1 for the parts where shadows actually hits. elsewhere 16;) I guess it's kind of overkill, but it does look nice
Posts by JacK
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Hm, Hello guys
Started working on something some days ago, don't know if it will be anything but a scene, but here we go :
[Blocked Image: http://img224.imageshack.us/img224/3467/denoname0000bp7.th.jpg]
[Blocked Image: http://img406.imageshack.us/img406/6974/denoname0001vm6.th.jpg]
I'm aware of the lighting-problems behind that door, and the fact that it's pretty much empty inside.
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Quote from KoKo5oVaR
20 £, wow you gotta be kidding me

20£ x 13 = 250 Norwegian Kroner (NOK)?
That is not much :S, or is it?
Hm, hessi, you're probably right. But this book contains more than tutorials, it also covers quite some theory, besides, not everyone is born with your skills :wink:

Nysuatro :
So you're saying it for the most covers drawing textures by uh.. "hand", or is it also a book with textures based on photo ref.?
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After realizing my texturing skills sucks, I've come to think about buying a book on texturing. More specifically this one.
Anyone here that has read the book? Is it any good?
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Render? uh-, Is this what you was thinking of?
[Blocked Image: http://img236.imageshack.us/img236/4277/airportsignpost28kt.th.jpg]
EDIT: W00ps, I forgot to mention that it is supposed to be a prop for CS:S
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Hello all.
I've finally started to learn the art of modeling, hurra! And I've come up with this airport signpost thingy, based on this picture.
But. I've got a problem. When I texture it, I want it to look as smooth and nice as it looks in my ref. photo, but it looks very un-natural when my crappy WIP texture is applied, and I know, my texture do REALLY suck, but what can I do to make the metal look natural, but smooth and nice?
Also, here's my UVmap untextured: clicky. Is this a good UVmap?
JacK
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Uh.. .I could be very wrong, but did you (warby) make an official CS map?
if so...
which one was that?
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I guess this is pretty off-topic, but I'm trying to learn how to model with Maya, but I don't understand the UV-map thingy. I saw one of iwannamap.com tutorials on how to UVmap with XSI, but it did not help me much. Can anyone link me a tutorial on how to make an UVmap to maya?
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Quote from Minotauro
Houston we have a problem. I compiled the vmt as following but when I preview the model some weird rendering errors occur:
http://insurgencymod.net/team/upload/Fi ... _error.jpg
vmt:
Code
Display MoreVertexLitGeneric { "$basetexture" "models\mino\avon_scaffolding_mino" "$translucent" "1" "$alpha" "1" }Should I put the alpha mapped green thing in a separate texture ?
I don't know if you are aware of it, but there has been reportet a LOT of rendering errors with Source SDK lately. It could be a bug making it look wierd, and if that's the case, it ain't your fault..
Really cool model anyways

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I think this map is good to be your first!
Anyway, when people are mapping a de_ or cs_ map they (hopefully) follow a theme. F.x.: De_dust is a middleeast theme. And I know you did a aim_map, but still, try to practise themes because they are important when you're mapping something bigger.
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Have you asked on the steampowered forums? They could probably help you out.
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Wow! How do you make the lighting look so realistic?
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ok, thanks for the help anyways. How did you manage to remove so much of the shadow CDXX?
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Hello all!
I've taken some pictures of a stonewall I would want to use as a texture, but there is a problem: The picture has a shadow on it. Is there any way to remove that shadow?
[Blocked Image: http://img24.imageshack.us/img24/6742/img11846iv.th.jpg]
JacK,
Norway
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Don't give us an overveiw
Give us some screenshots that reprecents the level, not the routes.
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Quote from ReNo
Some guy on the snarkpit apparently heard word of it from Adrian Finol who is a programmer at Valve. I can't really confirm anything and I didn't notice anything about it in the current beta, but as I said, there are whispers

I bellive some VALVe employee said in an interview that the feature will be added.
EDIT: Never mind this post, Pericolos0 has already mentioned it

Sorry

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