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Posts by Method

  • Tutorial - Making Painted Surface

    • Method
    • October 28, 2007 at 12:30 AM

    Sindwiller: Cool method, although you have no control over how paint will cover the surface. You will have to find a logical painted surface to use as a mask. While with paint bucket it covers the surface based on light and it's height.

    Jenn0_Bing: I updated the tutorial with a tip that in some cases you might want to use "Vivid Color" than "Pin Light". Also desaturating that layer might help.

    -Method

  • Tutorial - Making Painted Surface

    • Method
    • October 27, 2007 at 11:45 PM

    Thanks guys. Do share your technique for this, I would be interested in hearing it.

    Jenn0_Bing: Make sure that you click "Colorize" checkbox in the Hue's adjustments. Then play with Lightness slider to give paint depth. Also adjust the original white paint layer's Opacity. It's all about tweaking.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 27, 2007 at 6:02 AM

    Yea sorry for double posting, it's just not all visit level design and texture forums. Some people simply look at levels and others only texturing.

    -Method

  • Tutorial - Making Painted Surface

    • Method
    • October 27, 2007 at 6:00 AM

    I don't really use brushes to paint over, I use bucket tool. You can either fully paint the surface by filling it with color or use bucket tool and fill with "All Layers" checked to give it a wear off paint effect.

    I have other texturing tutorial if you're interested:

    http://www.methodonline.com/texture_tutorial.htm

    This is how I got that wood texture:

    [Blocked Image: http://www.methodonline.com/temp/comparison11.jpg]

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 27, 2007 at 3:58 AM

    Here's the tutorial:

    [Blocked Image: http://www.methodonline.com/images/painted_preview.jpg]

    http://www.methodonline.com/painted_tutorial.htm

    Feedback is welcome,

    -Method

  • Tutorial - Making Painted Surface

    • Method
    • October 27, 2007 at 3:57 AM

    I have recently figured out how to make a realistic painted surface on non painted surfaces such as wood, metal and concrete. Here is a preview of what we are going to do:

    [Blocked Image: http://www.methodonline.com/images/painted_preview.jpg]

    http://www.methodonline.com/painted_tutorial.htm

    Feedback is welcome,

    -Method

  • totally random texture thread

    • Method
    • October 27, 2007 at 2:56 AM

    Here's the tutorial:

    [Blocked Image: http://www.methodonline.com/images/painted_preview.jpg]

    http://www.methodonline.com/painted_tutorial.htm

    Feedback is welcome,

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 27, 2007 at 2:55 AM

    Hehe Seldon. That area was inspired by that movie and a french animation Renaissance:

    http://%7boption%7d

    This area was inspired strictly by The City of Lost Children:

    [Blocked Image: http://www.methodonline.com/temp/meth_test3a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test3b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test3c.jpg]

    Working on that painted texture tutorial.

    -Method

  • totally random texture thread

    • Method
    • October 27, 2007 at 2:35 AM

    I discovered a way to make practically any texture (surface) look painted. I used white, because I consider making white paint the hardest. Other colors could be easily overlayed sometimes.

    [Blocked Image: http://www.methodonline.com/temp/painted.jpg]

    More examples:

    [Blocked Image: http://www.methodonline.com/temp/wood_white.jpg]

    [Blocked Image: http://www.methodonline.com/temp/metal_white.jpg]

    [Blocked Image: http://www.methodonline.com/temp/trim_white.jpg]

    I'm planning on writing a tutorial for this, if anybody is interested.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 27, 2007 at 2:35 AM

    I've been quiet lately, but I'm still working on the texture pack and design studies.

    [Blocked Image: http://www.methodonline.com/temp/lq_new.jpg]

    I discovered a way to make practically any texture (surface) look painted. I used white, because I consider making white paint the hardest. Other colors could be easily overlayed sometimes.

    [Blocked Image: http://www.methodonline.com/temp/painted.jpg]

    More examples:

    [Blocked Image: http://www.methodonline.com/temp/wood_white.jpg]

    [Blocked Image: http://www.methodonline.com/temp/metal_white.jpg]

    [Blocked Image: http://www.methodonline.com/temp/trim_white.jpg]

    I'm planning on writing a tutorial for this, if anybody is interested.

    -Method

  • UT3 Demo leaked early!!

    • Method
    • October 16, 2007 at 2:36 PM
    Quote from Zombie

    Yeah method, there could've been certain circumstances, harsh memory limits that can cause noticable tiling, I wouldn't be so picky.Everyone's work has flaws, even your own, so chill out

    I never said I didn't have flaws, therefore I post WIPs. I just wish you guys were as picky. Next time I post something, be extremely picky about my work, make me cry and I will become better. It's all about becoming better and better.

