporting the structure are textured with a brass texture map. but it does no looks like that, just as painted with a color, GGMax is just applying the color map and ignoring the other ones (normal, metalness, gloss, etc). Let's wait for the best times.
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Posted: 2nd Mar 2021 18:56
Guys, Building 2 is getting a group of facilities rather than just a building like I planned yesterday, it looks like 3ds max following their own workflow. LOL

What I have so far













Going to the texture area, have to make textures from scratch as I want to give a look at the building I have in my mind, I can't explain it, but it is my mind.

Back when done guys.
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Bored of the Rings
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Posted: 2nd Mar 2021 19:47
love these structures, solid and good design. Can;t wait to see the end result when textures in place.
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3com
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Posted: 4th Mar 2021 23:37
Guys, I've textured most of them (Scifi industrial buildings), anyway, just able to test one on GGMax last build. Maybe next weekend I'll try to bypass the issue. Nothing to worry about, just a small stone on the road.





A wise man put a stone in the middle of the road that impeded the passage of people, all of them surrounded the stone and followed the path, after many years a man found the stone, dug out the stone, and found a bag of gold that the wise man had hidden for anyone who was curious and pawned enough to get the stone out of the way.

GGmax has hidden things, you just have to dig a little until you find them.
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Posted: 5th Mar 2021 06:37
They look cool, like the luminous data bus lines
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Posted: 5th Mar 2021 10:32
Awesome stuff..... what more can I say.
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Posted: 5th Mar 2021 19:18 Edited at: 5th Mar 2021 21:51
@ BOTR
Quote: "like the luminous data bus lines "

Yes, it does. That is the idea.





Still has to work on the emissive maps.

Edit: just adding some related pics.

@ Tarkus1971
Glad you like it, thanks, mate.
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Posted: 5th Mar 2021 19:23
Guys, GGmax is not applying the textures right, waiting for the next build.

How it looks so far.









Meantime working on Module 8.

Back when done, thanks guys for watching my pics and vids.
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Posted: 5th Mar 2021 19:40
I've noticed that by playing with the Light intensity slider, you can get interesting results.



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DVader
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Posted: 5th Mar 2021 20:44
I've just tried the latest version and my lights have all gone to pot! The map has gone all bright and changing light colour and intensity is so far doing diddly squat Typical, I only played about with em yesterday lmao. Not sure if your results above are on todays update or the prior version?
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3com
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Posted: 5th Mar 2021 21:57 Edited at: 5th Mar 2021 22:00
@ DVader
Yeah, wicked engine integration looks like it needs some work yet, not an easy task to fit in with your code, though.

Results with today's update, not 100% happy yet, but this is what I get so far, playing with sliders.



Maybe next week it gets sorted out.

Edit: Notice I'm using custom sky, maybe this has something to do?
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Posted: 5th Mar 2021 23:56
Everything seems over bright now, your objects in the scene above look like they glow in the dark, or have a bright light from behind the camera shining on them I'm sure it will be fixed, but they defo plugged the wires up wrong at the moment! Change the light in editor, run the game (to find it totally different) then return to the editor and find light looks different there now as well ; just not quite the same as in game. The more you try to adjust settings, the worse it gets, as some things are remembered and some things are not

We can expect issues with updates, but I can't see why this one was implemented. Testing seems low if this wasn't picked up. I would have held off till simple checks were done myself. Never release something that is obviously fubar.
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Posted: 6th Mar 2021 00:44
Thos inspires me to make a blade runner city with huge buildimgsnwith flames blaating out of the funnels and maybe mixes woth g police game i played on PlayStation. Anyway i will do one of them when my t. w. Project finally releases.
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Posted: 6th Mar 2021 01:37
@ science boy
Quote: "Thos inspires me to make a blade runner city with huge buildimgsnwith flames blaating out of the funnels and maybe mixes woth g police game i played on PlayStation"

Love that movie!!!!
It would be a great project!
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Posted: 6th Mar 2021 01:47
@ DVader
Quote: "Everything seems over bright now"

That's true. It looks like wicked integration broke somethings somewhere. Textures are no applying properly, and that shiny light is a bit annoying.
Why Lee release something like that? well, we need to test the build and give reports about it, then Lee and the team take those reports as clues to the next step. IMHO

Anyway, along the way, we are going to mess with many issues like those, it comes with the pack.
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synchromesh
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Posted: 6th Mar 2021 09:58 Edited at: 6th Mar 2021 11:41
Quote: "Testing seems low if this wasn't picked up."

