you could also surface or smart blur the bg a little to make it blend more with the model.
Think the model looks nice, could use some more texture work in terms of hue and colors / dirt on the lower parts.
you could also surface or smart blur the bg a little to make it blend more with the model.
Think the model looks nice, could use some more texture work in terms of hue and colors / dirt on the lower parts.
Quote":206tae1a]gameplayhttp://www.gametrailers.com/video/e3-09-aliens-vs/50381
watch pt 2 as well
probably the video quality, but it was really hard to see what was going on in parts
i really liked the trailer ![]()
haha nice one ![]()
Noticed I haven't posted here, I've tried an earlier version and it is indeed awesome!
Great work magnar!
ah doom3 ![]()
agree that it holds up really well still. The textures and meshes are just really tight.
looks really cool, hope there's more info soon ![]()
Not bad visually at all. Indoors, especially, it works very well.
Outdoors I think it could be improved a lot if it had some more interesting lighting. I'm not saying it would do better by having a standard game sunset or something but it comes out as kind of dull probably due to the lack of more ambient occlusion from objects. Maybe you can't afford improving the lightmap size of outdoor areas (ground particularly) or if you can somehow push the settings when baking the lightmaps, I'm not so familiar with HL2 lighting sadly ![]()
Anyhow nice job otherwise ![]()
Really nice job on this simon, it was a blast on the playtests at work ![]()
Also the custom content you did works really, really well with the stock TF2 stuff.
Just judging from the screens I think you need to help show the scale of the map. The biggest issue I saw right away are the leaves on the trees, if they were smaller it would help the scene a lot. I think they could be a lot less than half as big as they are now. I also think some more grass and smaller bushes etc. would both help detail and scale (and make it more lush, dunno if that's your target tho).
But it's a nice idea and it looks pretty nice already.
europe avg artist: ~43k
europe avg design: ~40k
from what i extracted.
looks awesome barksy! And it was really fun to play so i bet this is gonna be a really kickass one when it's released.
I remember talking quite some with him a long time ago and he helped testing lots of my crappy maps ![]()
Really sad to hear this ![]()
RIP
happy b-day henning! have a good one ![]()
Quote from JeanPaulHot damn, that looks awesome!Only thing I would mention is the railings on the stairs in this shot:
http://www.boiling-mod.com/pictures/boiling05.jpg
Railings always stay perpendicular to the ground
Was just going to say the same thing ![]()
Looks really nice!
Fantastic stuff!
I love the style and the redish glow from that huge machinery is a very cool detail (maybe it could be a bit stronger tho?) ![]()
Anyway, really nice to see something this nice with custom content as well.
Quote from Pericolos0awesome work nurb! Very very good use of modular meshes, really looking forward to some more progress =).
Yes, seeing models being used like this makes me very happy ![]()
really neat nurb. I think the tank works well like that but maybe it could be cool if it pops out a bit more. doesn't hurt to try at least.
Btw. I'm pretty sure those white bridges are just baked light in the diffuse so far if you mean those DvS ![]()
the neons are nice but the specular on the ground really bleeds out to white on quite a large amount. But yeah the actual building looks cool ![]()
damn looking really nice already. cant wait to see the final result ![]()