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.
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.
Quote from PolarisThe 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
![]()
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
uhm changing texture names wont influence compile times. sure you didnt change another thing? like compile commands or some geometry changes?!
wihtout knowing the idfference in your two skyboxes we cant tell you where to search. ![]()
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 ![]()
oh lord so many typing errors.
i sound like a big asshole.
((
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. ![]()
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. ![]()
Quote from SindwillerWhen 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.
![]()
![]()
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.
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 ,\,,/
to rotate in smaller than 15° you need to hold shift while rotating
e: damn you defrag
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.
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!
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 Pericolos0howmuch 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
)
uha this boy is ugly! nice work
indeed mudbox rocks. i heard it got a maya like handling
those screenshots are the most ugly i've seen for a while!