Of course it It was picked up ..
The repo broke heaps of stuff - it took bug hunting all week to get as good as it is for the Friday release ( not just what was reported, but also what TGC already found ) but it still needs some work and as i stated Lee is still playing Catch up.

The alternative would have been to give this weeks update a miss so Lee could finish it off which was recommended.
But we all know what the response of that would have been.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 6th Mar 2021 12:42
Hey guys, working on Module 8 as promised, this is what I've so far.

In 3ds max



It needs a bit more work yet, I plan to do so asap, back when done guys.

Please do not miss the goal of this thread, that is just to test the engine pushing out with a monster in polycount meshes, and nothing else.

I just hope that my thread does not become a battlefield, and ends up closed for this reason.

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synchromesh
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Posted: 6th Mar 2021 13:09
Quote: "Please do not miss the goal of this thread, that is just to test the engine pushing out with a monster in polycount meshes, and nothing else. "

Agreed speaking of which .. What's the polycount so far ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 6th Mar 2021 13:58
This has gone from discussing max to showcasing models as a WIP.This section of the forum is not the place for it. There is a section for this for a reason. Should any other member attempt this under normal circumstances it would be moved or locked in a instant.
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Posted: 6th Mar 2021 14:44
@wizard of id - whilst you are partly correct, i see no problem with this thread.

3com is testing MAX and has been using is own models to test MAX, there is no dedicated section for MAX and this thread is invaluable to a lot of users, it is showcasing the current capabilities of MAX not just 3com's artistic talent.

He has with testing highlighted quite a few issues and i am sure Lee looks in now and again
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Posted: 6th Mar 2021 16:43 Edited at: 6th Mar 2021 16:47
Quote: "3com is testing MAX and has been using is own models to test MAX, there is no dedicated section for MAX and this thread is invaluable to a lot of users, it is showcasing the current capabilities of MAX not just 3com's artistic talent.

He has with testing highlighted quite a few issues and i am sure Lee looks in now and again "


Which is why we have a bug thread, no ? Does the thread not ask to post bugs there only? We don't need a dedicated section for models as there is a section for that already.




This is the very definition of a WIP thread whether testing or not. Considering if he finds an issue it can be posted in the dedicated bug thread which lee checks.

What if every one starts Posting "Testing out max" threads in this section with their WIPs of content or levels. Considering this is pretty much gameguru, it's pretty much in the name Gameguru max. It doesn't need a new section(s). Every thing has been catered for here, especially to de-clutter things.Which is why there is only ONE bug thread.

Yeah no, sorry I disagree. Showcasing WIP media he is working on as store artist belongs in the WIP section whether gameguru or max it doesn't really matter as there is a dedicated section for that. What is to stop other store artist from doing the same. ? What max capabilities has he actually shown ? Last few pages have been all about wip media, departure from the first page is it not.
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OldFlak
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Posted: 6th Mar 2021 21:48 Edited at: 6th Mar 2021 21:49
Great work 3com

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Posted: 6th Mar 2021 22:08
Great work 3com, keep up the outstanding work. Best thread for ages.
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Posted: 7th Mar 2021 00:39 Edited at: 7th Mar 2021 00:47
"showcasing models as a WIP"
I don't want to join a rant, but just pointing out 3com hasn't mentioned any game WIP specifics
or any model store links. He has rather mentioned polygons per single models vs combined and
the FPS specs at run time. Interesting info. I'm specifically interested in the numbers. The visuals
beta MAX produces are a side effect interest to a prospective MAX user.

After MAX is released, I would call wizard of id CORRECT. But until then, let's hope the glitches that
have been mentioned abroad come under reign and the tests can continue.

BTW, @ 3com; any way you could present a pip zoom in of the poly's in your last pic, or... just type
them out- I find it difficult to read. Is that 120,000 something...?
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Posted: 7th Mar 2021 03:14 Edited at: 7th Mar 2021 03:14
Her yah go


Tis not a WIP for store or game so perfectly fine IMO.

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Posted: 8th Mar 2021 01:09
Well guys I have worked on module 8 as promised.

