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 ![]()
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 ![]()
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.
Normal map it for a simple cylinder and see how good you can make it look ![]()
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).
Well, I have a video camera which is the same thing (probably better since it's higher resolution) - so I'd be interested.
It's still WIP, I haven't got around to making specular and normal maps yet...
Bit of an update:
[Blocked Image: http://img120.imageshack.us/img120/1275/samsite2ap1.jpg]
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]
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.
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
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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.
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.
I reccomend more R, G and B.
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.
-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.