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  3. Defrag

Posts by Defrag

  • First go at modeling - Ford Mustang [WIP]

    • Defrag
    • May 15, 2005 at 2:38 PM

    Thanks for the tips and feedback, I'll post more when I get time. It's sunbathing weather here for once (Scotland) so I'm trying to make the most of it

    About the polys, I'm not sure. Last time I looked it was sitting at about 400 or so. I've only really detailed the front of the car, the rest is just a basic shape.

  • First go at modeling - Ford Mustang [WIP]

    • Defrag
    • May 15, 2005 at 4:29 AM

    Well I finally took the plunge and actually sunk a bit of time into max (watched a few tuts etc) and then started this model after watching a car tutorial from 3dpalace (nice tuts there to get me started, the one I watched was "Modeling an Audi" or similar).

    My main question right now is when do I need to split up faces? Like, say I cut into a face using the vertex cut tool to create a hole for the headlight, it leaves a hole in the polygon, but there is only one edge connecting the hole to the rest of the adjacent edges/polys. When should I add extra edges and when should I just leave it as is? If I'm not explaining this very well, just tell me. Anyway.. I'm quite pleased with this thus far considering the blueprints don't line up correctly and I can't find any decent images of the particular model (this one has a strange grille amongst other things that aren't evident in most mustang pics).

    [Blocked Image: http://img27.echo.cx/img27/1632/mustangwipa4jf.jpg]

    [Blocked Image: http://img27.echo.cx/img27/7316/mustangwipb4fj.jpg]

    Also, how in God's name do I get rid of the material I accidentally applied to the car? D: Cheers

  • Now playing - music edition

    • Defrag
    • May 1, 2005 at 1:00 AM

    The Smiths - Handsome Devil

    "Oh let me get my hands

    on your mammary glands"

  • dm_fetid ~ omai

    • Defrag
    • May 1, 2005 at 12:58 AM

    Very nice texture useage and lighting, I love it

  • New Quake4 shot

    • Defrag
    • April 17, 2005 at 1:23 PM

    Corridor ahoy!

  • work on duke nukem forever!

    • Defrag
    • April 14, 2005 at 11:13 PM

    When I read "Doom3 experience is a plus" I wondered what the hell they would list that for alongside Unreal2 experience. Then out of sheer chance I stumbled across this link whilst searching for the old 3d realms game "prey". It seems they've (very) quietly revived prey, and it's running on the Doom3 engine. It'd be funny if both prey & duke nukem forever were released at roughly the same time... vapourware to smash hits? Let's wait and see

  • Symetrical Levels

    • Defrag
    • April 14, 2005 at 5:02 PM

    If you wish to see a great example of symmetrical maps that are 'different', check out Matt "Hellface" Armstrong's Darkness series for TFC. Each base has a different feel. Considering the map is like.. 5-6 years old and on a crappy engine, he did a great job with it. I've rarely seen the same thing done since. The only downside is that due to the vast differences in texturing and the slight differences in architecture, one team does gain an advantage.

  • work on duke nukem forever!

    • Defrag
    • April 14, 2005 at 4:58 PM

    You guys are being a bit harsh. After all, whoever the lucky applicant is will have a job for life. They might not get to work on a shipped product, but hey!

  • Reality engine

    • Defrag
    • April 13, 2005 at 12:28 AM

    It'd be awesome if you could be on voicecomms (ventrillo or your preferred choice) while trying out ideas and details, constantly discussing things. I'd love it.

  • Now playing - music edition

    • Defrag
    • April 11, 2005 at 9:34 PM

    Hot Fuss is pretty damn good.

  • QUAKE III STYLE FOG IN HL2:DM

    • Defrag
    • April 11, 2005 at 2:53 PM

    I think this might be better if you posted it in the engine discussion forum (someone correct me if I'm wrong )

  • Fortress Forever : A TF Mod for Source : Recruiting

    • Defrag
    • April 11, 2005 at 2:46 PM

    Hey by the way, skdr, did you ever make a final release of scorpius? God damn I love the look of that map.

  • Now playing - music edition

    • Defrag
    • April 11, 2005 at 2:45 PM

    The Thievery Corporation - Warning Shots

  • Fortress Forever : A TF Mod for Source : Recruiting

    • Defrag
    • April 11, 2005 at 2:43 PM

    Jeez Nexus, can you please take FF out of your sig, you make it look like you're affiliated with us. Whether this is your intention or not, I don't know.

    *edit - Thank you

  • Snarkpit has returned under a new URL

    • Defrag
    • April 8, 2005 at 6:12 AM

    Glad it's back!

  • Fortress Forever : A TF Mod for Source : Recruiting

    • Defrag
    • April 8, 2005 at 6:05 AM

    With all due respect: Those hunted screenshots don't really do it justice. It looks superb ingame I'm rather surprised at the muted reaction to it -- it's probably my favourite piece of mapping that any of our guys has created thus far. I guess you'll just have to wait for us to update the site to try and change your mind

  • Fortress Forever : A TF Mod for Source : Recruiting

    • Defrag
    • April 2, 2005 at 6:55 PM

    One of my fellow mapcore denizens needs to hit a talented animator over the head and drag him into my Fortress Forever cave of doom. We really do require a talented animator and they seem rather tough to come by.

  • Is your backbone okay ?

    • Defrag
    • March 31, 2005 at 1:47 PM

    Invest in a good quality leather PC chair if you can afford it; your back will thank you for it in the long run.

  • Back in the saddle

    • Defrag
    • March 31, 2005 at 1:45 PM

    Congrats

  • Fortress Forever : A TF Mod for Source : Recruiting

    • Defrag
    • March 31, 2005 at 1:43 PM

    Heh, wait 'til you guys see what Jon & Jesse have done with hunted. Makes me want to do a sex wee when I see the pics.

    We're still recruiting a texture artist, character skinner and animators, by the way.

    Beta testing details will be announced when we hit beta.

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