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  3. TeddyBear

Posts by TeddyBear

  • Post Your Pic Extravaganza 2006 ~~!

    • TeddyBear
    • September 29, 2006 at 3:32 PM

    [Blocked Image: http://img157.imageshack.us/img157/9754/sitarisomraswl4.jpg]

    A picture taken when I was out playing sitar this summer that I recently found, I think it's nice

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

    • TeddyBear
    • September 4, 2006 at 9:51 AM

    Yup, it looks good but it's still way too overexposed. Gotta love that church tower prop.

  • The random model thread!

    • TeddyBear
    • August 31, 2006 at 8:42 PM

    Really, wow.

  • steam.dll not working for me on lots of my stuff

    • TeddyBear
    • August 24, 2006 at 9:00 PM
    Quote from generalvivi

    well i need my vconfig to work and it wont because it needs steam.dll and i can't access my mod from regular sdk window so im in a pickle and there are many many more things in the sourcesdk folder that require this also that i need.

    and no thanks hessi i have a photoshop plug-in that allows me to open vtf files in photoshop and then save them out again. it does wonders

    Just so you know, about the VTFs, the file sizes turn out a bit bigger when compiled with the VTF plugin.

  • 2d art sketches

    • TeddyBear
    • August 24, 2006 at 11:25 AM

    The anatomy on the second piece is skewed... the forehead should make up half of the height of the face (thus having the eyes running along the center line). And yup, a bit scribbly but I like the style in the first shot, looks quite stylized. If you want to develop a realistic style you should try to make long, smooth lines, so practice on that. It will probably take a little while but it will take just as long for you to learn as it took for Da Vinci If you are however doing fast sketches you should only do scribblingwhen you want to portray certain textures of the objects. You will be surprised how much that does for the end result and how effective it is.

  • de_hogsatra_2007 project

    • TeddyBear
    • August 17, 2006 at 9:17 PM

    Wait a minute... Högsätra! Haha I take it that it is your own neighbourhood and apartment you are replicating?

  • totally random texture thread

    • TeddyBear
    • August 17, 2006 at 7:21 PM

    I think you've overdone the sharpening a bit. And also, if you are going to directly base textures out of photos - photograph your motive when the sky is cloudy! This way you will not get great shadow contrasts which you really don't want nowadays as normal mapping does a better job simulating it in real time

  • de_hogsatra_2007 project

    • TeddyBear
    • August 17, 2006 at 4:06 PM

    Nice work so far I'd get rid of (well, replace) those benches and tables in the third shot though. The first scene could use some more detailing too. Otherwise it's just to keep it up!

  • WIP in WIP, post your level screenshots!

    • TeddyBear
    • August 16, 2006 at 11:37 AM

    @ Bronts

    I always wondered, how do you make the curves (with texture) so even? Good job so far!

  • totally random texture thread

    • TeddyBear
    • August 16, 2006 at 11:34 AM

    Wow guys, thank you very much for your kind replies! The entire cab is finished now, I wish I could show it to you but it will have to wait

  • The random model thread!

    • TeddyBear
    • August 14, 2006 at 5:20 PM
    Quote from Sindwiller

    That looks very nice to me. Actually, my first thought was "and again a shitty hair shader...". Then i saw, that the hair is actually alpha mapped. Nice work!And, the proportions are ok IMHO. Or, you never saw a east european or a asian?

    Wfr, Sindwiller

    If your initial reaction was that it was a "shitty" shader, why did you suddenly think it was good looking just because it was modeled? :wink: Anyways, good start, I like it. Work on his cheeks!

  • The random model thread!

    • TeddyBear
    • August 13, 2006 at 5:17 PM

    Post a pic of the normal map please!

  • The random model thread!

    • TeddyBear
    • August 13, 2006 at 3:41 PM
    Quote from Sindwiller

    Too strong? Wth? The high specularity was great! I loved the first shots...Wfr, Sindwiller

    But it wasn't specularity, it was bad normal mapping I will add specularity later. I think the lighting fooled you (well, me too). Being able to see the difference with normal map previewing in HL2MV I think you will change your mind though.

    [Blocked Image: http://img158.imageshack.us/img158/3991/normalbeforeafterao0.jpg]

  • The random model thread!

    • TeddyBear
    • August 13, 2006 at 2:38 PM

    Model viewer shot (finally got the normal map working in mv! this is why I didn't see what was wrong before):

    [Blocked Image: http://img81.imageshack.us/img81/3941/modelviewerworkingnormalmapqr8.jpg]

  • The random model thread!

    • TeddyBear
    • August 13, 2006 at 2:30 PM
    Quote from KoKo5oVaR

    The refletions suck a bit in hl2 teddybear, good luck with that

    I love replies like these! Really makes me open my eyes. It was the normal map that was too strong, making the face look like wax. All fixed now Thanks!

  • Model viewer and Hammer problems

    • TeddyBear
    • August 13, 2006 at 2:27 PM

    Okay, both problems are solved now

    To be able to view the normal maps in model viewer you had to export the model with the normal map as well. Easy fix!

    Edit: With this comes a new problem: you can't turn the normal maps off

  • Model viewer and Hammer problems

    • TeddyBear
    • August 12, 2006 at 3:12 PM
    Quote from hessi

    yap. thats what i think too. even this network compiling tool. how people like us would wish to get this. i think licensede users dont have to deal with a steam linkd SDK.

    well at last now you are able to start hammer and compile your stuff without any workarounds. that's all i want for the moment.

    I was referring to myself. We basically have the same tools.

  • The random model thread!

    • TeddyBear
    • August 12, 2006 at 1:20 PM

    Here's a better shot of the face:

    http://img139.imageshack.us/img139/7318 ... rcepc9.jpg

  • Model viewer and Hammer problems

    • TeddyBear
    • August 12, 2006 at 10:49 AM
    Quote from barrakid

    funny how people complain about things that went bad instead of talking about the ones that went well

    I know someone would write this. Well, sure, they added good stuff like phong shading and fixed the ATi graphical bug but at the same time they managed to squeeze even more bugs in. I mean, it's frustrating having to wait for a month and a half to get rid of these problems really screwing things up for you, making alot of time going to waste having to work yourself around them, especially if you are working within a timeline and on commercial products.

  • Model viewer and Hammer problems

    • TeddyBear
    • August 12, 2006 at 2:17 AM

    Haha There's always something they have to screw up ^^

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