To be fairly honest I haven't done anything but read right now (and from just reading it sounds straight forward) I'm just improving upon other skills first before spending some time on coding at the moment - It'd be better to be able to use new models if I ever get into AI / Weapon coding for example instead of using the defaults until I do. Independant modding is the number one choice for me.
Posts by Quakis
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Keep the autumn look, I think it looks a lot moreb beautiful than the previous ones, then again those were nice as well.

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Now for the rest desu~

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No one has mentioned the side of the vent is misaligned?

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One minor detail is that those angled wooden beams, best seen in 3rd shot, you should rotate the side textures at a certain angles since looking at it makes it look like the angled beams were made up of a few panels.
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What was the purpose of the project, can we see the .. what's the word.. outline? Goal? I don't know, been a long time since I had to do anything like that.
Criteria maybe?
One thing I do wish though is the making-of video be longer and more detailed/descriptive, ah well.

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Instead of bitching about Imageshack why not suggest a better image hosting site? Huh? HUH?
He did though!
Quote from Rick_DHas nobody else noticed that imageshack sucks shit? Nobody decided to use another host?google is useful!
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I went out and took some photo references today, instead of using CGTextures.com.
I wish I could do that myself, there's some few good walls I'd love to use for texturing around here but I'd rather not bump into the people that love to cause trouble on the streets. =/ Nice textures though.
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Decent stuff, makes me a little jealous. I liked it, might throw the link around. For my media studies here I'll be doing a claymation, which I doubt will be any good.
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That's cruel, poor guy.

Josch: It looks good to me, but something just feels lacking that the original had. Might just be the difference in lighting I suppose.
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Quote from twiz
is that a Canvas texturizer filter on the wall texture

Actually, recently I've been using filters for texturing much less that I used to. Only the odd noise here and there when I need it. So no, there's no canvas texture filter - it's just a wood set to soft light (if I remember correctly) even so I'm not happy with the texture.
Quoteyou could move the origin in the qc:$origin 0 0 0 (x y z)
I'll give it a go.
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I'm not exactly 100% happy with this model but it works well (until I redo it) An old wooden cell door, but I can't seem to set the axis where I want it (keeps rotating in the centre)
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/lamp_model07.jpg]
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Putting together some textures (and models) for a small concept I have on mind. Large brick wall to go with the, slightly modified, floor (this one above is still intact) Majority of it is WIP, so I'll wait sometime before posting another shot.
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_shot006.jpg]
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Well I love reading other mapper's opinions and ideas to do with the subject, so I'd deffinitely read them.
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Quote from Rick_D
i think it'd look pretty good with a normal and spec map tbh
Like this?
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_shot002.jpg]
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Nice clean structuring you've got there.
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Still work in progress, I can see several issues, but some shots below. The window texture I was working on previously isn't dropped, I just need to remake the wooden frame to look a little more believable.
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_tex001.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_shot001.jpg]
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Now I'm whoring the topic with my lamp

but I've added a slight specular (I think) to the metal pole piece, and some normal map on the lamp shade.[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/lamp_model06.jpg]