Yeah brushes are esential for optimization (source use portalling) and also models lighting is baked into vertices (not good for big surface)
So you have to make the main architecture with brushes and fil it with models.
Yeah brushes are esential for optimization (source use portalling) and also models lighting is baked into vertices (not good for big surface)
So you have to make the main architecture with brushes and fil it with models.
I always wanted to make an awesome HL2map, failed everytime I tried ![]()
Waiting for my copy on my desk ! ![]()
Put a SU100 in your map and I will definitivly love it ![]()
Make 2 differtent project in a row so when one of them is blocking you, continue with the other, etc...
Also like it's said before, finishing a part of a map on a final state help you to see how will looks your project and give you the strenght to finish it.
And Paris guys, Paris !!!! [Blocked Image: https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcS4WxWRvfzYnoqED00hzR1ytPMCUub9g2gnpSGk4RNnzynk10P2] But the game doesn't look extra beautifull for now, but SDK !!!
Well it's less dark on the display I have at home but still, those plants are black.
You should increase your brightness a bit because right now I can't see aanything on your screenshots.
I want to play it after seen it at work.
Quote from (HP)
The environment art is also extremely well done, (geo geo geo, bevels, custom normals, decals, done) I was wondering since a couple of years now when was a game going to just stop using baked tangents and straight off model everything. On today's hardware, tri count is the least of our worries whereas texture memory is still a bit of a bottleneck. With this workflow, you keep material count to a minimum which is good for memory and is also good for artists because they can really focus on making all those tillable materials look good and reuse them at will.I loved how you just modeled everything, and overlayed decals for details on what seems to be like what, 90% of the whole game? Leaving tangent space baked stuff for hero / unique assets.
It's a GREAT workflow, finally a game has decided to step up and do that, I genuinely think this is almost a revolutionary step in the right direction, it wouldn't work on all kinds of art diection of course but it's perfect for hard surface environments like this.
Wait, there is no normal map on evn ? Even on floor with metal plates ?
Hopefully you didn't ask for feedbacks.
You even have the part 2 :
Waiting for this because the first one have the best weapon feeling i know.
"on pro feedback"
What ?
Nice ! but you should add more faces to your aches.
Can't wait !! (Still have DS2 DLCs to do)
You should add more colors and brightness.
Yeah but you should consider changing the name still. It was an official. You can still call it cuba.
My only complaint for now is that it's already difficult to see someone in INS2 so this lighting looks a bit too hard to read.
If this map is not in the next operation, well, I don't understand. you are really the best csgo mapper dude. Love the map. ![]()
For a classic inferno/italy themed map, it's wel done. i'm just not a fan of the buidling with different colors on them, each buiding should have one strong color only.
ex : https://pp.vk.me/c619422/v619422888/16d48/_7_naXgj9Kk.jpg
green/red and green/blue ones. You can't tell if they are real buildings or if they are a mix of severals.