Try not to boolean if you can avoid it, I find I spend more time tidying it up afterwards.
Check out http://www.iwannamap.com VTM's - the one one uv mapping in max is really useful.
Try not to boolean if you can avoid it, I find I spend more time tidying it up afterwards.
Check out http://www.iwannamap.com VTM's - the one one uv mapping in max is really useful.
Quote from ReFlexRTS buildings competition...128 polies and 64² skin... [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]
Nice render.
I was just thinking the ingame shot doesn't do justice to a 512x skin ![]()
I was worried about that as well, they are scaled to the valve models so they should be alright.
Quote from Pericolos0if you ignore the nurbs stuff it is still a great tutorial on modelling a human face with proper edge loops
I read through it and I thought the same thing, bookmarked it too ;P
Haha thanks Cy, that is perfect - can't believe I didn't think of that hehe
[edit] I've been adding in some equipment (all still temp slapped on skins)
[Blocked Image: http://img152.imageshack.us/img152/5332/untitled1fk5.gif]
I spoke with my dad (who does drawings and stuff for various things) and he suggested a few things and gave me a book to look at, I tweaked the head and neck as much as I could bear, I don't know if it's looking particularly human, it's also hard to tell with that flat black material ![]()
Thanks to everyone who gave me crits here and in IRC (especially Acumen).
What I did was import the urban_reference.smd and tried to match the quads as best as I could in my own model, I don't know why I didn't think of it before tbh.
I am still trying to get some good reference photo's for the face, so I can model something a little bit more advanced for my next model (this isn't finished but I've finished fleshing him out properly and I can go about cleaning up all the wasted polies).
The head is still a major concern to me, but I have plenty of time to go over it and tweak it a little.
Most of it can be done with default max, and some good material settings. I'm sure I saw some tut's over at poopinmymouth
For my first model I decided to go with a balaclava because it's easier ![]()
Such a cop out
The next one will be a proper head, done the proper way.
But for now I just slapped on some temp materials:
[Blocked Image: http://img97.imageshack.us/img97/2378/untitled1tr6.gif]
Ours:
Politicians
Theirs:
Politicians
I love how their buildings all mash into each other, so you get this kind of melting of different styles all blending to make one stretched out kind of sculpture ![]()
If it's just a scene might be worth not doing the insides at all.
Fog is bad - for a little atmosphere it's a great tool (like a zombie game where you don't want the player to see too far to heighten the suspense); but when it comes to CS you want to be able to clearly see until geometry blocks your sight. If you leave the fog so close, people will only complain and you'll end up removing it. Fog is great when used at a far distance - or do the de_dust2 thing and have those over-scaled sprites in the open areas, at least this lets you keep the inside areas not look like ass because there is a little fog in there.
xD
Good thing you reminded him, I know he would have just left nothing there otherwise, same with the lights. The car uses the new "Power of Sarcasm" to light up those dark highways of our souls.
I started tidying up the loops, much work to go ![]()
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Ok thank you hessi.
Started detailing the head:
[Blocked Image: http://img120.imageshack.us/img120/405/untitled1xu5.gif]
It looks a *little* bit like the tutorial I'm using for this, but I want to go back over and clean up and add/remove details once I've got the rough shape fleshed out.
Yeah that's a really nice idea, make it consistent throughout the map, like a stronger "wind" from the east resulting in the most sand on certain sides of buildings.
I think you should dirty up some of the textures, and darken that wooden framework - it all looks too clean after being out in the hot sun ![]()
Quote from SnipaMastaComputer terminal for a third person game:Image
Image
342 polygons, 512 Diffuse, Specular, Normal and luminosity (didn't bother showing because it's just the screen). I'll post an ingame picture as soon as I can get it into HL2 (no smd porters for Max 9 yet
)
I think teh ketboard looks too big and clean compared to the rest of it.