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  3. Rick_D

Posts by Rick_D

  • MapCore CS:GO Playtesting 3.0

    • Rick_D
    • September 11, 2013 at 10:22 AM

    we're testing my new map de_cs_crystal_buttfuck_2001

  • The random model thread!

    • Rick_D
    • September 10, 2013 at 1:56 PM

    i think he wants the models?


    sharing is caring

  • GTA V

    • Rick_D
    • September 10, 2013 at 1:36 PM

    5x as shitty, amirite

  • GTA V

    • Rick_D
    • September 10, 2013 at 12:46 PM

    actually pretty disappointing

  • MapCore CS:GO Playtesting 3.0

    • Rick_D
    • September 10, 2013 at 9:02 AM

    it doesn't look like a real place at all, architecture is very unbelievable for an industrial setting but it can be resolved if layout works i suppose. there's some very big differences in height though, looks a lot more appropriate for tf2 than cs atm

  • The random model thread!

    • Rick_D
    • September 9, 2013 at 8:15 PM

    An oldy but a goody:

    http://www.philipk.net/tutorials/mate…metalmatte.html

    A classic of our times:

    http://forums.cgsociety.org/showthread.php?t=373024

    Another classic:

    http://cg.tutsplus.com/tutorials/phot…metal-textures/

    Not sure what engine you are using or if you're just rendering in max, but if so it's worth looking at their archvis materials as they give you a lot of decent settings to start with.

  • The random model thread!

    • Rick_D
    • September 9, 2013 at 1:42 PM

    Ok so, it doesn't look like metal. Metal needs specular to come alive, whether it's painted into the diffuse (not much point doing that these days) or using a specular texture.


    You're also missing wear and tear, even the cleanest metal surfaces have some kind of history to them, whether it's remnants of how they were fabricated or day-to-day damage or dirt build-up.


    https://d27fcql9yjk2c0.cloudfront.net/assets/4984513….jpg?1327619244

    http://perfectsphere.co.uk/wp-content/upl…kBlueSheet3.jpg

    http://preview.turbosquid.com/Preview/2010/1…2fe87Larger.jpg

    http://preview.turbosquid.com/Preview/2013/0…39ad6dLarge.jpg

    http://www.janeng.com/portfolio2/ima…/ma_door_01.jpg

    https://encrypted-tbn3.gstatic.com/images?q=tbn:A…I6wiydaNEKvpe3G

    http://us.123rf.com/400wm/400/400/…ound-silver.jpg

    http://www.trinity3d.com/media/evermoti…l_6_sample1.jpg

    http://buildipedia.com/images/masterf…nless_Steel.jpg


    Look at how people achieve a metal look. If you are going for a clean look you should add in subtle variations of hue and luminance, pock marks and scratches, fabrication lines (look at brushed metal, it's called brushed because of how they create it).

    Where panels are put together there's a good chance there'll be a few scratches or damage marks where somebody fucked up. where the bolts are tightened people scrape wrenches or power tools on the surface of the metal.

    How long will these objects have been standing there, are they 5 years old or 5 days? dirt builds up in crevices no matter how well you try to clean it, it's just a matter of how old and compact it is.

    the edges of the panels that face the corridor stand a high chance of getting hit by people moving things, or scraping along them. there's no need to go crazy but just evidence of them being used in a real environment will help to ground them in reality.


    use a specular map to highlight the finer details. try and figure out what kind of surface it is, is it painted? so what will be underneath the paint, shiny metal or very dull metal? use the specular map to emphasise this.


    where you have edges, a perfectly straight line is very unrealistic, nothing in real life is perfectly straight. there's just varying degrees of imperfection. gather reference of what you are trying to recreate, think about how those things come to be and then recreate them where they make sense in your model.


    take a look at cgtextures.com and see what kind of details are in the metal, use them as reference or use the textures themselves. try overlaying different patterns and details from different textures to get a good result.


    also, polycount is not so much a thing to focus on these days, of course it;s good but it;s no longer important to crunch your polies so hard if the detail would look better modelled in.

    speaking of which, it's quite hard to know what scale these things are. there's nothing that i can reference to see how tall a human would be. it's super important to nail the scale of things, and add in reference from the real world that people can relate to.

  • GTA V

    • Rick_D
    • September 7, 2013 at 9:02 PM

    [Blocked Image: http://i.imgur.com/iJwFkWK.jpg]

  • GTA V

    • Rick_D
    • September 7, 2013 at 2:16 PM

    [Blocked Image: http://i.imgur.com/lHSjAv4.jpg]

    yeah - how the fuck did that get through - i mean it's not exactly a big deal but still lol

  • [WIP] De_Unnamed

    • Rick_D
    • September 5, 2013 at 10:56 AM

    this just looks like an iteration on tunnels, so take what you learnt and keep going! if something doesn't work out don't force it

  • Watch Dogs

    • Rick_D
    • September 5, 2013 at 10:54 AM

    "this is all completely systemic"


    haha, and my balls are made of solid gold!

  • Splinter Cell: Blacklist

    • Rick_D
    • September 4, 2013 at 7:31 PM

    can't connect to coop - same problem as i had with ghost recon, gg.

    also the latest patch now means that when i click play, absolutely nothing happens: uplay doesn't launch, the game doesn't appear, nothing.

    nice patch lmao

  • The random model thread!

    • Rick_D
    • September 3, 2013 at 3:45 PM

    their art assets are 9 years old.

  • Splinter Cell: Blacklist

    • Rick_D
    • September 3, 2013 at 12:32 PM

    New gfx card and it runs pretty smooth now, i don't have to do stealth because it doesn't run like shit anymore. think i am going to restart it and fucking murder everybody.

  • Agency models/materials

    • Rick_D
    • September 2, 2013 at 10:59 PM

    for models: low poly model, make a quick high poly, bake normals in xNormal, run through dDo. very little nDo as I found it quicker to create simple high poly meshes.

    crazybump is a great tool and i use it periodically, nDo also has some nice features that crazybump doesn't, but you could use either. use whatever gets you the best, fastest results!

  • Peter Molyneux's latest epic game

    • Rick_D
    • September 2, 2013 at 10:22 PM

    milo

  • Agency models/materials

    • Rick_D
    • September 2, 2013 at 10:18 PM

    Thanks, it won't let me use the full post editing features so you'll just have to deal with that unless some technical moderators can fix it

  • CS_AGENCY

    • Rick_D
    • September 2, 2013 at 9:34 PM

    I was just saying there is a precedent all crit is welcome of course but you'll have to nag puddy if you want something fixed haha

  • Agency models/materials

    • Rick_D
    • September 2, 2013 at 8:27 PM

    Hey guys, now that agency is done, here is all the content used in it. Have fun, please credit.

    http://www.editpoly.net/AgencyContent.rar

  • CS_AGENCY

    • Rick_D
    • September 2, 2013 at 4:49 PM
    Quote from Dejavo

    Looks amaaoozing. Played very well in tests. GJ u guys.


    edit: Just played it with bots. I Think some materials are too shiny. Some plaster, on the inside of ct-left stairs for example look like some space reflective nasa-stuff. Bricks on the same flank look plastic from the spec and so on. A bit distracting for gameplay-reasons and doesn't sell the materials art-wise.

    http://www.acoustics.org/press/147th/Case_Fig3.jpg

    http://journal.nearbennett.com/wp-content/upl…-highlights.jpg

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