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  3. jakuza

Posts by jakuza

  • Daredevil

    • jakuza
    • April 11, 2016 at 5:15 AM
    Quote from Thrik

    On 4/5/2016 at 1:17 PM, Thrik said: The gore in episode nine. Jesus!


    http://# Reveal hidden contents When the Punisher kills all the prisoners.

    Probably my favorite scene in the whole season. Reminded me of some of Daredevil's really brutal fights from the first season, where he is just barely able to hold them off. I felt that was kind of missing for him this season, he was just a little too competent.

    Still a great season though, couldn't stop watching till it was over, just like the last one.

  • de_royal (previously de_street)

    • jakuza
    • March 25, 2016 at 8:02 PM
    Quote from laminutederire

    On 3/22/2016 at 2:58 PM, laminutederire said: I get severely frustrated because I can't see CT's properly, there isn't enough contrast on some part of the map /emoticons/[email protected] 2x" title=":(" width="15">

    Yeah, agreed. I'm compiling a list of issues to do a big overhaul sometime this year when I get the time. That will definitely be on there.

  • de_oakwood

    • jakuza
    • March 11, 2016 at 10:36 PM

    Original lighting is good, but this is just physically wrong. The color of shadows is the color of all combined light minus the light the object is blocking. Since here, the shadows are blocking the sun, the only light left comes from the sky, which is blue.

    Or in short, direct sunlight is yellowish/orangeish, while shadows are the color of the sky. So you'd need something like this: https://developer.valvesoftware.com/w/images/d/df/Sky_harvest_01.JPG as your skybox, which could look really cool imo. Right now it's uncanny valley territory though.

  • WIP de_bay

    • jakuza
    • March 10, 2016 at 8:57 PM

    Hello,

    This is the layout I've been working on for a few months. Not sure about anything aesthetic so far, but hopefully a bay comes into it somehow.

    I'm also hoping I can apply some of the lessons learned from de_royal.

    I will get a playtest set ASAP, but any feedback on just the pictures is much appreciated.


    Here are a few more pics:

    Quote

    Site A

    Site B

    Mid T Entrance

    CT spawn (Hopefully less boring in the future)

    T spawn

    Display More


    Thanks for reading/looking!

  • The random model thread!

    • jakuza
    • March 2, 2016 at 9:13 AM
    Quote from Fuzyhead

    Can you show a wireframe please? It looks a bit blocky, may need more than 8k tris (I do not know what's the normal polycount for a source engine car though). Also it seems like you are not mirroring the sides which can save you a lot of uv space.

    Ah, okay, I assumed it was an amateur thing to mirror uvs, but I also wouldn't know how to hide it correctly. I also wasted lots of uv space, which doesn't help.

    The closest Valve-made equivalent I found is 6.8k tris, and that's with a little low-poly interior. I think the blockiness is just my inexperience showing :lol:

    Thanks for the feedback!


    Wireframe and UV map:

    Quote

  • The random model thread!

    • jakuza
    • March 1, 2016 at 10:04 PM

    Nearly finished my first car. Feels good. I would still appreciate crits though.

    [Blocked Image: http://i.imgur.com/tBzSfbx.jpg]

    [Blocked Image: http://i.imgur.com/MYEcLGa.jpg]

    [Blocked Image: http://i.imgur.com/KXGsLMV.jpg]


    ~8000 tris, 1024x1024

  • de_royal (previously de_street)

    • jakuza
    • February 25, 2016 at 2:59 PM

    Yeah, found out yesterday that light_directional was the culprit. Update is done, I just need to figure out how to let Valve know.

  • de_royal (previously de_street)

    • jakuza
    • February 24, 2016 at 7:33 PM
    Quote from Aztk

    Fix some of them also


    Argh, I would really like to, but between VRAD still being totally broken and me not having any correspondence with Valve about this, I really don't know what to do.

  • de_nuke_zoo [New content resource]

    • jakuza
    • February 20, 2016 at 8:01 PM

    Anyone else notice they're using these generic envmaps for basically anything with specularity now, instead of cubemap reflections? It seems sort of like a faked PBR to me, since cubemaps do tend to make everything look like they've got a coat of oil.

