@ SnipaMasta
Different style. I actually like it
Have you got a normalmap?
@ SnipaMasta
Different style. I actually like it
Have you got a normalmap?
Thanks for comments guys, really appreaciate it.
And snipa, yeah that's really too much grunge You got there ![]()
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I guess it'd make more sense if it were outside (which I originally meant it for), but I'll tone down the grunge layer on it.
Sindwiller - nope, it's just a plain Diffuse map.
[Blocked Image: http://img250.imageshack.us/img250/2532/pawnomaticjj1.jpg]
Decided to make this thing from Kingpin for the hell of it. 1024X512, polycount's 412.
I like the yellow part Snipa but oh the grunge.. MY EYES! . A little bit too much grunge there.
Different font too - just doesn't work really.
so much empty space on a 1024x512 ![]()
I like how it turned out tho - I think the grunge is a little menacing but it's not horrific, sort of fits in with kingpin ![]()
I'm an instant fan of anything Kingpin related. ![]()
Looks great Snipa, love the little white plastic line details.
looks sweet man. I like the grungyness to it ![]()
The we buy and sell looks a bit off though.
[Blocked Image: http://img72.imageshack.us/img72/6549/pawnomatic23wq7.jpg]
Toned down the grungyness slightly (although I figure that's kind of fitting with the dirty run down environments of Kingpin), and I think the text is slightly closer to the original now.
Also, Snipa, it all looks like it's melted from one piece of metal, no seams, diferent materials and so on.
The alternative was just a 512 and I don't see how it would fit on without being blurry. I'm getting conflicting opinions on the grungyness, though - out of curiosity have the people saying it's too grungy played Kingpin? I thought it kind of fits with how dirty and run down the environments were.
I really like the sign thing Snipa. I don't think there's anything wrong with the grungyness if the whole level is done in that style. That would look pretty hot.
If it's small on screen, then it won't get the chance to be blurry unless the player is running a really high resolution. Stuff like weapon view models (which occupy a significant proportion of your screen) can often be textured using a 1024 x 512 pixel texture, so it's overkill to use the same texture dimensions for something that won't ever occupy more than a small part of the screen
Downsize it and test it ingame and you'll probably find this is the case -- it's misleading to look at it in the viewport of your modelling package as it'll be occupying the whole screen.
Yeah, and use Unsharp mask before and after the resizing, ingame results will be fairly the same.
Quote from buddy the designerYeah, and use Unsharp mask before and after the resizing, ingame results will be fairly the same.
Dont ever use a sharpening filter when showing WIPs. You will be ridiculed.
I said that when he finishes and wants to resize, Then he should use it.
[Blocked Image: http://img258.imageshack.us/img258/3674/conchz3.jpg]
About 500 polys and a 1024². The cut in the middle is meant to be devoid of collision so that you can shoot through it but the compiler's ignoring my physics model, so they just hit an imaginary surface when you try.
Nice model. Getting colision models to work on source is a bit annoying though ![]()
My velociraptor is done! Perhaps I must make some correction on my texture...so I ask you if it's right? ![]()
[Blocked Image: http://www.bidoulmarc.be/img/works/velociraptor.jpg]
looks pretty nice. Eye looks boring and not as nice as the rest.
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