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  3. Psyshokiller

Posts by Psyshokiller

  • The random model thread!

    • Psyshokiller
    • August 24, 2008 at 1:34 PM

    That's by no means something, compared to what some skilled people (sebcesior) over at zbrushcentral can do regarding tech stuff. Have a look: http://%7boption%7d

    Still proud I got at least something out of it.

    As usual I just suck when it comes to texturing those things, either I'm undecided about what color to use or I dare to use any real color.

    So I decided to just start painting and see if some ideas pop up but I don't like it much.

    Here's what I got so far (it's really just a sketch):

    [Blocked Image: http://xs230.xs.to/xs230/08340/sidestuff_d_kopie108.jpg]

    Would love some advise here.

    This is what I thought might work:

    [Blocked Image: http://img352.imageshack.us/img352/3228/unbenannt1rc4.jpg]

    d3:

    I'll make it short. The team fell apart slowly without anyone really noticing, so to say. People got more busy with studies, some just didn't have much motivation anymore, some people had side projects just for a change and we got hacked(twice!). That first hack really put is down, since it occurred after we (2 of the other leads and me) met to write down a final design document, revise content, cut unnecessary things, divide the mod into episodes, change the way we work and finish the story. Everyone was waiting for the design document to be posted on the forums but we got hacked before we had a chance to do so. The dd was a important thing for us, it would have gave us a clear milestone and thus motivation. Then our central communication platform was gone for over a month. It wasn't even too much work left to do (still worth a few months). Communication got sparse over time but there was some progress here and there, until it got quiet. So basically the whole thing fell apart because we just had too huge plans, that we couldn't plan nor execute properly by the time we started out with the mod (We've all been totally new to modding) and we all know that this is not a very fortunate position be in.

  • The random model thread!

    • Psyshokiller
    • August 20, 2008 at 5:39 PM

    It's a portal generator hp. Lot's of evil stuff will travel through it, so there's something to shoot at.

    Peris: I guess you're referring to this http://%7boption%7d one with "wave normalmaps"?

    I painted most of it out in PS and the remaining waves can't be seen.

    The ambient occlusion was quite weird. I tried xnormal, max's mental ray and light tracer, neither gave me a good result. The mental ray ones became too gray even with a high spread value, xnormal often just captured the small details and light tracer's results came out too bright. I combined the ones from xnormal and mental ray in PS then. Any hints/tips?

    Glad you guys like it.

  • 3ds max 2009 - Anyone tried it yet?

    • Psyshokiller
    • August 20, 2008 at 5:10 PM

    Why don't you get the trial?

    I tested it for a few days just briefly. The thing is, it seems to be a bit unstable. When I loaded a large highpoly into it, it crashed quite often and unexpected under the workload (on top of a very slow perspective window), while max 2008 doesn't. Rendering is noticeable faster though (only used lighttracer).

  • The random model thread!

    • Psyshokiller
    • August 20, 2008 at 1:58 AM

    Unfortunately rth is dead. On top of that, the forum got hacked again some months ago.

    The model is for my Prey sp map, which is in the works for quite a while now. I posted some stuff from time to time. (that spider thingie etc.)

    I think I'll have to make one of those cool wip threads, that get updated while the level progresses further.

  • The random model thread!

    • Psyshokiller
    • August 19, 2008 at 6:14 PM

    There we go:

    30k tris

    3x 2048

    Gotta fix some things on the normalmaps and reexport that middle part, since the normals are flipped around the seam.

    Final version soon.

    -------------

    Lowpoly

    -------------

    Editor shot:

    [Blocked Image: http://img106.imageshack.us/img106/8271/ingame1et8.jpg]

    Editor unlit ambient occlusion:

    [Blocked Image: http://img49.imageshack.us/img49/2051/ingame2ri8.jpg]

    Lowpoly (White stuff is imported brushwork):

    [Blocked Image: http://img501.imageshack.us/img501/5267/r15ba1.jpg]

    -------------

    Maps

    -------------

    [Blocked Image: http://img508.imageshack.us/img508/87/sidestuffdkopienm3.jpg]

    [Blocked Image: http://img387.imageshack.us/img387/9910/sidestufflkopiegl9.jpg]

    [Blocked Image: http://img384.imageshack.us/img384/9180/uv1dkopiegj3.jpg]

    [Blocked Image: http://img387.imageshack.us/img387/5517/uv1lkopiexa3.jpg]

    [Blocked Image: http://img508.imageshack.us/img508/3871/uv2dkopielj0.jpg]

    [Blocked Image: http://img139.imageshack.us/img139/3980/uv2lkopielf6.jpg]

    -------------

    Highpoly

    -------------

    Had no idea for a sidecap, so I doodled this one in Zbrush:

    [Blocked Image: http://img515.imageshack.us/img515/177/r11gz8.jpg]

    [Blocked Image: http://img134.imageshack.us/img134/5846/r12zw8.jpg]

    [Blocked Image: http://img241.imageshack.us/img241/202/r13to6.jpg]

    [Blocked Image: http://img241.imageshack.us/img241/6374/r14qn7.jpg]

    [Blocked Image: http://img187.imageshack.us/img187/4089/r16hp1.jpg]

    [Blocked Image: http://img142.imageshack.us/img142/7973/r17zp7.jpg]

  • the daily "how was your day?" extravaganza 2008

    • Psyshokiller
    • August 18, 2008 at 10:04 PM

    So they like Linux and open source stuff?

