Fullauto
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Posts posted by Fullauto
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A torus tool y'say?
Imagine the mayhem that a bit of carving could do....
Mmmm.
To be honest I wouldn't mind having to model simple details like pipes. It's the complex ones I'm worried about.
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Killjoy

Gman, it still doesn't look right.... The corrugated metal is too blurry and the window looks like it's floating.
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It's NS, they don't do new textures

That flare light in the third pic looks really rubbish, try to find something more subdued (or make your own, flares are easy as hell, just use the gradient tool and a bit of levels adjustment).
It's solid enough, but where's the theme? Where's the centrepeice? It's gotta stand out somehow....
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I'm digging the ceiling in the fourth screenshot, very nice.
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It's dark.
Rocks in the last pic look a bit rubbish, give them some shape.
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Pics! Pics!
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Holy Jesus.
Ace.
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Useful stuff there Zaphod.
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Fairly decent, but lacking in wow factor.
All the angles are either 90 or 45 degrees, it's a little plain. Spice her up!
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Nice bumpage.
Anyhow, CJ's right. Textures take a fair while, so it's only right that you should see where they're going to end up.
I'm not sure why he was asking for road signs anyway, it's hardly a difficult texture to make. I'd say even a beginner (like my good self) could knock out a respectable effort in 20 minutes using Google image search, GIMP and Wally.
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Fairly excessive on the polies, isn't it?
You need to work on the cheeks and jaw more, it doesn't curve around naturally like a real face does. Try to find a willing volunteer to sit with you for a bit while you model, just so you can get it more naturalistic. Failing that find an Actionman doll or the like and study that - it's better in a way because you can actually take a marker and draw out the poly structure on the face before modelling, helps a lot (kudos to schmung for the brainwave).
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Ah, this thread keeps on making me happy.
Ewok, it needs more depth to the metal borders. Also the base wall is a touch too light, in my opinion.
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Until a month ago I lived in South London. I'd have been proud to show you pictures. I'm too annoyed with my new location to show it.
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If that's the case then this project just got a lot more daunting.
Compiling the whole of hl? Wowser.
Sounds like a job for a valve work experience lackey

Oh, nice texture there Zaphod, the flaking paint looks pretty swanky.
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All that's missing is the amnesia and love interest.
Turkey of the year anyone?
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Looks arse. It's all my fears about normal mapping in one kingsized package.
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If I'm reading it correctly it'll change the original texture alignment scales on the hl bsps to fit the new high res textures. If this is the case you'll have to be pretty damn accurate with regards to feature placement on the new textures.
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You hit the mark spine, good job.
I like that particular texture series, they're pretty cool.
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I'd watch it just to see what they did with the cyberdemon.
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Lacking pizzazz. Needs a focus and a reason for us shooting each other there.
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I'd be biting my arm off after all that vertex manipulation.
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I read trash like Tom Clancy to pass the long sleepless nights. Last worthwhile fiction book I read was Fahrenheit 451.
Mostly I read popular science books. Currently reading this one:
I lost it about a year ago, so I'm having to start again.
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Theming is pretty whacked. You've got a checkered tiled floor in an area with industrial machines. Can't say I agree with your texturing choices elsewhere either. Fairly nicely lit though.

HL2 Map Design Question: Brush or Mesh?
in Engine Discussion
Posted
Yeah, streamlined workflow is a big plus. Direct import from 3dsmax/maya would be a huge boon.