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  3. hessi

Posts by hessi

  • Compile Freezes and Long Compile Time Problem

    • hessi
    • September 21, 2006 at 12:24 PM

    make the same screenshot while hiding all entities(brush and point) (using auto visgroup)

    such a big room wouldnt need any visblocking if you ask me. you can see nearly everything at anytime.

  • WIP in WIP, post your level screenshots!

    • hessi
    • September 20, 2006 at 4:51 PM
    Quote from Polaris

    The palm trees could use hessi's brand of overlay shadows And the light coming from the sky should be angled i think.

    http://www.thomashess.net/exchange/tuto ... hadows.pdf

  • WIP in WIP, post your level screenshots!

    • hessi
    • September 20, 2006 at 3:32 PM

    philK 250 as brightness is not enough.

    try these values i used in a testmap:

    light_environment:

    brightness: 223 217 198 600

    ambient: 113 133 157 400

    HDR values go each the same

    and -80 as pitch should work fine.

    i hope you will bring the map to an end de_morningstar was kickass

  • To long compile times

    • hessi
    • September 19, 2006 at 8:40 PM

    uhm changing texture names wont influence compile times. sure you didnt change another thing? like compile commands or some geometry changes?!

  • To long compile times

    • hessi
    • September 19, 2006 at 7:23 PM

    wihtout knowing the idfference in your two skyboxes we cant tell you where to search.

  • WIP in WIP, post your level screenshots!

    • hessi
    • September 18, 2006 at 10:04 PM

    you got a really good tree modelling artist there

    i like it! for a war scenario its a bit too clean an that parc wall is a bit undetailed. overall it looks quite neat

  • I want to buy this texture book!

    • hessi
    • September 17, 2006 at 10:58 PM

    oh lord so many typing errors. i sound like a big asshole. ((

  • The random model thread!

    • hessi
    • September 17, 2006 at 10:31 PM

    stolve: the windows are reverse extruded and round -> lots of polies and as you can see those roofstruts are modeled too. and there are quite a few in the scene. those pillars are 3d too. i think its okay. you shouldnt judge polycounts by such a screenshot. the thing that matters is what you will notice ingame and as far as i know you might make some zooms/closeups to this building and warby has surely som LODs with less polygons while not that close to it.

    i like it warby. i notice you added a trim at the roof to hide the uv cuts. :thumbup:

  • totally random texture thread

    • hessi
    • September 17, 2006 at 10:26 PM

    i dont like the color of the door. rest looks good to me. where are those references from? they are really pain in the ass! all this blue color because someone was using a artifical light filter

    and i wouldnt sharp the texture that much. its pretty close to dönerkingfilter

    anyway: good job. keep on it.

  • I want to buy this texture book!

    • hessi
    • September 17, 2006 at 9:01 PM
    Quote from Sindwiller

    When youre right i'd be something like, yeah, at the level of a epic employee :roll:

    its not time that makes you good. what makes you good is what you make. so they only way to become "pro" is too MAKE stuff. of course some theory doesnt hurt anyone but a book wont turn you into a professional textureartist.

    maybe you will hate me while reading this but a thing i noticed myself (watching me and others) is that the age of some people also gives certain limits of "skill". working in this whole graphics buisness requires a lot of physical understanding and a very good skill in remarking and noticing nature.

    while starting you might think sunlight is white and something light ambient light is just a stupid thing that hammer has. actually its based on physical facts. sunlight is yellow and ambient light or shadows are more blueish. i had to tell my sister too a few months ago and she is 24 by now. so its not that close to age maybe but it is a thing you people just dont notice.

    noticing your environment is a thing you have to learn. we all lost it at the age of 4-7 maybe. you care less on how things work because there are too many of them.

    where i wanted to get to: dont look at the clock while learning. learning requires unlimited time because you will never learn out. especially you sindwiller with a decent age of 13 are pretty you to hang your goals that high you seem to do.

    and please dont call me a professional or pro or someone born with skill / talent or what ever you want to call it. i remember the times i was sucking at all graphics stuff. its a long time ago and you all might learn even more if you have motivation and time.

