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  3. hessi

Posts by hessi

  • totally random texture thread

    • hessi
    • March 20, 2006 at 4:01 PM
    Quote from SinisterSquirrel

    Well, my mistake, you did an excellent job. Photo-realism isn't necessarily bad for games, but for future employers it may be. They want to see that you have the talent, and can actually develop a texture by hand rather than photosource all of your work. Start by scratch, and work your way up. Also, working with one reference isn't normally the greatest of paths to go. Like I said before, it lacks creativity. Read evillair's post at pixelMorgue about what makes a good applicant.

    i can agree with most of your posting. in some cases pure photousage CAN be cool too. if you try to apply as an textureartist you should be able to do classic _painted_ texturing and photo textruing which would include perspective and colorcorretions. in many games you can see a mixture of both. maybe photos for a cool wall texture, but moss painted on it or a painted crack in the wall.

    anyway: walltexture looks as a phototexture could look like. maybe try to do some variations with it. another window, a door, dirt and stuff

  • totally random texture thread

    • hessi
    • March 18, 2006 at 11:39 PM

    sinistersquirrel, i got some photos for you. maybe you find another door than this one

    [Blocked Image: http://thomashess.net/_door01.jpg]

    [Blocked Image: http://thomashess.net/_door02.jpg]

    [Blocked Image: http://thomashess.net/_door03.jpg]

    [Blocked Image: http://thomashess.net/_door04.jpg]

    [Blocked Image: http://thomashess.net/_door05.jpg]

    [Blocked Image: http://thomashess.net/_door06.jpg]

    [Blocked Image: http://thomashess.net/_door07.jpg]

    [Blocked Image: http://thomashess.net/_door08.jpg]

    [Blocked Image: http://thomashess.net/_door09.jpg]

  • totally random texture thread

    • hessi
    • March 18, 2006 at 7:46 PM
    Quote from SinisterSquirrel

    Meh... something is seriously wrong, but I haven't done a texture in over 6 months, so go easy on me. Oh, and hello everyone![Blocked Image: http://img98.imageshack.us/img98/5396/door019wt.jpg]

    another mayang texture

    well i used that door too, so fuck it now i got my own imagelib for such settings.

  • girl in cocktaildress (at a hl2dm near you soon) ->NWS&lt

    • hessi
    • March 6, 2006 at 4:41 PM

    thanks. i just talked to 74 a few hours ago as he visited me. the skeleton is really wide in comparison to the model. got to take a look at after it is exported to the game engine.

    proof (click here)

  • girl in cocktaildress (at a hl2dm near you soon) ->NWS&lt

    • hessi
    • March 5, 2006 at 12:44 AM

    http://thomashess.net/texture_pirate_wip4.jpg

    maybe these flats will get you down ferret?! its usual that arms look like tubes without any bump effects on it. this normalmap should fix it (as you can see).

    waiting for warbeast to skin my pirate model and finally export it.

    stay tuned

  • girl in cocktaildress (at a hl2dm near you soon) ->NWS&lt

    • hessi
    • March 4, 2006 at 4:14 PM

    keep on pimpin'

    mine:

    [Blocked Image: http://thomashess.net/texture_pirate_wip2.jpg]

    [Blocked Image: http://thomashess.net/texture_pirate_wip3.jpg]

    gotta paint some bumps for the arms clothes. the skirt is detailed enough

  • girl in cocktaildress (at a hl2dm near you soon) ->NWS&lt

    • hessi
    • February 26, 2006 at 1:34 AM
    Quote from Warby

    (ps hessi the guy with that sweet locking corse map form the front page will contribute an outfit aswell so stay tuned)

    always those rumors...

    concepts. currently working on the modelling of this pirate girl. she needs some kind of hat. someone knows "Carla" from monkey island? something like her would be cool.

    [Blocked Image: http://thomashess.net/concept_bitch_wip.jpg]

    [Blocked Image: http://thomashess.net/concept_pirate_wip.jpg]

  • totally random texture thread

    • hessi
    • February 20, 2006 at 10:21 AM

    some criticism:

    -woodenplanks are too straight. make them irregular. i showed vivi some time ago.

