The looped gifs when you hover over the images are a great touch, love it. Make sure that the content/body of each page has the correct information which you wish to convey. I think all but one of the pages I visited had at least one paragraph or section which looks like it belongs on the page for your CS:GO level. I'm guessing you're using one page as a 'template' and then copying/modifying it when you add a new project to your portfolio? Nothing wrong with this, but if you haven't written the content for each different project and the pages are not complete, then make them inaccessible until they are complete, as noted above.
Posts by spence
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Yeah, this is the first thing that stands out to me as well, the geometry and shapes look great, but a little more color (aside from gray/blue/white) would work wonders.
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Just visiting this time!
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Give a shout if you're gonna be around (same goes for anyone else who might be going) - I'll be around all day Thursday and in the area until Saturday
/emoticons/[email protected] 2x" title=":)" width="15"> -
Anyone going on the Thursday?
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If you're looking for Source-specific information, check out some of the articles on the Valve Developer wiki:
https://developer.valvesoftware.com/wiki/Bump_map
https://developer.valvesoftware.com/wiki/Specular_mask
https://developer.valvesoftware.com/wiki/$detail -
Looks really impressive visually, the overview shot was especially captivating

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Maybe run through a tutorial or two to get up to speed on some different ways to use the tools in 3dsmax - I think this free 5-part series is decent for beginners. Even if you don't want to jump right into a high/low poly workflow and follow the tutorial to the letter, you can still take away some techniques about working with meshes.
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Looks like this feature is being removed from the Skyrim workshop and full refunds will be given if you purchased any mods: http://steamcommunity.com/games/SteamWor…632365253244218
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I think this is the same issue as your other thread, the normals are flipped so you are seeing them on the 'back' of the arch instead.
The shell modifier will add extra faces and if you are doing this to fix the problem you are at least doubling your tri count for no good reason

You can select all of the polys and flip the normals like HP suggested in the other thread, this way you will only be using the tris that you need...it seems like the player won't see the 'back' of the arch, so there is no reason to have any geometry there!
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Quote from Klems
You can use alt to translate/rescale your object off the grid. Alternatively, you can rescale any brush with ctrl+M if you need more precision.
You can get into microbrush territory if you scale objects too small or go below 1u when translating with the alt key so you have to be careful with this...
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Honestly I think the difference is almost imperceptible. The colour is marginally warmer on the bricks and grass but it still looks a bit washed out...could very well be the colour correction.
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Disable shadows on the plants, it will stop the blobby shadows from underneath them. Staticproplighting might also fix the issue with the plants by the fountain, otherwise you need to move them outwards a little bit so that more of their faces are exposed to the light and not inside of the fountain and getting no light. Problem with the corridor on second floor right side is because it has this weird u-shape which you never see in a real house. Better solution might be to separate the top of that hall entirely (eg drag the wall all the way over to the rightmost wall) and have the room in bottom right corner connect to that hall, sort of like what you have done on the left side. Map looks really good though!
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Ah, good ol' engine limits. Propper doesn't work for Insurgency, only earlier Source games. What you can do is extract all of the Ins materials into a supported game (HL2, Ep2, etc..) and then use Propper from the regular Source SDK; there is a guide here. There is also a little-known program called 'VMFtoSMD' which will convert map files to .smd model files...you just save each 'prop' as a separate VMF and then run them through that app. I used the latter when working on Ins and CSGO maps, and it works a treat (and saves you the hassle of going back and forth between SDKs).
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You can also ignore the stringtables error. It happens on most maps maps (including official ones). Don't follow the 'run with -stringtables' instructions, because it causes other problems.
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Has this updated version solved anything with the missing assets? I had this issue in the build from the first round of testing, and installing CS:S and re-validating SDK 2007 Base per the other e-mail didn't solve the issue

I noticed that one of the paths in the gameinfo was episodic. Do I also need Ep1/2 installed perhaps?
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I can't unsee this little fella in the last screenshot:
[Blocked Image: https://dl.dropboxusercontent.com/u/406357/etc/face.jpg]
Seriously though, looks like it's shaping up nicely.
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Had a request for some of the assets, so I figured it makes sense to post them publicly, you can find them here if this interests you too! Includes the airplane instance but not the full map as it needs some cleaning up (mostly to group out and hide the modified Valve assets which aren't included in the zip).
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There is a 1gb limit for workshop files if I remember right, but I'm guessing you haven't exceeded that?