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Stuff I've made for Decadence (HL2 mod)

  • Pomperi
  • October 5, 2007 at 1:35 PM
  • Pomperi
    • December 7, 2007 at 11:18 PM
    • #41

    JamesL is right, I've rendered the screens in 3ds Max. It doesn't look quite the same in Source, but it's a good way to preview textures, and to render portfolio material.

    vivi: Haha! I think you're right, except the scene you once gave me only had one white light in the middle, and the bump map wasn't connected to a normal bump, just a regular bump map. Come to think of it, you might be the reason why I subconsciously choose to do my renders in Max when I'm actually a Maya user .

    Here's another texture I've made for Decadence:

    [Blocked Image: http://img227.imageshack.us/img227/2047/decadentfacade02kx8.jpg]

  • General Vivi
    • December 8, 2007 at 8:27 AM
    • #42

  • merkaba
    • December 8, 2007 at 9:39 PM
    • #43

    Great stuff, Pomperi - real nice to look at! Do you mind me asking how you do your normal & env maps?

  • Pomperi
    • January 3, 2008 at 7:21 PM
    • #44

    merkaba: Sorry for the late reply. Some of the normals in these are half modelled, half crazybumped by blending the maps together in Photoshop using the Overlay blending mode. Most are mostly done with crazybump and Photoshop with the same method as above, except I've painted different black and white images that I've crazybumped and then combined in photoshop. The speculars are usually based on a black and white version of my color map with high contrast with more material blended into them and areas covered/darkened/lightend to make it represent the material properties better. I never start out my textures by modelling them, because I'm more comfortable with creating the layout in 2d, but sometimes I model my normals using my color map as reference.

    Back to business, here's a new texture:

    [Blocked Image: http://img98.imageshack.us/img98/8566/rooftile02dt4.jpg]

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