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  3. SnipaMasta

Posts by SnipaMasta

  • The random model thread!

    • SnipaMasta
    • November 25, 2006 at 1:28 AM

    I was thinking about testing it out in HL2 - but then I remembered how fun it is to compile (and there's no SMD export for Max 9 yet).

    Cheers for the comments

  • The random model thread!

    • SnipaMasta
    • November 24, 2006 at 8:32 PM

    H&K US...well, ED SUP Match pistol:

    [Blocked Image: http://img69.imageshack.us/img69/2259/uspwip2pm1.jpg]

    Changed the name by request to avoid any copyright issues, although I'm really not happy with the engravings.

  • The random model thread!

    • SnipaMasta
    • November 22, 2006 at 10:59 PM

    Normal map it for a simple cylinder and see how good you can make it look

  • Gangsta models

    • SnipaMasta
    • November 20, 2006 at 10:42 PM

    WHY.

  • warby presents: de_wanda 100% custom map for cs-source

    • SnipaMasta
    • November 20, 2006 at 4:24 PM

    The HDR in the cellar looks nice (except the parts that have gone really, really bright). Source's HDR solution just sucks, so that's not your fault. I think the houses in the background stand out a bit too much as being a different colour with little variation (and with no apparant streets connecting them, visible in the 7th shot). The part where the "walkable" geometry stops and the skybox starts is too clear in my opinion (once again, 7th). The glow in the background (on the horizon) also stops abruptly leaving a tall line (3rd and 7th).

  • totally random texture thread

    • SnipaMasta
    • November 16, 2006 at 12:24 AM
    Quote from st0lve

    I'd love to! You'll get to see my normal mapped penis!

    Bastard, you stole my idea.

  • totally random texture thread

    • SnipaMasta
    • November 15, 2006 at 3:54 PM

    Well, I have a video camera which is the same thing (probably better since it's higher resolution) - so I'd be interested.

  • warby presents: de_wanda 100% custom map for cs-source

    • SnipaMasta
    • November 9, 2006 at 8:00 PM
    Quote from twiz

    ... If anyone needs some ideas, I can pick out some interesting pics.

    Please do

  • The random model thread!

    • SnipaMasta
    • November 9, 2006 at 3:52 PM

    It's still WIP, I haven't got around to making specular and normal maps yet...

  • The random model thread!

    • SnipaMasta
    • November 9, 2006 at 7:53 AM

    Bit of an update:

    [Blocked Image: http://img120.imageshack.us/img120/1275/samsite2ap1.jpg]

  • The random model thread!

    • SnipaMasta
    • November 8, 2006 at 1:10 AM

    The sam site work in progress, need to add more texture to it (correct wear etc.)

    [Blocked Image: http://img300.imageshack.us/img300/6922/samsitesv4.jpg]

  • warby presents: de_wanda 100% custom map for cs-source

    • SnipaMasta
    • November 7, 2006 at 4:38 PM

    I think the houses are a bit too close together. I think it's a common problem in maps - the area you play in is quite open but everywhere around you is completely closed in with narrow streets.

  • The random model thread!

    • SnipaMasta
    • November 5, 2006 at 8:27 PM

    Computer terminal for a third person game:

    [Blocked Image: http://img526.imageshack.us/img526/8372/depotpcwipav6.jpg]

    [Blocked Image: http://img526.imageshack.us/img526/6986/depottexnx4.jpg]

    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 )

  • Pistol Model

    • SnipaMasta
    • November 4, 2006 at 4:22 PM

    It's not the mirrored polygons (I understood the reason for them), it's just on the top of the frame, for example, there's lots of edges creating unnecesary polygons. Also, 3rd person mesh's should be a completely different model.

    The part under the front of the gun is also a rail to attach flashlight/laser modules.

  • Pistol Model

    • SnipaMasta
    • November 4, 2006 at 12:52 PM

    Hessi, it's a WIP - stop being an ass. It's hardly like generic prop models are 'new'.

    It'd be harder to help if you cleared up redundant edges all over the gun. The magazine release is extremely messy, I don't know if you might have modelled it into the gun? Also, is this modelled off a real weapon? - because the slide looks far too small to me and the barrel looks to be under the slide.

  • Portraits at a Power Plant

    • SnipaMasta
    • November 3, 2006 at 3:55 PM

    I reccomend more R, G and B.

  • totally random texture thread

    • SnipaMasta
    • October 31, 2006 at 2:27 PM
    Quote from ReFlex

    Dirt on a imperial ship? There are lights behind a "white" glass.

    Then why is the metal bashed on the edges, and the glass in pristine condition?

  • totally random texture thread

    • SnipaMasta
    • October 30, 2006 at 5:08 PM

    I'm not really experienced in next-gen stuff, but some dirt on the light might make it look a bit more realistic. At the moment the light looks very plain.

  • HL2DM - down_there (still wip...)

    • SnipaMasta
    • October 24, 2006 at 10:57 PM

    -I see potential for the lights to be picked up and thrown - I don't know if you can parent the env_fire to the lights or not, but it'd be awesome to have flaming torches flying around the map, and there seems to be very few physics objects scattered around the place to use.

    -Some of the crouch spots like the area leading into the pool (on the bottom level) are quite buggy, and if you go into a tight spot the camera starts shaking. This is also a problem in between the 2 jail cells

    -Some of the trim models (the white bricks) look broken due to the lighting:

    [Blocked Image: http://img274.imageshack.us/img274/6535/bugkb7.jpg]

    Basically, make the models here longer so they aren't split up (and get messed up by the vertex lighting!)

    -The front gate of the map is awfully low resolution (consider a custom gate model?)

    That's all from me. The overall quality of the map is great - this should be an awesome map when you finish it.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • October 24, 2006 at 8:58 PM
    Quote from D3ads

    Does look very Doom 3 on first glance, but the lack of plastic looking surfaces soon makes it apparent it isn't. Very nice anyway!

    Fixed

    (Looks awesome by the way)

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