    Day was rather calm. Gonna be alone at home for 2 weeks.

    Spent most of the time watching ao maps rendering and trying out different settings and renderers.

  • the daily "how was your day?" extravaganza 2008

    • Psyshokiller
    • August 18, 2008 at 6:26 PM
    Quote

    ":3bm60z47]I remember when you shown me some of your models a couple of months back and they were amazine! I wanna see MOAR! :wink:

    Those?

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    I'm gonna post that model tonight.

  • What're the worst models you have ever made?

    • Psyshokiller
    • August 18, 2008 at 2:50 AM

    HAHAHAHAHA

  • the daily "how was your day?" extravaganza 2008

    • Psyshokiller
    • August 18, 2008 at 2:48 AM

    Day was great, victory is mine.

    Solved some really annoying vodoo thing on my lowpoly, that fucked up my normals -and nearly my mind. Finished ripping/baking/assembling a quite big model, except for a stupid AO map thats taking forever to render.

    In the late afternoon, a friend came by, while I was searching for a Lan cable in a total mess of cables, behind my mothers desk. We ended up fixing some older cables and have some coffee.

    Now I'm going to read the rest of the new posts on this nerdy internet forum.

    Hungover Helder?

  • What have you purchased recently?

    • Psyshokiller
    • August 18, 2008 at 2:25 AM

    [Blocked Image: http://ecx.images-amazon.com/images/I/41YuYnnaA6L._SS500_.jpg]

    [Blocked Image: http://ecx.images-amazon.com/images/I/41QN6RBVX4L._SS500_.jpg]

  • What're the worst models you have ever made?

    • Psyshokiller
    • August 14, 2008 at 1:21 PM

    I didn't even know about smoothing groups back then.

    [Blocked Image: http://xs230.xs.to/xs230/08334/jackhammer865.jpg]

  • the daily "how was your day?" extravaganza 2008

    • Psyshokiller
    • August 13, 2008 at 11:55 AM

    I've seen something like this on jackass, there was a guy in a bar that had such a hole too. Quite gross indeed.

  • [poll] The Crimson Room Contest?

    • Psyshokiller
    • August 12, 2008 at 12:32 PM
    Quote

    ":2hmmi0qw]I'm out due to lack of 2004 technology knowledge!

    Sounds indeed quite intresting. All games with some proper scripting ability should be able to pull that of well.

  • Trouble Designing A Layout

    • Psyshokiller
    • July 18, 2008 at 12:54 PM

    Could have many factors. Not knowing the game well enough to make percise decisions, too high expectations (you don't always have to reinvent the wheel), lack of confidence to make a decision.

    Are you lacking a general overall idea for your level, that usually would provide you with inspiration?

    You should make a list of things, you want to have in your map, Visually/Gameplay/Feature wise.

    Think of what your map is supposed to be. Example: A multiplayer map for TF2, gametype payload, suited for 20 players, focusing on a fast paced gameplay and excelling visuals.

    This should provide enough information to start something to build on. Of course you got to know how to provoke a fast paced gameplay etc. to accomplish you goal.

  • RAGE

    • Psyshokiller
    • July 17, 2008 at 1:32 PM

    *Makes my idtech4 map with a similiar setting look so meh*

    Can't wait to fiddle with this engine though and I'm sure ID will pull off a great game.

  • Wolfenstein

    • Psyshokiller
    • July 17, 2008 at 1:16 PM
    Quote

    ":2cgpa8ve]Thrik, ok mate, sorry.Hessi, ah ah, yeah I noticed that before as well.

    The planes are not being illuminated on their rear face for some reason.

    On top of that, it could be avoided using another material. :-|

    At least singularity looks fine though.

  • [UT3] DM-Calibrah

    • Psyshokiller
    • July 4, 2008 at 12:13 PM

    Awesome, I didn't even notice it was stock content in there, at the first glance. Well done!

  • CGCA

    • Psyshokiller
    • July 2, 2008 at 2:28 AM

    @ Hibachi

  • Unreal Visualisation Toolkit

    • Psyshokiller
    • July 2, 2008 at 1:48 AM

    Absolutely digg this.

  • ONG BAK 2

    • Psyshokiller
    • June 17, 2008 at 5:57 PM

    Holy crap this is one epic bash fest.

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