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  3. ReNo

Posts by ReNo

  • dm_petrol

    • ReNo
    • January 19, 2005 at 9:14 PM

    What the hell is going on with your ultra-thin point_spotlights? You really have to widen them up, it would look better without them as is. The building front in the second last shot also looks far too dark - get some lighting on the go there to spruce it up a little. Other than that, looks good to me

  • Lookey what I can do!

    • ReNo
    • January 19, 2005 at 9:10 PM

    Any brushes that were invalid in HL1 will be invalid in source - its not really about the program being whiney, but about the structure being ACTUALLY impossible to calculate (unless it was smart enough to split four sided faces into triangles itself that is).

    WIP is work in progess, but if these are complete they should be put in the finished work gallery I guess. Hell what do I know, I'm fairly new around these parts myself

  • its my first model thread #3

    • ReNo
    • January 19, 2005 at 9:03 PM

    Ignore that suggestion if you are planning on making it a physics object as then people might be able to see the bottom faces.

  • Post your screenshots

    • ReNo
    • January 19, 2005 at 5:54 PM

    I still think the red and shite striped smokestack type things loook out of place

  • TEXTURE CONTEST: ASIAN TEMPLE

    • ReNo
    • January 19, 2005 at 5:11 PM

    You could change the glass to marble or something and use it as a floor decoration? Thats what my initial thoughts of it where anyway I like it though, nice job.

  • its my first model thread #3

    • ReNo
    • January 19, 2005 at 5:09 PM

    Delete all those bottom faces and any other faces used to close the cylinders...bar the top ones of course. Thats wasting a whole lot right there.

    Fabi, yeah I see your point, I guess its due to us mappers being used to showing off our work these days, and so it comes second nature I pounce on people for posting their first levels, and its really no different for modelling. I have learnt the error of my ways

    /enlightened

  • Lookey what I can do!

    • ReNo
    • January 19, 2005 at 5:00 PM

    Impressive stuff for the most part, though some parts look a little dodgy (here's looking at you, buildings next to the submarine!). For me the best shot is the underside of the submarine, though the bit on the left looks like it has been covered in carpet

    As an afterthought, shouldn't this really be in Finished or WIP level design?

  • Pub sign

    • ReNo
    • January 19, 2005 at 4:52 PM

    Yeah you're totally right on that, it was down to lack of planning really. I made the outer wheel thinking the end result would be quite low poly, but then I used the same number of sides per cylinder for the inner hub despite it being much smaller. I'll probably remake this one from scratch - optimising it would essentially be doing that anyway!

  • its my first model thread #3

    • ReNo
    • January 19, 2005 at 5:50 AM

    I think it uses too many faces for what it is - you could remake it with 12 sided cylinders without any signficant quality loss by a substantial polycount saving. Would be interesting to see how many polies are used on the handle as well - might be worth posting a wireframe or wireframe overlay to see if people can spot optimisations.

  • Pub sign

    • ReNo
    • January 19, 2005 at 4:19 AM

    Hmm, a crappy wagon wheel at 504 polys. I couldn't get the central part looking right, and the spokes I made in about 20 seconds so look rather awful. Might spend a little more time on it tomorrow to try and even out the polys (there are too many on the central part for how crappy it looks, and not enough on the spokes), but for now im going to sleep.

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/wheel.jpg]

  • Fishy el Dewm

    • ReNo
    • January 19, 2005 at 1:25 AM

    Oi you cheat Ferret, you posted your first ever model as a head further down the page - they can't BOTH be your first

  • Pub sign

    • ReNo
    • January 19, 2005 at 12:54 AM

    Keeping in the pub theme, I've got to new offerings today. First up was a bar stool, at a rather pricey 396 polygons...

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/stool.jpg]

    Due to the circular shape of the stool, I couldn't really see much further opportunity to optimise, but if anybody has suggestions on ways I didn't notice then I'm all ears.

    Next up I made a picnic table, using 240 triangles...

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/picnic.jpg]

    I'm tempted to put more detail into this by adding bolts and bevelling edges, but I think a skin could do all I need given that its for an RPG with a camera unlikely to get overly close.

    Think I'm gonna try and make one other model today, and then skin them all properly (including replacing the rush job pub sign) tomorrow.

  • Pub sign

    • ReNo
    • January 18, 2005 at 6:26 PM

    Good point about the lack of shadow on the picture, I'll get to work on that. The skin was a quick hack job, I need to tidy it up quite a bit really. I'll also try and improve the link between the rope and the picture, as the current fixings look pretty crappy.

  • 1st texture here

    • ReNo
    • January 18, 2005 at 5:38 PM

    Very nice if you ask me, you should have a tinker with normal mapping it, looks rough enough to make good use of it.

  • bunny-dummy (character model)

    • ReNo
    • January 18, 2005 at 5:35 PM

    Not it looks much too freaky to be in a 3D platformer He looks like a torturer or something.... *shudders*

  • so, a new CS:S map from valve

    • ReNo
    • January 18, 2005 at 5:22 PM

    You can't dislike a map for the name on a sign and a single misplaced brush, surely

  • so, a new CS:S map from valve

    • ReNo
    • January 18, 2005 at 4:53 AM

    I'm really impressed by Tides actually, visually I think its a refreshing change from the other maps. Perhaps it gives off an aura or UT in some regards, but it still looks awesome, and doesn't feel horribly out of place or anything. Seems packed full of detail and still runs nicely too.

    The bots, from my quick playtest, seemed awesome. I was sat in spectator mode watching through first person, and it was amazing how convincing they were. You really could forget they are bots when looking through their eyes - they take unorthodox routes, use cover well, recognise good spots to use, and panic when taken by surprise. Very good first impressions.

    EDIT: Woohoo, 100 posts

  • Pub sign

    • ReNo
    • January 18, 2005 at 4:44 AM

    Well after Ferret's first model post, I feel tragically underwhelming with my first offering, but here it is anyway. I figured I really needed to get into learning to model, so cracked open milkshape and built this little pub sign, for use in an RPG we are making for a uni project. My first version was a hilariously unnecessary 720 triangles...

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/pubsign.jpg]

    As you can see, I wasted them all away on the hinges, and I hadn't even put in the chains at that point. I figured since the camera will never really get in close enough to show the detail, I'd simplify it and get it down to <200 polys.

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/pubsign3.jpg]

    I made really basic replacements for the hinges and simplified the sign itself to be just a simple box since the detail wouldn't be made out anyway. It makes an unimpressive model even less impressive, but hell, at least its somewhat more useable now. Ended up at 208 polys since I didn't want to lose the curves in the framework, which is a bit more than it really needs, but I couldn't see much opportunity to optimise further.

  • Fishy el Dewm

    • ReNo
    • January 18, 2005 at 4:10 AM

    Doesn't look half bad if you ask me mate, puts mine to shame I'll post my first model a little later, once I've finished skinning it.

    I really like the way you handled the fins - the tail in particular - though the front fins look a little awkward where they join the main body. Not sure if that lack of smoothness was intentional or not though, my knowledge of fish anatomy is sorely lacking

  • HL2 DM : ART OF WAR (MY FIRST DEADMATCH ROOM!)

    • ReNo
    • January 17, 2005 at 6:22 PM

    That post made me smile

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