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    Cryengine 3 free finally available

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    • bac9-flclB Offline
      bac9-flcl
      last edited by

      http://imgur.com/a/NRdra#0
      http://imgur.com/a/TJWof#0

      Some of my CE3 scenes.

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      • bac9-flclB Offline
        bac9-flcl
        last edited by

        http://playuptools.blogspot.com/
        PlayUp Alpha 0.9.8.5 Released!

        Long-awaited master material feature is finally here! In short: this is an extremely crucial feature for making asset sets (e.g. a dozen of modular railway components, vegetation sets, various props utilizing same textures, and so on), for buildings separated into several .cgf files (e.g. cases with separated indoor/outdoor, modular buildings, buildings separated to deal with FP16 artifacts, and so on), and for any other cases where you need to have one multi-material for multiple models.

        Previously you received a separate material for every model you've exported, and while sometimes it wasn't an issue, many times it was extremely inconvenient. Now there is an option to generate just one - for every object you'll export from SketchUp file. Why would you need that?

        For example, you've made a set of 10 similar small building models, each is using 3 materials. And naturally, your SketchUp scene contains 3 materials. Previously, upon exporting these models, you've faced 10 multi-materials with 3 submaterials each. And you've had to spend tons of time configuring each of these 30 little bastards, not to mention that it was extremely hard to keep all of them configured in the same way (matching diffuse, specular, glossiness, tiling, etc. values).

        Now you will only have to spend a minute on configuring one multi-material - derived from material configuration in your SketchUp file. Then you can apply it on the whole object set and forget about it forever. And if you'll need to tune some values, you'll be able to do that in a matter of seconds, with changes properly synchronized for every object in a set. Neat, right?

        So download it right now. 😄


        Also, some pics to attract attention.


        http://i.imgur.com/0pH2Xb.jpg

        http://i.imgur.com/Lpe8Yb.jpg


        http://i.imgur.com/vizxGb.jpg

        http://i.imgur.com/sXCLXb.jpg


        http://i.imgur.com/2pp1Eb.jpg

        http://i.imgur.com/ygK6Hb.jpg


        http://i.imgur.com/o6qJGb.jpg

        http://i.imgur.com/ENHuJb.jpg

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        • D Offline
          dsarchs
          last edited by

          That's wonderful! I'd been looking for a way to do that for a while -- this will be huge help!

          Knowledge is a polite word for dead but not buried imagination.

          -e.e.cummings

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          • M Offline
            MrMikeEsq
            last edited by

            Ah! You are frankly a legend.

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            • bac9-flclB Offline
              bac9-flcl
              last edited by

              Thanks!


              http://i.imgur.com/rKXTdb.jpg

              http://i.imgur.com/OXng0b.jpg


              http://i.imgur.com/I3ffxb.jpg

              http://i.imgur.com/cHdgUb.jpg


              http://i.imgur.com/pr7ZQb.jpg

              http://i.imgur.com/XyC2hb.jpg


              http://i.imgur.com/t4Txbb.jpg

              http://i.imgur.com/3lN1mb.jpg


              http://i.imgur.com/mFheQb.jpg

              http://i.imgur.com/OK3Txb.jpg

              Improved it a bit (better lighting, props, texture maps, etc.).

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              • N Offline
                neo83_gr
                last edited by

                __

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                  neo83_gr
                  last edited by

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                    neo83_gr
                    last edited by

                    _ _

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                      neo83_gr
                      last edited by


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                        neo83_gr
                        last edited by


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                          neo83_gr
                          last edited by

                          _ _

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                            neo83_gr
                            last edited by


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                              neo83_gr
                              last edited by

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