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  3. Acumen

Posts by Acumen

  • collision model in hl2 - what are the limits ?

    • Acumen
    • August 10, 2006 at 10:06 PM

    alright, told him everything you guys said and send him the smd's with the very simple collision model consisting of 4 boxes, just like had it in mind originally

    this job done, next model to come ^^

  • collision model in hl2 - what are the limits ?

    • Acumen
    • August 10, 2006 at 6:57 PM

    ah, exactly the kind of answer i needed

    so such a nodraw brush blocks bullets, basically ?

    great, thanks a lot twiz and insta

  • collision model in hl2 - what are the limits ?

    • Acumen
    • August 10, 2006 at 6:41 PM

    it's a rather simple question, i guess.

    so i have this giant railing model with like 20 pillars on each side. now i did a simple collision model (2 boxes for each side) then the guy i made the model for said the model needs to have a hitbox around every pillar, so people can shoot through ingame.

    since i have no idea at all about how the models in hl2 are handeled, displayed......i googled a bit and just found a wiki entry that said if a model has more than 16 (or 24 - it said with a special command it can be 24) then the hitbox parts are truncated (i guess that means "deleted").

    so i just wanted to ask you guys, if that number could be true ?

    and i think that if i had 60 hitbox parts in just one model that would be quite performance intensive, but like i said, since i have no idea at all, maybe its all fine to have 60 or more parts as a hitbox - but i just can't imagine, that that's alright.

    i really hope you guys can help me on this

  • The random model thread!

    • Acumen
    • August 10, 2006 at 9:03 AM

    thanks KoKo5oVaR, i really hope to see it ingame soon

    peris doodling becomes more serious everytime he doodles

    i like it much better than the last one cause it looks like a more serious attempt instead of doodling ^^

    the eyes look a bit wide whereas i think the mouth looks fine the way it is. cheeks-wise it's hard to tell, really without the rest of the head attached. i really like to see a more finished version of that

    right now i really like the progress so far, looks much crisper and more thought of while doodling.

  • The random model thread!

    • Acumen
    • August 9, 2006 at 9:52 PM

    i think the wood parts (guess some parts are made out of wood) are too thick. in general it looks too thick and all the parts seem to have the same strength/thickness. you should vary this to get a better result. imo it looks to comical with everything being of the same thickness. and next time you render, maybe not go with the totally black background color but more of a greyish color. and maybe use the catmull-rom filter in the dropdown menu of the render dialog (somewhere at the bottom).

    any maybe also get some variation in the lenght shape of the wood parts. it looks really straight and a tad boring the way it is, right now - just a little too perfect, i think.

    hope that could help a tiny bit

    i just finished the first railing (guess thats the word for it)

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/gelaender1_render.jpg]

  • The random model thread!

    • Acumen
    • August 9, 2006 at 9:27 AM

    yeh i was kinda unsure about that, too. as i have zero experience with how the models look ingame, since i never come around to see any of my models ingame... i kinda thought i would leave it a bit brighter cause the map itself is soooooo dark, that you kinda can still see the bench a bit and not just some black silhouette. but then again it could be just the opposite the model will be fullbright all the way

    but i think i could adjust it later on

  • The random model thread!

    • Acumen
    • August 8, 2006 at 9:44 PM

    thanks for your comments, guys

    great for motivation, cause normally i lose that after 2-3 days of doing uv's and sloppy textures

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/bank_render.jpg]

  • The random model thread!

    • Acumen
    • August 7, 2006 at 1:27 AM

    *yawn* bedtime

    since there's holidays now, i finally have the time to quickly texture these models for the dm map of a buddy of mine. since the map is quite dark, nobody will see the texturing issues

    lucky me \o/

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/fackeln_group_render.jpg]

  • The random model thread!

    • Acumen
    • June 18, 2006 at 8:06 PM

    looks like a first ever organic model attempt. i guess you just modeled along without even thinkin anything

    Nazul, best tip i can give you, is to start using refpics for your modeling. that way your girlfriend will only say that a model of yours looks like a dildo with legs when you really wanted to model a dildo with legs

    same goes for this "plant" (?). it just looks random and not very well thought of. you should really think about what you want to have as a result and then go on google and get yourself some reference pictures you can look at while modeling. cause you might think taht something looks like you modeled it, but in reality it has tons and tons of details that help defining the object and most importantly most of the time the things fulfill a special purpose. like on these 4 blue things on the lower part of the rocket. it looks like they just stand on the ground and the rocket flows in the center. you need to make a direct connection. like a visible (metal)plate that is on the rocket and then some screws holding the rocket, the plate and the blue elements together.

    meh, maybe that makes sense to you

  • The random model thread!

    • Acumen
    • June 11, 2006 at 12:36 PM

    wow, its a seat

    meh, now holidays are over and even though i wanted to get some motivation for my "real" project with modeling all these simple props for others, that didn't work out quite like i wanted it to

    have to think about something else now to get back on track

    [Blocked Image: http://www.acumen-design.de/model_pics/wip/thewall/chefsessel_shot1.gif]

  • The random model thread!

