boston is europe
jk
Posts by von*ferret
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havn't worked with displacements, infact havn't worked with source, for ever but I know he can at least get the edges to not have seams on the walls. Either way when its that distracting its time to go back to the drawing boards and redesign how you really want to approach that asset.
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friggin love your sig!
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[Blocked Image: http://www.thevon.net/agh.jpg]
still working on calves, back, shoulders, and have to fininsh some other things.
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Sweet looking. Modeled the detail or bump/normal/displacement?
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make some ingame screens when you're able too

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but when does user control become a garbled heap of integration?
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not bad at all! Nice to see some ingame stuff. WOrk withthe arch a little bit and get it to look more seamless and realisic. Some of those colors clash and drag my eyes away.
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Quote from Tequila
Read what he said, dude.

It's a good start, but as Mike said you need to flaunt Source's materials like a map-pimp would his shader-whores.
And man either re-model or re-skin those lights. I can still see the HL2 yellow tinge to them.

Avanti!
where in his post does it say its source?
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thats got to be photo...
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very nice

nice first post
next time try to link the images so they display without clicking :")
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its source???
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I was totaly telling people that
Lighting in source is amazing in my opinion, but thats all it got. -
featured artist material
the first picture is absolutely stunning, and easily one of the most visualy appealing levels I've seen come out of source. Congrats
I hope it plays well. Otherwise what everyone else says, decals. Maybe on the broken bits on the roofs mergethat with some props so the wood destruction feels less flat? -