Originally it was 120k in poly count, now it has increased to 700k, since as I mentioned before, I have added a pipe system, in addition to an animated electrical system.
This already seemed enough to me to try GGMax in its latest version.

mod8_B1_Pic02.png



Obviously, I need my images and videos to show you how GGMax behaves in one version or another, and in different situations, as I have been doing so far.

GGMax "recovers" part of its old LOOK, but the transparencies do not work properly.

Noticed from this pic, semi-transparency working fine.

mod8_B1_Pic03.png



Same scene changing camera angle, and GGMax star behaves too odd, culling the glass so you can see thru, and flickering when you get closest to the glass. Though there might be something broken somewhere, let's way till it gets fixed.

mod8_B1_Pic04.png



Despite the issues GGMax may have and being in a very early stage of development, it is perfectly capable to handle monster polycount meshes as I've shown here as much as possible, for this reason, I used to post an image of the model in 3ds max with the statistics included.

This bright reflection in the entities remains, it is also a cause and effect of the update to the last wicked repo, however, even an error can be used in your favor, if you cannot avoid it, get it to work for you, using the sliders you can get good effects.

mod8_B1_Pic05.png



Thanks, guys for watching my videos and images, and for all the support shown so far.

For my part, I will start working on module 9, and since the main and only objective of this thread and the countless hours of hard work, are solely and exclusively to stress out the game engine to see how far we can go, where it is. the limit, you can suggest a change of subject if you want and I will try to satisfy all of you.

And if it is not clear enough, I will only say it once:

1- I do not intend to sell any of these models in any store in this world or another world that may be interested in buying them.

2- I do not intend to make a game with these models, GGmax is not prepared enough to make a decent space game, it still does not have the necessary sky system, a sky that recreates all the conditions that exist out there.

That said, I repeat that I will not talk about this anymore, so I hope it is clear enough. Thanks.
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Posted: 8th Mar 2021 17:35
@ 3com
"I do not intend to make a game with these models,"
" I will not talk about this anymore... Thanks"

Errrrrchhhh! Put the brakes on! Thanks- what?? These threads can become portals to emotional outbreaks, but let's consider this situation logically.
Well, I hear what you are saying- but maybe you could reconsider? Or move the thread or contact Lee and see if he might be interested in the models for a demo! See, I think that's a good possibility instead of throwing out that work. Sure it's been just a demonstration and everything was going great. Everything was going just fine with 99/100 of us interested in this thread and having no qualms over the posts (as far as we know.) I try to stay neutral and hear all sides, so we entertain the notion of this breaking the rules-- just for a moment. But I don't think it really fits BETA MAX (no amount of testing is too much!).
Anyhow, if you want to stop it, that's also not a problem but at the same time disappointing. Also not demanding you continue and hold no indemnity to you for this thread. So please don't throw away the models. Honestly-- I think the forum body was anticipating a miraculous style game made with the models you posted! So maybe a demo level?? Hand them over to him- he's the boss, and someone could utilize these treasures. Perhaps that would give Lee another motivation for upping MAX environment.
Anyhow, your call-- remember this part: **Enjoying** with GMax beta 2.


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Posted: 8th Mar 2021 18:06 Edited at: 8th Mar 2021 18:06
@3Com-don't listen to anyone else. It's your thread, you're not bothering anyone, some people just don't know when to "button it" and like to stick their oar in, you're doing a smashing job here. I personally have no problem with this thread , what is the big deal (@nosey people)? ha I hope you can keep up the good work.
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Posted: 8th Mar 2021 18:16
i have been thoroughly enjoying this thread, its not a WIP and he has shown some handy tips and pushed the engine, this thread actually motivated me to make a dungeon and high poly to push the boundaries and through this i have a lovely dungeon but now optimized as the result was fantastic. so this is more experimental to my view point
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Posted: 8th Mar 2021 18:23
Cool work Testing what Max can Handle , Great models to

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Posted: 8th Mar 2021 19:27
Thanks, guys for the support, really appreciate it.

Just to clarify, I'm not going to stop on the thread, that's no on my list at any moment, I only stated my intention to speak on this subject once, and nothing else.

I said in a previous post that I don't want my thread to become a battlefield, and I must be consistent with my words.

As I said before, working on module 9, well that's not entirely true, I'm still not very clear on how to approach it, but I have a couple of ideas, right now I'm working on 8k textures, many of them, to push even more the game engine.
Back when done.

