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  3. PhilipK

Posts by PhilipK

  • totally random texture thread

    • PhilipK
    • May 22, 2007 at 2:35 PM

    Interesting style. Looks like some kind of bronze material too. I only think it feels a bit "undiffused" I guess. I don't mean you should cream on with a lot of dirt and stuff. Or even worn edges. But something more perhaps.

    That wall with a hole in it does have a very interesting design

  • Morningstar props and textures

    • PhilipK
    • May 20, 2007 at 8:17 PM

    Well usually you can choose from a range of different mip filters when the texture is saved. It's just different processes that the texture goes through when shrinked down to half the res. But you can also (with .dds) tell how many mip steps you like to have. You can even hand edit the mip steps and tell it to keep them when saving. I can't seem to find any of that with the vtfs tho.

  • Morningstar props and textures

    • PhilipK
    • May 20, 2007 at 7:58 PM

    Thanks guys

    I should have fixed the mip issue on that palm btw :S

    Edit. Hmm actually it seems you can only go with no mipmaps or all with .vtf's... weird... Or perhaps I'm looking in the wrong places.

  • Tree model Release

    • PhilipK
    • May 20, 2007 at 7:08 PM

    Looking really good.

    It's not easy to make such nice looking and lush trees.

  • Morningstar props and textures

    • PhilipK
    • May 20, 2007 at 2:22 PM

    I'll face this now. I won't have any time with this and I didn't really go through it and upped the quality anything. But perhaps some of you could find any use of some of it. It's not very much because I didn't have much time when I created the stuff.

    Anyway I'll release it now. Feel free to use for anything, any mod or whatever you want.

    PS. None of the models does have any extra lods, they aren't that hipoly either so. Sorry about that

    DOWNLOAD LINK:

    http://philipk.net/other/morningstar_stuff.zip


    Some old renders and screens:

    [Blocked Image: http://philipk.net/other/de_morningstar20038.jpg]

    [Blocked Image: http://philipk.net/other/mor_props1.jpg]

    [Blocked Image: http://philipk.net/other/mor_props4.jpg]

    [Blocked Image: http://philipk.net/other/new_trunk.jpg]

    [Blocked Image: http://philipk.net/other/entrance_models.jpg]

  • Piano Model Release

    • PhilipK
    • May 20, 2007 at 2:15 PM

    very nice

    gj man.

  • Blizzard's new game

    • PhilipK
    • May 20, 2007 at 1:55 PM

    I dont think it looks very bad. Sure it might not be that hefty hires shit but at least they seem to have put some work into it. I rather have nice lowres than shitty crap hires just for the sake of it (like a lot of new games.)

  • Zbrush 3.0

    • PhilipK
    • May 20, 2007 at 1:11 AM

    I have yet to try it out.

    For me the interface never was that much of a deal either. I mean you learn it once and you know it.

    Sure it's not what most people would like to see but once you learn it you will have no problems working with it.

    I've tried Mudbox way too little to give a fair comparison to Zbrush. But what really bugged me was that it was really slow working with when you get quite a lot of polies to work with (and that's compared to Zbrush on the same computer). And as I heard they even improved the poly handling in 3.0 I really think it sounds very interesting.

    Will return once I've tried it out enough, meanwhile I'll use ver. 2

  • Blizzard's new game

    • PhilipK
    • May 19, 2007 at 11:42 AM

    awesum

  • Half-Life2:Awakening released

    • PhilipK
    • May 17, 2007 at 10:04 PM

    Awesome! Downloading now.

  • The random model thread!

    • PhilipK
    • May 17, 2007 at 1:14 AM

    Actually the way source handles normal maps is one of the best ways known afaik when it comes to a light mapped engine.

    Lightmaps + normal mapped surfaces has always been a problem and will never look as good as with real time lighting. But source can handle normals very well.

    It is indeed a matter of light placement and such. And it pretty much seems they didn't really add much of the intensity from the normal calculation probably because non normal mapped textures should blend well with normal mapped stuff.

    But I'm sure it could work even better if there was some sort of multiplier option to decide the normal intensity.

    The way the Grin engine works with Graw 2 is similar to the HL2 way. By calculating each pixel's lighting from 3 different directions and save the normal information of the surface into the lightmap pretty much. I'm way off understanding it totally but I think I got the general idea and it is very much possible to cream them up that way too

    I don't know any other lightmapped game that handles it in a better way anyhow.

    The way U3 renders normals is probably the same basic idea just creamed up. But I don't know. I guess they use a lot of dynamic lights in there.

    I can't really agree with Peris on this anyhow. I hope it will in time be shown that Source indeed can handle normals very well under the right circumstances

    But yeah of course real 3d will always beat fake 3d no matter what engine and shaders you have.

  • Post your room pic extravaganza 2007!!!~

    • PhilipK
    • May 16, 2007 at 8:42 PM

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • May 16, 2007 at 3:10 PM

    Looking nice aevirex. Will be nice to see some more on that.

    It will be nice to see some more finished stuff in that map bartollo as well.

    It does look like it can really become something very good looking if some time is spent on it.

  • Post your room pic extravaganza 2007!!!~

    • PhilipK
    • May 16, 2007 at 10:54 AM
    Quote from Evert

    fixed

    awesome! check it in.

  • Post your room pic extravaganza 2007!!!~

    • PhilipK
    • May 16, 2007 at 10:51 AM

    ha ha. your home looks like a dump

  • Iraq Scenery

    • PhilipK
    • May 15, 2007 at 8:29 PM

    Cool.

    And wow.. those palm leaves mip badly

    Should probably loose some of the mip steps tbh.

    Guess I didn't notice that much when it was used in a small room just.

    Btw you can add nice fake shadows in source for palms and trees etc.

    Hessi did a nice tutorial on that subject too:

    http://www.mapcore.net/forums/viewtopic.php?t=5318

    The .pdf: http://www.thomashess.net/exchange/tuto ... hadows.pdf

  • Iraq Scenery

    • PhilipK
    • May 15, 2007 at 8:10 PM

    the second one is def. better. as you said it seems a bit too lowpoly would have been awesome with an inside even if it was very basic just to get some transparency and depth at the windows.

    also it seems that black color really is pitch black. that hardly ever looks very good ingame sadly

  • Halo 2 for PC - PC Gamer review

    • PhilipK
    • May 15, 2007 at 7:01 PM

    I never really enjoyed any of the Halo games. No idea how this plays on the PC tho. But I will probably not find out either. Not my cup of tea.

  • Some flower photos

    • PhilipK
    • May 13, 2007 at 1:25 AM
    Quote from JeanPaul

    Those are incredible.

    Really sharp. Fantastic.

  • my game is in a magazine!!

    • PhilipK
    • May 13, 2007 at 1:19 AM

    Nice going there sir.

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