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  3. Steppenwolf

Posts by Steppenwolf

  • Call of Duty 2 Demo, out now! - featuring BadMofo's map. :)

    • Steppenwolf
    • September 28, 2005 at 3:37 PM

    No they have their own engine. It looks very good imo. Will definately buy it.

  • Boost yourself

    • Steppenwolf
    • September 28, 2005 at 3:31 PM

    [Blocked Image: http://www.insmod.net/team/upload/Users/Steppenwolf/wtf.jpg]

  • job announcement

    • Steppenwolf
    • September 28, 2005 at 3:21 PM

    Cool!

    Tell them to make a new Turrican game!

  • O...M...G...

    • Steppenwolf
    • September 25, 2005 at 5:28 PM

    Why does he collect all the toys?

  • Low Poly Building

    • Steppenwolf
    • September 23, 2005 at 2:58 AM
    Quote from ginsengavenger

    that skin looks awfully detailed, does it really need so much resolution?

    huh? its on a 1024x512 mesh like most hl2 buildings. i dont think thats too detailed. 512 pixel for the whole height of the building is ok! 256 would look totaly blurry ingame.

  • Low Poly Building

    • Steppenwolf
    • September 13, 2005 at 4:06 PM

    Brushes don't look half as good in the skybox. Reason: a skin looks much more unique and detailed then repeating textures applied on a brush.

    D3ads: Insurgency wouldn't be a Total Conversion if we use hl2 stuff. Our target is 100% custom material.

  • Low Poly Building

    • Steppenwolf
    • September 12, 2005 at 5:16 PM
    Quote from Blunkka

    Nice! Chances of seeing wire?

    [Blocked Image: http://www.insmod.net/team/upload/Users/Steppenwolf/plansskywire.jpg]

  • Low Poly Building

    • Steppenwolf
    • September 12, 2005 at 5:06 PM
    Quote from FrieChamp

    Cutting edge modeling techniques right there

    I know that its not much more complex then a crate model.

    But its for iraq. Land of the cubic buildings.

  • Low Poly Building

    • Steppenwolf
    • September 12, 2005 at 4:26 PM

    A skybox building that i modeled and skinned for Insurgency:

    [Blocked Image: http://www.insmod.net/team/upload/Users/Steppenwolf/planssky.jpg]

    210 triangles

  • What game started it for you?

    • Steppenwolf
    • September 11, 2005 at 11:41 AM

    Asteroids deluxe on my cousins Atari 7800.

    Started mapping with Duke 3d.

  • totally random texture thread

    • Steppenwolf
    • September 2, 2005 at 1:32 PM
    Quote from KIIIA

    Doing a small set around this base Tex atm...here the "door one":[Blocked Image: http://www.kiiia.com/Bilder/bricks_ocker_1_door_wip.jpg]

    Somehow I`m not lucky with the shadows....any comments on how to do this better!

    The lighting and perspective of the door doesnt look right. On the bottom part it seems the door comes out of the doorframe.

    I also think it is too obvious that u used the highpass filter for the bricks. If u used him to sharpen the bricks then make next time a seperate layer for the highpass and mix it with hard light 20-40% to the original. Gives the texture a nice sharp and semiphotorealistic look without this pale greyness.

  • StarSHIT Troopers demo

    • Steppenwolf
    • September 2, 2005 at 1:22 PM

    Starship Troopers is a movie about Barbie and Ken fighting a war against bugs.

  • from texture to map *white building*

    • Steppenwolf
    • September 1, 2005 at 10:03 PM

    There is too much depth in your facade architecture. Make it flatter and it will look better.

  • Some photographs

    • Steppenwolf
    • August 31, 2005 at 4:24 PM

    <3 nice pics!

  • Finding a mod team worth your while 101

    • Steppenwolf
    • August 30, 2005 at 4:08 PM

    In my opinion it is not possible to make a TC with just a couple of friends and for the pure fun. Such a Mod will fail nowadays. A lot of the moddingwork is absolutely no fun. It is real work that needs a strong character with the ability to hold the motivation level high over many months or even years. To handle this makes the difference between a mod that will be succesfull and a mod that will never see the light of day.

    It needs at least a decent organization and people who are able to motivate each other otherwise people will stop to work when it comes to the not so cool tasks like fixing 300 texture files or unwrapping a dozen huge boring models.

    More organization and a bit more professionalism doesnt mean that modding itself is less fun. For me personaly it makes more fun to work in a organized mod together with people who know their shit.

    Its a difference tho between a Mod that only seems to be professional and a Mod that actualy has some (semi)professionalism.

    I would always look who are the people that are already on the team. Are they known in the scene? Have they released maps etc already? Have they worked on released mods? It is very important for me that at least a few people know what it means to bring a project to a release. This is what strenghtens the convidence in a project.

    When i started being interested in ins a year ago it was a big plus for the team that so many of them worked on Red Orchestra before. Otherwise i would not have applied for a position in the team although the artwork and website looked very nice already.

  • Finding a mod team worth your while 101

    • Steppenwolf
    • August 30, 2005 at 1:57 PM

    Delaz you better read our forums because we have a NDA at Insurgency And that is good so. It makes sure that the content that is produced by the members is 'property' of Insurgency. So if a member would left the Mod in anger he cant take his stuff and bring the whole project to fall. Its no problem to use it as reference or for portfolios tho.

    I dont see this as a bad thing. The amount of work and time that is needed for a Mod specialy a Total Conversion is so HUGE that it would piss many many people off if a single person could destroy everything in a moment of anger.

  • totally random texture thread

    • Steppenwolf
    • August 30, 2005 at 1:43 AM

    photoshop cs2 has a lense correction tool for problems like this

  • Second release - 5 skies.

    • Steppenwolf
    • August 27, 2005 at 10:09 PM

    thats some awesome stuff!

  • totally random texture thread

    • Steppenwolf
    • August 24, 2005 at 1:11 PM

    It looks good curman but remove the leaves. They are too large scaled for a 512x512 imo.

  • Doom III engine

    • Steppenwolf
    • August 24, 2005 at 2:07 AM

    patch meshes is what i miss in source engine

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