    -Method

  • UT3 Demo leaked early!!

    • Method
    • October 16, 2007 at 9:45 AM

    Hey, I'm an id guy, not Epic. I fight those Epic mofos anytime, fo'gettaboudit. As far as I know they ripped UT idea from Quake 3: Arena.

    Edit: Just wanted to add that I still respect the work Epic do.

    -Method

  • UT3 Demo leaked early!!

    • Method
    • October 16, 2007 at 1:09 AM

    Got a chance to check it out. Epic gets A+ for presentation, but once you look at some places they look rather sloppy. When games are very good, you tend to notice little things.

    [Blocked Image: http://www.methodonline.com/temp/u3_1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/u3_2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/u3_3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/u3_4.jpg]

    [Blocked Image: http://www.methodonline.com/temp/u3_5.jpg]

    [Blocked Image: http://www.methodonline.com/temp/u3_6.jpg]

    Overall, very good. Little polish and it will be one of the best looking levels I've got to play.

    -Method

  • MINERVA

    • Method
    • October 15, 2007 at 11:05 PM

    Very nice. I might reinstall HL2: Episode 1 to play this. You have a good understanding of relationship between form, space and lighting, Adam. You should consider applying for Valve soon.

    -Method

  • De_Forest Released!!

    • Method
    • October 8, 2007 at 11:11 PM

    Very nice. I liked your depot map too and website layout.

    -Method

  • Crazy "Level Design"

    • Method
    • October 5, 2007 at 2:40 PM

    The sign says "don not steal the dirt, it's for the plants". The liquor store sign says "It's our favorite store". If it doesn't make any sense, it's because it's one of small towns spread around Russia.

    -Method

  • Crazy "Level Design"

    • Method
    • October 4, 2007 at 12:53 AM

    That's not Moscow, it's some of small towns in Russia. I lived in areas that could be considered very gritty to other nationalities, but never in crazy places like that.

    -Method

  • Crazy "Level Design"

    • Method
    • October 3, 2007 at 11:32 PM

    Russia is known for it's rich architecture in Moscow and St.Peterburg, yet some buildings don't make any sense. I was reading one Russian portal (website) and it had some funny pictures, which I thought I would share with my non-Russian speaking friends at Map-Core:

    [Blocked Image: http://img3.nnm.ru/imagez/gallery/2/1/2/f/c/212fcf1710f906c111df3cf8a782df7a_full.jpg]

    [Blocked Image: http://img3.nnm.ru/imagez/gallery/c/8/3/6/8/c8368e39b605f1e4a180162172cae01e_full.jpg]

    [Blocked Image: http://img3.nnm.ru/imagez/gallery/a/a/f/9/e/aaf9e97a3e7a5aefee1db66ff567493a_full.jpg]

    [Blocked Image: http://img3.nnm.ru/imagez/gallery/3/3/1/b/b/331bb4069cc8f5de46becde3e2affdea.jpg]

    [Blocked Image: http://img3.nnm.ru/imagez/gallery/c/9/3/a/f/c93afd667cc2203add856c8b1f400f4d_full.jpg]

    So next time when some new mapper says he made it from real life, you better believe it

    -Method

  • Post your desktop 2007!~

    • Method
    • October 2, 2007 at 9:15 PM

    [Blocked Image: http://www.methodonline.com/temp/meth_desktop.jpg]

    -Method

  • Noir Contest map

    • Method
    • September 24, 2007 at 10:59 AM

    Nice work. The second shot is too greyish. Film Noir is usually a high contrast between black and white. Also very hard shadows. Here's an excerp from wikipedia:

    "Film noirs tended to use low-key lighting schemes producing stark light/dark contrasts and dramatic shadow patterning. The shadows of Venetian blinds or banister rods, cast upon an actor, a wall, or an entire set, are an iconic visual in film noir and had already become a cliché well before the neo-noir era. Characters' faces may be partially or wholly obscured by darkness—a relative rarity in conventional Hollywood moviemaking. While black-and-white cinematography is considered by many to be one of the essential attributes of classic noir, color films such as Leave Her to Heaven (1945), Niagara (1953), Slightly Scarlet, and Vertigo (1958) are regarded as noir by varying numbers of critics.


    Film noir is also known for its use of Dutch angles, low-angle shots, and wide-angle lenses. Other devices of disorientation relatively common in film noir include shots of people reflected in one or more mirrors, shots through curved or frosted glass or other distorting objects (such as during the strangulation scene in Strangers on a Train), and special effects sequences of a sometimes bizarre nature. Beginning in the late 1940s, location shooting—often involving night-for-night sequences—became increasingly frequent in noir."

    I think Mr.Happy almost nailed the theme with back alleys and harsh contrast. He posted his stuff in WIP thread.

    -Method

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