Some more progress in PVKII
[Blocked Image: http://i.imgur.com/iBFIiiV.jpg]
[Blocked Image: http://i.imgur.com/6JxeaHs.jpg]
Some more progress in PVKII
[Blocked Image: http://i.imgur.com/iBFIiiV.jpg]
[Blocked Image: http://i.imgur.com/6JxeaHs.jpg]
Ct spawn:
[Blocked Image: http://i.imgur.com/bWyt8sV.jpg]
@Gale Looking pretty cool! Digging the strange but huge windows.
Quote from General Vivi1 hour ago, General Vivi said: @Gale Looking pretty cool! Digging the strange but huge windows.
Crap, I didn't actually mean for them to be weirdly huge, but if it works it works! Something to note for the future for sure.
Working on British style terraced housing, might end up as a contest entry? Who knows!
[Blocked Image: http://i.imgur.com/rMCYiT5.jpg]
Quote from Dillon Beard4 hours ago, Dillon Beard said:
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I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all.
Does it _actually_ need to be transparent? Seems a light but opaque material would work just as well. Not "realistic" perhaps, but still pleasing to the eye.
Quote from Dillon Beard12 hours ago, Dillon Beard said: I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all.
Is the drapery a separate model from the window?
I made the drapes and the window frame seperate models now and it looks fine but i dont want to have two seperate entities, im trying to keep the entity count low as it is. oh well.
Quote from Dillon Beard3 hours ago, Dillon Beard said: I made the drapes and the window frame seperate models now and it looks fine but i dont want to have two seperate entities, im trying to keep the entity count low as it is. oh well.
use $mostlyopaque in your qc, I too had no idea this even existed.
Back to my CSGO map while my PVKII map gets playtested
Some more assets WIP (part of an abbey)
[Blocked Image: http://i.imgur.com/Vnlv9Ko.jpg]
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Really depends on what you want to focus on and if you plan to make a career out of it. Do you want to be a level designer? Then yes, you need something playable. But for artists? Screenshots is all you need.
Scene looks great, btw.
I like that you're showing it with different lighting conditions.
Quote from BJA33 minutes ago, BJA said: Really depends on what you want to focus on and if you plan to make a career out of it. Do you want to be a level designer? Then yes, you need something playable. But for artists? Screenshots is all you need.
Scene looks great, btw.
I like that you're showing it with different lighting conditions.
While it's true that it's not necessary to have something playable as an environment artist, it helps a shit ton to think of your environment as a whole, not just one corner but a place where the player can explore. It's more fun that way too!
This one can go in game WIP or Level WIP I am making a game that blends classic Doom / Quake game play with Dark Souls.
https://steemit.com/gaming/@thecas…-a-game-i-think
If you like what I am doing please upvote on Steemit!
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