Thanks again guys, for watching my videos and pics and for the support all you give me.
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KeithC
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Posted: 9th Mar 2021 13:26
Just to clear some things up here, as I've perused the whole thread.

This thread is fine as-is. All I see is various methods being tested, while interacting with many in the Community. Sure; 3Com is showing some of the things he's created while doing so. It'd be rather hard to show what he's talking about, without the pretty graphics to go along with it.

The thread stays, and that's the final word on it. Anyone who disagrees can feel free to ignore it. Please leave the moderating...to the Moderators.
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3com
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Posted: 9th Mar 2021 23:45
Eh, guys, I've worked on module 9 as promised, it is not that high poly like the previews one.

Polycount = 82k
Texture res = 4096/8092
modules = 3





About texture res 8092 file size might vary from 340MB thru 1GB.

The floor is a texture 8k res.



This how it looks altogether on GGmax-
Notice emissive working, however, it is not working as expected.
At least for me, emissive should highlight the masked pixels, does not just cover the zone with a ret/circle white or whatever color you choose.







Thanks, guys for watching my vids and pics, I'm going to think about the module 10 approach.


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3com
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Posted: 12th Mar 2021 15:00
Hi, guys, finally finished module 10 - area 1
Polycount: 90k
Textures: 4096
Modules: 4
FPS: 59

In 3ds max - here you can notice the meshes statistics, such as the polycount vertex count, and so on.



In GGMax 2021-03-12 - Here you can compare the GGMax looks, lighting, shadows, etc, with previous ones. You can even see how that poly was distributed along with the mesh, and many other things







Working on Mechanic stairs animated, the mealy idea here is to test animations on GGMax 2921_03_12 version, and this is what I have so far.



Since we do not have any animation setting exposed on the editor yet, you have to do it thru the fpe file, just some line on the animations area, something such as animspeed = 1 and making your animation with a quite frames qty, it depending on the animation you want to run. In my case, if a player gets up to the Mechanic stairs as is, he might end up in the opposite corner, of the map. LOL
I'm working with animspeed = 0.5 and 600 frames, and the animation is running quite decent, though.

Thanks, guys for watching my vids and pics.





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Posted: 13th Mar 2021 18:09
Hey, guys, continue testing animations on GGMax, while testing monster high poly meshes as well.

The whole scene so far in polycount: 270k
Textures res: 4k
FPS: 53/59

The added meshes to the scene, in 3ds max, so you can notice statistics, how the poly was distributed along with the meshes, does the fact of being a high poly mesh make the difference when lighting/shading comes?
We already know this matter when texturing comes, it is known as texel density, but it does in GGMax as well?





The whole scene



This time I decide to try the most complex animation than the preview one, and since it is a bit tricky to do so, I decided to make it in a different file.

Sci-fi robot In GGMax - testing some filter as well



As a side note, guys, remember I make vids just for testing purpose, so, sometimes I have to stop on some area a bit, for later use, as an example, for notice how the light and shadows are affecting this area or this other one, and so on.

Testing the sci-fi robot on GGMax 2021-03-12



As you can see animation works ok in GGMax, even in a 270k polycount scene, and that's cool.

Thanks, guys, for watching my vids and pics, you are great.

Working on more robotic animated meshes to continue stressing out GGMax every time a bit more.
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3com
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Posted: 13th Mar 2021 22:42
Sorry guys, I had realized the previews video do not apply shadows, so my bad, the one below has the shadows applied, so you can notice how shadows behave, even with animated mesh.

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Bored of the Rings
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Posted: 14th Mar 2021 11:30
looks good, yet to try any animated stuff, but glad it all seems to be working as should.
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DVader
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Posted: 15th Mar 2021 02:48
Hi. Your pics look really nice, but one question, are they jpeg? If they are fair enough, it's my dated internet, but this thread takes my system an age to load We don't all have super fast internet, in fact some of us have really old internet, lol. I will be upgrading at some point soon, as I am not only suffering slow speed, I am paying more than I would for 100 times faster! Have been for years... I know, I should have switched providers years ago, but I suffer with depression and anxiety and as it works, tend to avoid change. More fool me

Love your tests though, it is highly likely that my internet is the issue! I know you have been here a long time and asking if your images are jpeg may seem like asking if you suck eggs. No offence meant, just might be as simple as you and others don't notice with a faster connection. I am literally in the dark ages with my internet speed
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3com
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Posted: 15th Mar 2021 11:08
@ BOTR
Quote: "looks good, yet to try any animated stuff"