    -the material is too blurry. go get some highres images

    -the material is just an overlay. you should make it match flow of the wood planks. (the upper stronger wood is horizontal. the material is vertically aligned. change it!) your edges should be clearly defined too(add 45° borders).

    -the shadows are pretty hard. make them more soften

    Quote from hessi

    generalvivii think your wood is too "linear"

    look at this:

    [Blocked Image: http://thomashess.net/wood.jpg]

    the left is yours the right is as i should be. this linearity is too unnatural. organic stuff is always unregular. repetitions are rare. try to get off this single polygonselection stuff. when i see it, its like "zup zup copy past zup zup layer effect DONE"

    more love please

  • WIP in WIP, post your level screenshots!

    • hessi
    • February 15, 2006 at 9:41 PM

    holy cow: build cubemaps!! compile with hdr flag is not the complete hdr setup

  • de_corse

    • hessi
    • February 14, 2006 at 11:19 AM

    by the name "awp_INSERT_STUPID_NAME_HERE" i'd say you dont have to mind, because funmaps are pain in the ass!

  • de_corse

    • hessi
    • February 13, 2006 at 12:28 PM

    i already know htis page. if i only could read russian...

  • WIP in WIP, post your level screenshots!

    • hessi
    • February 10, 2006 at 11:30 PM
    Quote from Sa74n

    WIP:its a teameffort. i'm working on the map itself and doing some textures/props but there are more artists doing the same

    <3

  • de_corse

    • hessi
    • February 7, 2006 at 10:14 PM

    third entry to the church

    [Blocked Image: http://www.thomashess.net/churchentry3.jpg]

  • de_corse

    • hessi
    • February 6, 2006 at 8:03 PM

    i can reduce polycount of t spawn tower by 50% due to killing backfaces. so i think i will do it. in that case noone will be able to use the tower in a different map

  • de_corse

    • hessi
    • February 4, 2006 at 12:26 PM

    Hey everybody,

    today I want to show you the beta release of my new Counter-Strike:Source level called DE-Corse. This version shall show you my work in detail and let you see what is coming in the next weeks. Enjoy!

    Please note: I know that there are still a lot of things to fix.

    In any case I would like to wish you having fun on playtesting this map.

    [Blocked Image: http://thomashess.net/corse_shot01forum.jpg]

    [Blocked Image: http://thomashess.net/corse_shot02forum.jpg]

    [Blocked Image: http://thomashess.net/corse_shot03forum.jpg]

    [Blocked Image: http://thomashess.net/corse_shot04forum.jpg]

    DOWNLOAD HERE

    edit: I just got a PM of a friend that cubemaps seem to not work correctly. so feel free to just rebuild them.

  • The random model thread!

    • hessi
    • February 2, 2006 at 1:05 PM

    too dark. i can see nothing than a grey line.

  • totally random texture thread

    • hessi
    • February 1, 2006 at 10:50 PM

    before going to bed, i had to do something usefull (instead of math like the rest of the day) so here is a walltexture and an overlay for walls. I've got to improve those bulletholes. they look too cartoony. In the next weeks i want to bring de_corse up to its release and to start something new/create a lot of textures and models. Levels take too much time to be an evening project

    anyway, i hope you enjoy.

    [Blocked Image: http://thomashess.net/_base_wall01.jpg]

    [Blocked Image: http://thomashess.net/_text01.jpg]

  • de_corse

    • hessi
    • January 29, 2006 at 11:00 PM

    yap. all in cstrike/maps/

  • de_corse

    • hessi
    • January 29, 2006 at 10:42 AM
    Quote from Meotwister

    Are you sure you have all of the properties set correctly? what is the error?

    the fun is: there is no error. just pops up and closes instantly. if i dont use -portals in the startup command it works, but as i told you that would be useless.

  • [UT2k3] Oasis

    • hessi
    • January 28, 2006 at 11:38 PM

    i like it. just redo the plants.

    the shadows always look like that in unreal engine.

    go on KIIIA!

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