    • Acumen
    • June 8, 2006 at 2:28 PM

    some model overview. strange enough somehow i messed up the polycounts writing on the models. i worked in 66,7% and seemed to now pay too much attention what i copy and pasted

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/lejean_models_overview1.jpg]

  • The random model thread!

    • Acumen
    • June 1, 2006 at 10:39 AM

    some models i'm doing for a hl2dm map for a friend of mine. first ones are pretty generous, second screen shows an asset for a torture chamber kinda room. forgot to check the polycount, but shouldn't be too heavy for source to handle

    [Blocked Image: http://www.acumen-design.de/model_pics/lej…ckeln_shot1.gif]

    old version:

    http://www.acumen-design.de/model_pics/ ... _shot1.gif

    updated version with se posed bipeds:

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/rad_shot2.gif]

  • June's Low Poly Modelling Contest!

    • Acumen
    • May 30, 2006 at 7:22 PM

    still this totally low poly thing, i don't like it too much. hope the next contest has higher specs. im not talking about hl2 or whatever current gen, but at least hl1. i have huuuge respect for people that can make something as amazing as peris posted, but thats not your average mapcore user

    you gotta be really skilled to make something nice out of such looooow specs and I think most people (but on the other hand maybe i'm only refering to myself ) would come up with something much nicer if you guys would go a bit higher with the specs on the next months contest, to give people a bit more freedom

    it's challenging and all to work with such low specs but on the other hand, to be quite honest i find it boring to make contest after contest in such a scheme.

    anyways, wish all the contestants good luck everyone with this months contest. go get your hands dirty \o/

  • How vertexlighting works

    • Acumen
    • May 29, 2006 at 2:14 PM

    to be really honest, i don't really understand that tutorial

    so much technical expressions and only 2 different color shades on various simple object examples. would've helped me more personally if you'd used real ingame examples of vertex lighting e.g. the train railings you mentioned on de_train.

    not to annoy you or anything, just sayin that a more practical use concentrated tutorial would have helped me better at understand what you're trying to submit to the tutorial readers :/

  • totally random texture thread

    • Acumen
    • May 15, 2006 at 11:08 PM

    looks really noisy/grainy, Nysuatro.

    and it looks like you used the photoshop texturefilter with some standard settings. the black outline doesnt do too much benefit to the texture as well, imo :/

    and the colors are really dull. could be a tad more powerful, i think.

    moreover i can't really tell what kind of material that grey thing is. could be concrete, metal, and so on....

    i don't know, i don't like the texture overall, sry

  • US marine [WiP]

    • Acumen
    • May 5, 2006 at 3:34 PM

    uh

    that irritates me. the vietnam soldier has a much better polyflow than that wip model :/

    escpecially the kneepads and boots have quite some unnneeded polygons. the feet are too thin again, like on the other model, though

    it looks like some polygon rows go inwards on the pants which looks rather weird. the crotch area has some weird edgelooping as well. in general the legs look quite thin and by far not as strong as you might imagine a soldiers anatomy to be.

    hope you'll look at all these areas again before you proceed further on.

  • The random model thread!

    • Acumen
    • May 1, 2006 at 2:21 PM

    i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^

    most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

    i bet you learned quite some things on poly-distribution on that one.

    yeh, just wanted to say that, really nice job

  • The random model thread!

    • Acumen
    • April 30, 2006 at 3:01 PM

    considering the blurry textur for the bucket i think the polycount is wayyy to high. all these little chamfers add a ton of polygons you won't ever notice on such a tiny object ingame. I'd say get rid of these extra polygons and just smooth the model properly ^^

    i would rather invest the polygons in the roundness of the bucket itself. cause in general the larger the "object" the more edges you might invest to get the round look for them. i think its much more visible to the player that the bucket itself is quite edgy but the many many polygons for the chamfer of the small "handles" won't be noticed or even honored

  • ESCHATON - An Immersive Spy Thriller.

    • Acumen
    • March 30, 2006 at 5:09 PM

    i'm sorry but i can't neither see too much face details nor the importance for a concept artist to paint shades on a simple face.

    this again gives the impression you should focus more. like rd said, let the concept artist work on relevant stuff. i don't know why you're so stubborn and seem to ignore the critics saying you and your team should be workin on more relevant stuff. cause all the stuff that has been posted here, just doesn't do it for such an ambitious project as yours. only thing that was of any use was the weapons so far. rest is just beauty wallpaper stuff. you can make really good excuses and defend your project but right now im startin to really dislike the way you guys handle things, cause it seems you're not listenting to anyone. i hope these announced "great screens being prepared behind closed doors" appear soon, if not, you should be having a tough time defending your project in the future, because its starting to get really repetitive. you would be better off, with not showing such wallpaper-stylish concepts in the next weeks but focus on the more important stuff, imo. sry, just gettin a bit annoyed, since the basic concept sounds quite cool to me, but the way you handle stuff including not listenting to critics that were said 100 times (if sooo many people suggest something, you should consider givin it a try, anyways) makes me quite sad

  • ESCHATON - An Immersive Spy Thriller.

    • Acumen
    • March 5, 2006 at 1:37 PM

    just out of curiosity..

    does this character concept exist in a sheet form, so one could model after it ?

    just curious :roll:

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