Yeah, all the animations are working fine, even animation triggered via LUA scripts.
Now I'm modeling animated stuff, even some robotic, just for sake of testing animations, plus LUA scripts, nothing complex yet.
I think testing LUA is unneeded atm, due Amen and Smallg are often testing LUA and showing us the wonderful results they get.
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Posted: 15th Mar 2021 11:45
@ DVader
Quote: "are they jpeg? If they are fair enough, it's my dated internet,"

I Am Sorry guy never minds about that, and you might be right on this subject. I always mind about jpg as a lossy format, rather than the very compact format. I'm going to work with jpg in the future, let's see if it might help.
My conn is not that fast, in fact, and some guys here already know that, I need 20 min to load some simple rar file to google drive.

I record some vid just for me since it is a bit long in duration, just for testing water, reflections, lens flare, lighting, etc, but due I miss stopping YT music, it ends up being a very relaxing vid, at least for me, so I'm going to post here.

GG, GGMax, should be a tool to get enjoyment nor stress out, for stress out we have a lot of stuff out there, no all we do with, should be a game or a serious level, just make a forest and get lost in there, forget the lighting, forget in the real life the things does not work on that way, never may, does no matter, nor pressure, is your level, is your map, does not matter if not cast shadows, never may lightmapping, is just a level for enjoying. I'm trying to model some stuff here, and most of these building does not exist in the real-life, the buildings, in reality, does not work that way, but it does no matter, this is not real life, this is my imaginary world, and in my imaginary world, there is a spot for everybody and for everything, because this is not the real life, and that stuff is just a tool to get a goal, stress out GGMax and enjoy along the way. Real-life has not Game over.

You already have the potential to do what you want with GG/GGMax.

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Posted: 15th Mar 2021 12:26
Hi, guys, I continue testing animations on GGMax, want to know how animations work on an env full of polys plus high res textures (300k, 4k)
This time is an animated crane, the crane is not that great but it does the trick, the goal here is testing the animation behavior.



Since crane is basically lowpoly, I think about something with most polycount for stressing a bit GGmax and try modeling letters in 3ds max, and they are 40k in polycount.

In 3ds Max - here you can see the stats. Guys, I know water needs more sliders, such as transparency one, anyway, I think water is not that bad, just has to play with sliders a bit till getting the looks you are looking for, or closest.



In GGMax - Here I'm testing lighting, lens flare, water, reflections.







And I said before, here the vid showing all mentioned above (lighting, lens flare, reflections, water behavior, etc) 4 min.



Thanks, guys, for watching my vids and pics.

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Belidos
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Posted: 15th Mar 2021 14:06
Quote: "Your pics look really nice, but one question, are they jpeg? If they are fair enough, it's my dated internet, but this thread takes my system an age to load We don't all have super fast internet, in fact some of us have really old internet, lol"


Quote: "I'm going to work with jpg in the future"


Unless Jason updated it recently, the forum doesn't play nice with Jpegs, which is why mostly everyone uploads PNG's.
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3com
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Posted: 18th Mar 2021 20:18
Hi, guys, no much spare time later, anyway, I'm working on a refinery to expand the module 10 industrial.

Polycount: 250k so far.
Untextured yet, in fact, unfinished yet. That's a big project, so I plan to do it by area, do not want to load to GGMax the complete refinery as one mesh, with a lot of polys.

In 3ds Max





@ Dvader
Uploading those 2 pics above as jpg format, fingers crossed.
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Posted: 18th Mar 2021 20:23
@ Belidos
It looks like the jpg format working again, although not sure about the quality since those pics are not the textured mesh.
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Posted: 19th Mar 2021 23:20
More stuff to expand the refinery, therefore the sci-fi module 10.

Polycount so far: too closes to 500k
Textures: untextured yet, I plan to texture these meshes with 4k res.

Plan to test the refinery with HDR ON, let's see how it looks since it is an outdoor scene the HDR affects the scene differently than an indoor one.
The refinery will be increasing the poly count.
Plan to test the whole refinery once finished, in a map, fingers crossed.

In 3ds max - Refinery - building 1-2-3













The idea ends up with something like the pic below, well not exactly like that, but you get the point.



Thanks, guys, for watching my pics and vids.

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