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  3. TermInator525

Posts by TermInator525

  • The random model thread!

    • TermInator525
    • June 19, 2014 at 12:32 AM

    Nothing too special.


    Some squares with a normal and specularmap. Normal and spec are not final. I have to tweak both textures to add some irregularity and variety.



    Reference:


    [Blocked Image: http://media.englishrussia.com/112012/chirkeiskaya3/chirkeiskaya003-26.jpg]

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • June 8, 2014 at 5:52 PM

    Updatetime. Most of the puzzles are still missing but thats my mistake. i like the design phase a bit more so i often set the "lame" stuff at the end. I know my work flow is flawed because every change I make in the end can result in mayor optical changes :(


    Also these areas are not pollished in any way. its the sheer size of this map ... Well less then 3 weeks to go...


  • Help with making a UV map for a geosphere

    • TermInator525
    • June 7, 2014 at 1:06 PM

    i suggest make everything you want on a cube and then use the speriphy (model
    ) modifier. this way your uvwmap will shaped in a perfect rectangle and you still have your round object. (in 3DS MAX)

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • May 29, 2014 at 2:15 PM

    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.


    [Blocked Image: http://cloud-2.steampowered.com/ugc/3264294907107098820/FD351AF0F442EFCFD76620AA0E2634DFF1340E16/]

  • The random model thread!

    • TermInator525
    • May 28, 2014 at 1:58 PM

    it's basicly a Half-Life 2 (ep1 and ep2 are included) singleplayer contest. I want to use old underground Facility connected by these tunnels. Much like the Cheyenne Mountain Complex but more hl2 ish way.

  • The random model thread!

    • TermInator525
    • May 28, 2014 at 12:54 PM

    Made for the Mappingcontest over at interlopers.


    [Blocked Image: http://cloud-2.steampowered.com/ugc/3264294907064867364/78A2B5439BC686728FDA61B239192C8EA07B2770/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/3264294907064866338/34F88AA9FCA6D7805300E13772E75CDA28314DD9/]

  • Hammered to the Max E-Book coming soon

    • TermInator525
    • March 29, 2014 at 12:47 PM

    what kind of screenshots? A opened WWT window in 3dsmax or finished work. For instance I used WWT to convert this structure:


    [Blocked Image: http://michael-z.info/images/stories/models/frame.png]


  • ITT: Post maps/scenes that never saw the light of the day.

    • TermInator525
    • February 19, 2014 at 3:28 PM
    Quote from MrSkellyBones

    Map I made today to help me learn about smoothing groups, lightmap and HDR settings. Incidentally I realized I didn't know how to make spiral stares so I sort of figured that out along the way.


    I just want to make sure by finding out you mean using the Arch Tool included in Hammer?


    https://developer.valvesoftware.com/wiki/Hammer_Arch_Properties

  • [Portal 2] Repercussions WIP

    • TermInator525
    • December 31, 2013 at 5:53 AM

    i love the model, the animation, those sound effects and the particle effects! Great work!

  • [cs:go] De_Telerad

    • TermInator525
    • December 31, 2013 at 5:51 AM

    My2Cents


    as far as i can see: The sky is very bright, your map is dark. (what is your light_environment set to? It should be at least at 400 and in the color of the sky)

    Your yellow light is too much. Use a more desaturated version. Also when you use a yellow light, use a yellow light source. As seen in the first Picture. You used a yellow light but the Lamp is obviously white.


    http://cloud-2.steampowered.com/ugc/4697923259…58.resizedimage All your office-lights are floating below the ceiling. This model is concave, place it in the ceiling or at least put a brushed border on the side of the lamp.


    Also place / add env_cubemaps. Without cubemaps all the geometry reflections are disabled. (ofc you have to build the cubemaps afterwards ingame).


    I like some of your geometry but you can work a bit more on your z-axis. For instance add vents to break up your scene.

  • William Josephy - Level Designer

    • TermInator525
    • December 29, 2013 at 7:02 AM

    as a noscript user i find it a bit irretating that your portfolio needs all these json files. Or let me rephrase this: If i disable js i have a blank white page.


    Below is the quote noscript gives me:


    Quote

    http://www.willjosephy.com/vmBHRjYq949tJY…W9kZSI6ZmFsc2V9
    http://wixappslb-2118248334.us-east-1.elb.amazonaws.com/LinkedIn/Prod/linkedin/Index
    http://wixappslb-2118248334.us-east-1.elb.amazonaws.com/LinkedIn/ProdMobile/linkedin/Index
    http://www.willjosephy.com/
    http://www.willjosephy.com/willjosephy.com
    http://www.willjosephy.com/190e26_a2f474a…8258df40_fi.ico
    http://static.parastorage.com/sites/190e26_0…b_96.json.z?v=2
    http://archive.wix.com/sites/190e26_0…b_96.json.z?v=2
    http://www.willjosephy.com/sites/190e26_0…b_96.json.z?v=2
    http://fallback.wix.com/wix-html-edito…758022b_96.json
    http://publicorigin.wix.com/wix-public-htm…758022b_96.json
    http://static.parastorage.com/sites/190e26_2…3_92.json.z?v=2
    http://archive.wix.com/sites/190e26_2…3_92.json.z?v=2
    http://www.willjosephy.com/sites/190e26_2…3_92.json.z?v=2
    http://fallback.wix.com/wix-html-edito…319ee83_92.json
    http://publicorigin.wix.com/wix-public-htm…319ee83_92.json
    http://static.parastorage.com/sites/190e26_6…8_91.json.z?v=2
    http://archive.wix.com/sites/190e26_6…8_91.json.z?v=2
    http://www.willjosephy.com/sites/190e26_6…8_91.json.z?v=2
    http://fallback.wix.com/wix-html-edito…1dd2038_91.json
    http://publicorigin.wix.com/wix-public-htm…1dd2038_91.json
    http://static.parastorage.com/sites/190e26_d…d_95.json.z?v=2
    http://archive.wix.com/sites/190e26_d…d_95.json.z?v=2
    http://www.willjosephy.com/sites/190e26_d…d_95.json.z?v=2
    http://fallback.wix.com/wix-html-edito…705b27d_95.json
    http://publicorigin.wix.com/wix-public-htm…705b27d_95.json
    http://static.parastorage.com/sites/190e26_e…0_96.json.z?v=2
    http://archive.wix.com/sites/190e26_e…0_96.json.z?v=2
    http://www.willjosephy.com/sites/190e26_e…0_96.json.z?v=2
    http://fallback.wix.com/wix-html-edito…065acc0_96.json

    Display More
  • The random model thread!

    • TermInator525
    • December 23, 2013 at 2:50 AM

    [Blocked Image: http://i.imgur.com/9eKLrwol.jpg]It's my first weapon model (ever) I made. it took round about 6hrs for this highpolygon model with floating geometry (normal map). Its a bit long but my last model i made is several months old.I also want to unwrap and texture the weapon (lowpolygon version).

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • December 14, 2013 at 11:50 PM

    i like the changes. looks familiar (i know its a port / vietcong remake). I'm not so sure about your greenish looks of your map. My guess is: It will be hard to see the players (especially if they have green clothing).Maybe you can break the look of this mountain a bit. its too unified atm.

  • The random model thread!

    • TermInator525
    • November 15, 2013 at 2:00 AM

    you can disable mipmapping in the texture also you can provide your own mipmaps. Never used this feature though.

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • June 26, 2013 at 1:07 PM

    all what i can see is a large plane. Maybe you want to add some higher and lower terrain

  • failed Uni application :/

    • TermInator525
    • June 21, 2013 at 5:20 PM

    Where did you apply? Maybe the Hochschule für Technik und Wirtschaft Berlin?

    If your answer is yes and you are from germany (at least understand the german language) I might have a video for you.

  • The random model thread!

    • TermInator525
    • June 17, 2013 at 5:57 AM

    i added a texture / uvwmap and some minor details. i would say it takes another 2-5hrs to finish this helmet

  • The random model thread!

    • TermInator525
    • June 13, 2013 at 6:35 AM

    i had some time. Rendered with vray. took me round about 5hrs (including the rendersettings).

  • [CS:GO] ar_drainage / awp_dustfloor

    • TermInator525
    • May 30, 2013 at 5:15 PM

    I updated my 4hrs Map it now Includes the following things:

    + added spawning-rooms for both teams

    + added Overview

    + added soundscapes (Sounds)

    + added custom models and sky

    + added wooden covers

    + added Decals / Overlays! yay

    ~ changed the brightness of the map

    ~ changed a few spawning positions

    ~ changed the team skins (visibility)

    ~ edited / optimized all Lightmaps

    I also made some custom models and a custom sky for this map. Feedback appreciated,

    http://steamcommunity.com/sharedfiles/fi…s/?id=146388906

  • [CS:GO] ar_drainage / awp_dustfloor

    • TermInator525
    • May 20, 2013 at 5:01 AM

    Hi there,

    i want to show you two projects. One made yesterday the other thing were just laying around for a longer time (at least a few months). Both available in the Steam Workshop:

    Dustfloor (name and layout by "Matrix")

    made for an older speedmapping competition and my old personal cs:go playground. Thats said I don't like the layout or the gameplay and i don't have time to finish things. Soo better than nothing:

    Download and more Screenshots:

    http://steamcommunity.com/sharedfiles/fi…s/?id=141719933

    Drainage

    also made for a very small (only two persons) speedmapping contest. It took me 4hrs to finish the map and another 45min to compile and upload he whole thing. Its still unfinished but I think its the best i could do within the given time. HDR, Soundscapes, Decals are missing. Gameplaywise i would change some spots but the rules are that we both are not allowed to change the maps until next week.

    Download and more Screenshots:

    http://steamcommunity.com/sharedfiles/fi…s/?id=146388906

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