  • Remake HL textures

    • hessi
    • September 17, 2006 at 1:42 PM
    Quote from RMJ1984

    Hey ive downloaded a program called VTFedit. Im trying to replace the medkit chargers. But why no luck ? anyone can help ?.. Using the charger images from this thread.

    with such detailed information noone will help :roll:

  • I want to buy this texture book!

    • hessi
    • September 17, 2006 at 1:40 PM

    i dont see a need for a texturing book. most of the internet tutorials give you a good introduction to texturing. best way to start is texturing weapons and/or other metallic stuff. you can learn highlighting and placing shadows.

    the rest comes up with the time by hearing of others and exploring 3d packages (baking textures like occlusion pass, lightmap etc.)

    and 20£ for such a book is pretty much expensive in my eyes. learning texturing is like: get an introduction somewhere to kick you off and then go on by looking at other peoples textures and remarking and copying details they used.

  • 1up.com HL2 Ep.2 stuff

    • hessi
    • September 17, 2006 at 11:47 AM

    those ep2 outdoor scenes are amazing. i want to know how they did implement such wide range outdoor areas. i did try once and failed harldy all this alphatesting slowed down the speeds.

    valve got some cute developer chicks too rock/punk/emo ftw \,,/, X.X ,\,,/

  • Rotating objects in Hammer

    • hessi
    • September 16, 2006 at 9:45 PM

    to rotate in smaller than 15° you need to hold shift while rotating

    e: damn you defrag

  • de_hogsatra_2007 project

    • hessi
    • September 15, 2006 at 12:26 AM
    Quote from Minotauro

    * TheDoenerKing Filter Detected

    bwahaha. best one ever!

    i agree with mino.

    and i sadly have to notice that you didnt change the windows yet. give them a proper specmap and remove those reflections that are in your colormap.

  • warby presents: de_wanda 100% custom map for cs-source

    • hessi
    • September 12, 2006 at 4:45 PM
    Quote from st0lve

    (if Maya can do that stuff)

    LOL. maya can do even more than that

  • Upgrading thoughts

    • hessi
    • September 11, 2006 at 9:39 PM

    dx 10 isnt even released and as far as i know there are no dx 10 cards avaible right now.

    hardware requirements should be read after tests of game testing magazines and hardware benchmarks.

    getting more than 2GB of RAM now doesnt make sense under a 32bit system. windows can access 3GB actually. (technically it could be 4GB but it isnt possible somehow)

    64bit cpus allow your applications bigger "words". 64bit cpus run pretty fast even while in a 32bit mode.

    my recommendation: wait until your games have shipped and check out their needs and buy a highendmachine next year!

  • HESSI SPOTTED (no, really)

    • hessi
    • September 10, 2006 at 10:44 PM

    hahaha was a fun night we had there.

    sadly all of the cool photos hanno made of me are showing me as a fat guy (or lets say: more fat than i actually am )stupid sunlight and stupid wind pushing my chemise around (( so those will rest on my HDD.

    but we made some nice shots too:

    [Blocked Image: http://www.thomashess.net/ff1.jpg]

    left: carny

    right: hessi

    [Blocked Image: http://www.thomashess.net/ff2.jpg]

    view on the Dresdner Bank building in Frankfurt

    [Blocked Image: http://www.thomashess.net/ff3.jpg]

    the one we were on to take a look at Frankfurt from upside

    it was a really great weekend. we will meet again. that's for sure

    edit:

    Quote from Pericolos0

    howmuch weed did hessi smoke this time

    if never consumed any illegal drugs. a few hours before we left there was a vein in my eyes that bursted! (due to all those hours in front of monitors i guess )

  • The random model thread!

    • hessi
    • September 9, 2006 at 1:59 AM

    uha this boy is ugly! nice work indeed mudbox rocks. i heard it got a maya like handling

  • Duke Nuke Em Forever release date!?

    • hessi
    • September 7, 2006 at 10:28 PM

    those screenshots are the most ugly i've seen for a while!

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