Quote from Pericolos0normal maps suck at 512 btw, so ill probably go for sth biggerEDIT:
concept
[Blocked Image: http://cmdstud.khlim.be/~beulaers/wips/turtle.jpg]
good stuff. cant wait to see it modeled + textured
Quote from Pericolos0normal maps suck at 512 btw, so ill probably go for sth biggerEDIT:
concept
[Blocked Image: http://cmdstud.khlim.be/~beulaers/wips/turtle.jpg]
good stuff. cant wait to see it modeled + textured
Quote from D3ads[Blocked Image: http://myspace-363.vo.llnwd.net/01291/36/35/1291325363_l.jpg]I'm so metal, steel doors stress and collapse at the sight of me...
hawt!!!one
a new one from teh me:
[Blocked Image: http://thomashess.net/hessi_evil.jpg]
Quote from NykO18Yeah, I agree. But with a 10 faces tunnel like mine, if you add a cubic shape outside, it adds 4 faces.. 40%. I think that adding faces just to shorten the compilation time isn't a good idea, especially when VVIS manages to make "cylindrical" vis-leaves at last. I don't think that's a problem.Also, isn't the lightning way much crappier on func_details ?
Anyway, it's a trick I often used on my past maps and I tend on not using it anymore. Don't know why, I think I'm giving to much hope in VVIS.
you can either continue ignoring our comments or accept that there are people with something called experience. ![]()
why should there be any additional polygons drawn? nodraw still creates leaves. creating non cubic leaves is ALWAYS a pain in the ass.
uhm. your fps will be much lower with a complex leaf structure. so i'd still recommend the workflow steppenwolf did point up (which is indeed the best way to optimize).
[Blocked Image: http://thomashess.net/ibex_head_wip.jpg]
[Blocked Image: http://thomashess.net/ibex_head_wip2.jpg]
working on the colormap now.
update:
[Blocked Image: http://www.thomashess.net/ibex_wip4.jpg]
i declare war on modelling! ![]()
create any animal you want in lowpoly.
specifications:
max. 1500 polies
512² textures for color, bump, specular, transparency.
Submissions until 19th November.
hf ![]()
this is too advanced for me. some animated maya fractals in a bump3d node of a material that is lit with a normalmap lightsetup. kind of that way :X
i would recommend to change the hakenkreuz with another symbol due to its meaning. for example any usage of it in germany is not tolerated. even in educational ways!
and even if you want it to be a hakenkreuz you should do it the "afrika korps" way with the palm on it.
rest is looking like an early shot. could be a cool setting a desert map. you should include extra player models with a desertskin too. wont look that good to see a soldier with thick jacket in a desert war ![]()
Quote from FrieChampSherlock Hessi on the case!
[Blocked Image: http://thomashess.net/sherlock_hessi.jpg]
good lighting and atmosphere but brushwork and texturing sucks. there are no windows on those buildings and all is very blocky. you should really work on this! with a lot of effort this map could be extraordinary!
looks like checker texture. did you check your vmt for spelling mistakes and is there a blendtexture.vtf in the correct folder?
my tutorial is 100% correct because i tested it while writing it.
this is so getting spotlight!
/me pets soenke
i just though of: how big do their sewer pipes have to be?
i mean there live like 400ppl in one house. they produce a lot of shit and stuff. :X
amazing pics!