    I think it looks pretty good.

    And also the return of 3D Shaded Textured. NICE

  • de_royal (previously de_street)

    • jakuza
    • February 20, 2016 at 7:43 PM

    Does anyone have any knowledge of whether Valve will incorporate changes from the workshop if it's something important like these exploits?

  • [CS:GO]de_corp

    • jakuza
    • February 18, 2016 at 1:35 AM
    Quote from spa

    "LightmappedGeneric"{ "$basetexture" "brushes/de_corp/window_inside_01" "$surfaceprop" "glass" "$bumpmap" "brushes/de_corp/window_outside_01_nrm" "$selfillum" "1" "$selfillumtexture" "brushes/de_corp/window_inside_01_illum" "$envmap" "env_cubemap" "$envmaptint" "[.1 .1 .1]" "$envmapcontrast" ".8"}

    I think $selfillumtexture is outdated. Try storing the mask inside your base texture's alpha channel instead.

  • Hitman - World Of Assassination

    • jakuza
    • February 13, 2016 at 11:17 PM

    Have to say, I think this approach is so cool. A really condensed but open-ended level/world opens up so many possibilities in level design and mechanics, but I feel like it's rarely done. At least in singleplayer, the industry seems focused on either creating a linear scripted experience or a HUGE sprawling open world with lots of space between everything. The closest thing I can think of to this in recent past is Dishonored, and that's not very recent.

  • Architecture Books

    • jakuza
    • January 21, 2016 at 6:59 PM
    Quote from laminutederire

    I'd advise you the taschen collection. Not so expensive, and they are noon friendly at least that's what I started reading

    if you want some architectural theory insights I'd suggest autobiographies of famous architect I have Frank Lloyd Wright 's one and it's somewhat insightful

    Love flipping through "Architecture Now!" for inspiration on form and space. Good photography and great architecture.

  • Complex brushwork?

    • jakuza
    • January 20, 2016 at 5:53 PM
    Quote from Klems

    [Blocked Image: http://i.imgur.com/P0ttqaE.jpg]

    Oh. yeah. That makes more sense.

  • Complex brushwork?

    • jakuza
    • January 20, 2016 at 6:09 AM

    Hmmmmm. The LDs at Valve might've used an in-house tool but I believe this could be done in-editor:

    a)Use the arch tool to make a 360 degree 16-sided flat donut shape for the blades

    b)Rotate each individual brush by some certain amount

    c)Connect them with the thin metal pieces also using arch tool

  • [TF²] [WIP] pl_3dnrav

    • jakuza
    • January 9, 2016 at 9:51 PM

    I like 3 a lot, I think it has the most "feudal" feel if that makes any sense haha

  • The random model thread!

    • jakuza
    • December 31, 2015 at 5:26 AM

    Finally got my modular ivy working the way I wanted (almost):

    Phong really works very well here, I just wish source lighting was not so finicky.

  • Blender

    • jakuza
    • December 26, 2015 at 11:48 PM

    Yup, using Blender also. My main hang-up with it is picking through the super dense UI and all the features that come with it being a full 3d package. I mean, has anyone ever used the Blender game engine for anything? I think it could really benefit from being separated into multiple tools like Autodesk.

    @leplubodeslapin do you know of any tutorials like that for modeling foliage? I've never gotten good results and I'm wondering if I'm missing some key technique or something.

  • (Help) Proportions of props as part of the playable area.

    • jakuza
    • December 15, 2015 at 6:53 AM

    Have you checked your normals? I've noticed Blender does not do backface culling by default, but Source does.

  • DE_AQUEDUCT

    • jakuza
    • December 14, 2015 at 9:29 PM

    Very cool urban jungle vibe. I definitely get the COD4 feeling like others are saying. A lot of cool ideas and the general forms and shapes are top notch. My only advice is now to refine colors and visual noise. For most of these shots, if I unfocus my eyes I get a much better sense of space and depth than when focused.

    Great work!

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