Brilliant work, i really love the style you managed to pull off, gives it it's own uniqueness when compared with the Crysis sp campaign.
Posts by Jenn0_Bing
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The two stone textures shared the same base, but the dirt and the grass have different bases. As for the "Nintendo look" i think the normal was too strong ive tried toning it down and it looks a bit better. But i also think im going to rework the stone textures to have slightly less of a gap between blocks. I do also plan on makign my own detail sprites eventually, those were just thrown in to help convey my idea.
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Awesome, nicely handled
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Clear Sky is indeed looking stunning. I cant wait to sink my teeth into it, i loved STALKER and it's atmosphere, im going to start it again soon and aim for a proper ending.
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Started working on some TF2 textures, possibly for a map or they might just end up in a pack of models/textures that will happen anyway if the map does. Im thinking of going with some sort of over-stylised Aztec theme. I halved the size, as to not clutter the page too bad.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/StoneWall.jpg][Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/StoneWall_Pillar.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/GreenGrass.jpg][Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/BrownDirt_normal.jpg]
Here's an in game shot, because the way Valve does their TF2 textures they really rely on the shaders to get the depth.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/stone0008.jpg]
At the moment i have the painted stripe to define team spaces, but I feel it's pretty lame to just go with the overdone painted stripe. If anyone has any other ideas it like to hear them. Also, how can i hide the view model in TF2, impulse 200 doesn't work.
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I'm digging that new texture, but i will say i feel the "brush strokes" are a little too small and noisy. Valves textures have a very flat diffuse, then the detail is added with detail maps over the top and depth with normal or ss_normal maps.
As for the layout, i think it looks interesting. But i agree it looks a little corridor heavy at the moment.
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"Fiery Fire II"
"Third World Janitor Daredevils"
"Twisted Snowboard Bloodbath"
"Irritating Basketball Disaster"
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I must say that stalker and crysis mash up looks beautiful in soem shots. But as for the retail game, im not sure how the publisher didnt realise what was going on before they actually published the game.
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"Eco-Friendly Flatulence Invaders"

"Throbbing Kangaroo Trivia" I dont think i want to know...
Edit
"Nighttime man-love CD" Im going to stop clicking next now.
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Im INFJ- Extraverted Intuitive Thinking Judging
Strength of the preferences %
22 12 12 11
My subtype is Idealist Counselor.
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Very nice visual upgrade, hopefully i'll ahve the chance to play it soon and check out the game play adjustments.
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Towards the end of the thread Warby posted there are some pictures of the turrets in game with textures.
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I did not know that
. But, most of their new videos (as recent as May 28th) they have the "Dunia Engine" logo on the front. Thats what i was basing my comment off, and an interview i read somewhere. -
Quote from Furyo
The engine is Nomad, and it's a revamped version of the original CryEngine (heavily modified). I personally only hold my expectations for it to be some above average title due to the fact Clint Hocking is the creative director.
I believe Ubisoft is calling it the Dunia engine, and it uses very minimal code from CryEngine.
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Those are really impressive, i like your personal spin on the "generic" shape for most weapons. Gives each weapon a good strong silhouette to tell them apart.
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That looks simply stunning. I love the look of the cave.
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That is a really impressive model, and an awesome looking tank. Nice work.
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Quote from Marcos
Thanks guys! Ps: Why does the small plant in the last pic render fullbright? Any ideas?
The plant is fullbright because of the material properties, they only appear in direct light in de_train so it didn't matter to them. I like the theme of this map and how colorful the surroundings are, not as monotoned as most of the official CS:S maps, i agree that the intensity of some of the lights needs tweaking though.
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I really like the skull, im not so sure about the arms though.
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I think it looks really good. I dont mind the bloom, as said it fits the setting to an extent, and nowhere does it look seriously overdone. I think GTA IV's number plates > Mafia 2's though
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