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  3. KIIIA

Posts by KIIIA

  • ctf_stronghold (beta)

    • KIIIA
    • October 7, 2007 at 8:51 PM

    I`ve always been a fan of stylistic leveldesign like the one of TFC or many Q3 community maps, and i also like this aspect in your map. But this cannot conceal that some areas look a bit too basic and some constructions look too simple. Toony style doesn`t mean avoiding detail at any cost, but accentuating certain elements.

    The tree area shot looks best because there you found a good combination of detail and colorfull bonbon style.

  • De_Forest

    • KIIIA
    • September 25, 2007 at 10:04 PM

    de_waldsterben (Works in French too, i guess ).

    Once again: Brilliant looking and feeling map! (From screens)

  • totally random texture thread

    • KIIIA
    • September 15, 2007 at 1:58 PM

    nooba, that fence texture could be improved a lot if you would add a little more details like scrubs holding the fence together for example.

    Toonstyle doesnt mean that you have to avoid every detail.

    These wood planks could also use a little more structure...not by using an overlay texture, but by painting.

    Another thing is the bright outline on the planks (i hope that is the right word ), it opposes a certain plausability and due to this doesn`t work well.

    The color gradient from inside to outside should more be from bright to dark to simulate depth.

  • The random model thread!

    • KIIIA
    • September 1, 2007 at 11:44 PM

    far away from being beautyful, but better than the last renders :

    [Blocked Image: http://www.kiiia.com/Bilder/audi_7.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/audi_8.jpg]

    PS: Why do the chrome shaders overexposure that much when rendering with mia_physical_sky and sun??

  • The random model thread!

    • KIIIA
    • August 15, 2007 at 9:45 PM

    You could bake in some nice blue lighting from the bottom thingy....

  • The random model thread!

    • KIIIA
    • August 8, 2007 at 9:31 AM
    Quote from hessi

    what kind of lights do you use in your render setup? area lights? because that is what you gotta use!

    Hmm, for those renders i used two directional lights! One front and one backlight.

    Quote from seir

    If it's in Max I suggest use "Cap holes" to make a solid model without any... holes Smile

    No these "holes" are ment to be modeled, but indeed it still gives me headache to extrude the border edges in a way that makes it seem like it had depth.....

  • The random model thread!

    • KIIIA
    • August 7, 2007 at 11:07 PM

    Some private work i did along the way. Absolutely unhappy with the shaders:

    [Blocked Image: http://www.kiiia.com/Bilder/audi_6.jpg]

    -

    Occlusion Render:

    [Blocked Image: http://www.kiiia.com/Bilder/audi_2.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/audi_5.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/audi_4.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/audi_3.jpg]

  • The random model thread!

    • KIIIA
    • July 12, 2007 at 6:33 PM

    OL, you could save a lot of polies at the concrete block and the brown metal coming out of it......or is this model meant to be highlighted in the map

  • Tutorial - Texture Creation From Reference

    • KIIIA
    • June 2, 2007 at 9:31 AM
    Quote

    This tutorial will cover the creation of next-gen textures......

    Pray that hessi won`t read it!

    Apart from that your tut covers the very basic techniqes!

  • totally random texture thread

    • KIIIA
    • June 1, 2007 at 9:54 AM

    Aren`t textures, not just with a Diffuse, but also with a (rendered) Normal and a Specular map belonging to this Diffuse still called NextGen Textures?

    I thought so!

  • totally random texture thread

    • KIIIA
    • May 31, 2007 at 3:56 PM

    hmm, Snipamasta, i`m sorry but i don`t think that this is a good texture as it is right now. The material looks like the bark of a tree and the size of that texture is useless. You could have realized this look and feel with a 128² texture too.

    I would recommend to either scale down the texture or scale down the brick elements and make them eight rows for example and allow them to have a greater variety in color, size or whatever to break the obvious repetion.

    And first of all, give them another floor-like overlay structure.

    And i always thought that the Unreal engine 2.5, which is used in UT2k4 isnt capable of Normal Maps and NextGen Textures, too.

    But maybe it is addable via Code enhancements, due to the engines base on DX9.

  • The random model thread!

    • KIIIA
    • May 18, 2007 at 9:45 PM

    beauty > logic

    especially when designing for games, movies etc.

    That backlight works strongly in favour of the atmosphere, beautyfull work as usual Warby!

  • ns_machina

    • KIIIA
    • March 12, 2007 at 7:03 PM

    A true beauty! Innovative architecture, probably more beautyfull than most stuff i`ve seen for Source!

  • 3.93 GByte photos of France [torrent] [RE-SEED]

    • KIIIA
    • February 25, 2007 at 6:21 PM

    Added....nice idea hessi!

  • The random model thread!

    • KIIIA
    • February 11, 2007 at 9:06 PM

    Some more render i finished today:

    [Blocked Image: http://www.kiiia.com/OnlinePortfolios/v4/bilder/render_9_beta%20copy.jpg]

    -

    [Blocked Image: http://www.kiiia.com/OnlinePortfolios/v4/bilder/render_7_beta%20copy.jpg]

    -

    [Blocked Image: http://www.kiiia.com/OnlinePortfolios/v4/bilder/render_4_beta%20copy.jpg]

    -

    [Blocked Image: http://www.kiiia.com/OnlinePortfolios/v4/bilder/render_5_beta%20copy.jpg]

    -

    [Blocked Image: http://www.kiiia.com/OnlinePortfolios/v4/bilder/render_6_beta%20copy.jpg]

    -

  • The random model thread!

    • KIIIA
    • February 7, 2007 at 9:30 PM

    Very slowly it`s getting better with the rendering.....

    [Blocked Image: http://www.kiiia.com/Bilder/300c_1.jpg]

  • Post your pic extravaganza 2007!!!~

    • KIIIA
    • February 3, 2007 at 9:51 AM
    Quote from hessi

    whats that sick thing on your left eye? btw you remind me of an friend of my university. photo looks nice. gotta make some new ones from me too

    [Blocked Image: http://www.poster.net/kubrick-stanley/kubrick-stanley-a-clockwork-orange-6500096.jpg]

  • Post your pic extravaganza 2007!!!~

    • KIIIA
    • February 2, 2007 at 10:13 PM

    [Blocked Image: http://www.kiiia.com/Bilder/Timm_Portrait_clockwork.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/Timm_Portrait_clockwork_white_b.jpg]

    Horrorshow, droogs!

  • /!\ OLD SCHOOL CONTEST /!\

    • KIIIA
    • January 23, 2007 at 9:36 PM

    To be honest: That contest is fkn beautyfull!

    I over and over realize that i`m a sucker for that pretty, comfortable Oldschool HLDM architecture und style. With this content and engine i kinda feel so comfortably "at home". Especially in this thread i`ve seen some very appealing screenshots. I would have liked to take part myself, if i wasn`t that busy with my final High school exams.

    Anyways guys, keep up the good work.

  • Another My first experience with 3dsm

    • KIIIA
    • January 18, 2007 at 2:19 PM

    Did that tut years ago too spellbinder! It`s pretty usefull to get to know several general methods that aren`t that common but very usefull sometimes (Like Loft or Arrays).....

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