dark messiah
bully
dark messiah
bully
so how is working for/with/at ubi?
i can help you making better photos. just step back a bit so you can see a larger part of the surface
and if its a floor you should consider entering a roof and shooting a photo from up there (with zoom if neccessary). its also always good to go taking texture ref fotos on an overcast day with very diffuse lighting so you dont get too much sunlight and shadows in your textures. when fotographing windows make sure you dont reflect yourself
and ofcourse when you take photos of something with vertical and/or horizontal lines its recommended to take the photo perfectly parallel to those lines. using tripods will make your textures better aswell. also never ever use flashlight.
thats it
have fun.
to check out excellent photosources for textures go here: http://www.cgtextures.com
if you can match his quality then you can consider yourself good at what you do ![]()
yea warby is right. that would be awesome ![]()
i was refering mostly to this image
http://dux.interlopers.net/dm_drift09.jpg
looks quite overbright on the ground, like the hdr effect. or did you ramp up the contrast (even a bit) in ps?
nice work dux! like it a lot
nice use of hdr aswell. maybe u shouldve used slightly green light instead of the blue ones so it doesnt break the warm colourtheme so much?
yea phil sucks at a lot of things ![]()
jeez dis, mobilephones can handle far more than that already ![]()
dont know how flexible d3d is in terms of lighting but you should work on that ![]()
dunno if thats what you meant in your last post already but why is the whole interior broken but the building walls and ceiling is completely intact?
good job on the texturing. lighting will make or break the scene though. really like the sense of scale in there.
havent played it but honestly cant be bothered. seen it on a couple of screens but nah. i liked dc and bf2 but this cliche scifi just doesnt do it for me. ;/
rofl warby.. best map idea ever xD
![]()
you, sir, are fastest person ever.
congrats! so which position is it?
it happens on all surfaces and with all cubemaps. only the water is correct but then again it doesnt use cubemaps but realtime reflection.
looks a bit dark compared to the map, doesnt it?
didnt know where else to ask but i know theres quite a bunch of people using the source engine here so here is my question:
what is happening to my cubemaps?
[Blocked Image: http://sa74n.nuclear-dawn.net/dump/cubemap.jpg]
back when hl2 came out i didnt have this problem but i cant really tell when it appeared. i was looking around the net for people with similar problems but couldnt find anything useful. anyone else encountered this over here and might know a fix?
welcome to the io fanboys, warby ![]()
this is quite good stuff you got there! id probably get rid of that big border around the images (or atleast shrink it down notably) because it doesnt help anything, will increase loading time, and will add scrollbars to the browser window on some resolutions.
and maybe you should order the pics you have by maps. and if youve been working on neotokyo, make sure you show that stuff aswell.
also .. if youre looking for a job or freelance work... WRITE IT DOWN on your website for everyone to notice, give contact details on the front page aswell.
cant tell a lot but it might be worth checking out world machine.
how come you know the entire process of making a level for quake wars?