well, i think the fits perfectly to the environment, but a few details would be cool.
anyway: as i expected, kay ![]()
well, i think the fits perfectly to the environment, but a few details would be cool.
anyway: as i expected, kay ![]()
generalvivi
i 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 ![]()
you're my hero :roll: ![]()
i have to get to a doctor because my left foot is making some trouble. the last week of my hollidays i will lay in my bed. it just sucks. ![]()
sandbag breasts?
let them flow to the body. atm there is a plane surface between them. make it a bit like a soft curve.
keep on it.
no :roll:
if you say so, i am wainting for the day they will knock on my door :roll:
most important are connections to valve. i dont't know anyone working there. if i would ever get to the point when i would say: "this map is damn hot shit"(which didn't happen before anytime) all i could do would be sending a message to the support mail adress. LOL
you see the point? "oh guys look one of those mapping kids." "hit delete, gabe. we need to work on XYZ first."
anyway the map is like a neverending project. i learn that much that i could waste places i created some months ago.
depressing ![]()
as you can see there a few smaller things to fix (lighting origins and the roof on the left got weird normals causing full bright on the down side) but i think you can see my progress ![]()
[Blocked Image: http://www.thomashess.net/images/_corse_market30004.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_market30001.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_market30002.jpg]
for more images you can visit http://www.thomashess.net ![]()
have you ever been to germany? It does NOT look like you did. The typical "Fachwerk" walls look like those on my images. here you can see Freiburg and Bad Herrenalp in the Black Forrest in the south of germany.
[Blocked Image: http://thomashess.net/germany1.jpg]
[Blocked Image: http://thomashess.net/germany2.jpg]
[Blocked Image: http://thomashess.net/germany3.jpg]
[Blocked Image: http://thomashess.net/germany4.jpg]
[Blocked Image: http://thomashess.net/germany5.jpg]
Quote from hessibeware of the screenshots(showing the markethall from outside)
i will remove one of those metal emblems. the walledges aren't really suitable. i will make some brights ones. but as you can see i am still on it
[Blocked Image: http://www.thomashess.net/images/_corse_market0001.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_market0000.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_rooftrim0002.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_rooftrim0001.jpg]
:arrow: next page
beware of the screenshots(showing the markethall from outside)
i will remove one of those metal emblems. the walledges aren't really suitable. i will make some brights ones. but as you can see i am still on it ![]()
[Blocked Image: http://www.thomashess.net/images/_corse_market0001.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_market0000.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_rooftrim0002.jpg]
[Blocked Image: http://www.thomashess.net/images/_corse_rooftrim0001.jpg]
well, it's not photorealistic but it is quite a good start. try to use photomaterials to get a better look. those scratches in the upper part look a bit too cubic. a photo would be really usefull there.
so keep on it ![]()
btw: "servus" ![]()
Bic-B@ll, what you posted is exactly what i wanted to add. in my first post i said that i will add trims.
but thanks anyway.
candy? well i am working on it
i've redone some texture of the church (still needs more detail. portraits and more decorationtrims. something to make the floor more interesiting would be cool too. well and a door is missing too ![]()
[Blocked Image: http://img370.imageshack.us/img370/8439/corse00537lo.th.jpg]
[Blocked Image: http://img370.imageshack.us/img370/3342/corse00551lh.th.jpg]
[Blocked Image: http://img370.imageshack.us/img370/3713/corse00589fb.th.jpg]
[Blocked Image: http://img370.imageshack.us/img370/9152/corse00592su.th.jpg]
[Blocked Image: http://img370.imageshack.us/img370/2198/corse00618lg.th.jpg]
cheers! ![]()
maya is da pwn ![]()
http://home.arcor.de/der_hessliche/tuto ... rkflow.pdf
a new tutorial that i have written yesterday. it's on "how to setup maya to work with hl2"
texturememory is wasted because of some exportproblems. vmt files get exported too but they get the name of the tga used in maya. so i have to assign just renamed tga's -> two times loaded texture.recent test showed, that the map will run on my notebook in good performance 30~60fps (P4, 2,4 Ghz, 256MB ram, DX8 radeon mobility9000 64MB) on my workstation(amd 64 3500+, 2GB RAM, x800 256MB) i can play with constant 60 fps in 16:10 1280x768 (60hz).
the grass is a model (manually placed)
some detailed information:
30MB for model files
~80MB textures (53MB actually in use)
![]()
a dodging flower ![]()
[Blocked Image: http://img475.imageshack.us/img475/3235/flower05dodge1ee.th.jpg]
atm i am on a high motivation level ![]()
the grasstexture ist good: crisp, intensive colors no crit. ![]()
the first screenshots lighting is cool. many small lights == sexy ![]()