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Steppenwolf

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Everything posted by Steppenwolf

  1. The next game i will buy is CoD 2.
  2. http://quiz-em-all.com/quizzes/1-computer-game-quiz/ I have 32/40. Am i oldskool now?
  3. But it has nice brushwork for a first map.
  4. Steppenwolf

    Tattoos

    insta: 5-6 hours each tattoo. Deads: It doesnt hurt much on the arms. You dont have so many nerves under the skin on this part of the body. The inner side of the arm would hurt much more. The skin is thinner there and has more nerves.
  5. Steppenwolf

    Tattoos

    A celtic tribal with snake and eagle on my right upper arm. Angel on my left upperarm.
  6. I have read a lot of banal articles here the last few days... I know no mapper who maps without having fun. The persons who not have fun will give up after a few weeks. I dont understand the intention behind such articles. It reads like "see how pro and experienced i am and you others are all noobs and must learn from me!!!!!11111"
  7. This is not a normal map. It is the unwrapped skin mesh exported with the models normal colors on it. This helps the skinner to identify the parts of the car on the mesh before he paints the skin over it. Very useful especially when modeler and skinner are not the same person.
  8. hahaha, wtf *rofl*
  9. Your aims are unrealistic imo. You started your Mod a year ago, you have only two team members yet, not much done and the huge feature list of a professional game like Deus Ex. When do you think to finish your Mod? In ten years? Even with 40 members who actualy work on their stuff you would need two years. I suggest to work out a more realistic concept. That would also help you to find more staff members. Nobody wants to work on a project that has no chance to release.
  10. After the modeling you unwrap it. It loks like this then: http://www.insmod.net/team/upload/Users/Steppenwolf/mercedes190mesh.jpg The skinner then loads this gfx in photoshop and can paint on it. usualy he has also opened a program to watch the model. After a few steps he saves the skin, refreshes the model and can check his work in 3d. And this again and again and again... so long till the skin is finished. And thats the result: http://www.insmod.net/team/upload/Users/Steppenwolf/mercedes190mesh2.jpg
  11. The smoothinggroups dont look good and you have wasted a lot of space on that mesh. I would risk a seam left and right of the front (direct behind the cockpit) if i was you. Would give you the whole 1024 pixels for the sides. I know you are a good skinner. you can manage the seams. With a higher pixel resolution of the sides you can also make the other stuff larger without looking weird and use a lot of the yet unused pixel of the mesh. edit: i suggest also to make the cockpit glass on a extra texture. making a alphachannel for the whole 1024x1024 texture would be a waste of ressources imo.
  12. This is my first ever car and the most complex thing that i have modeled + unwrapped so far. The model has 2889 triangles. This includes openable doors (modeled them for a fucked up version of the car that follows later). The skin is by Markus.
  13. I have the same shitty gfx card.
  14. Radiant is definately better then Hammer. The Workflow is faster and less complicated once you know all the shortcuts. For example in Hammer you have to click and press multiple buttons, drag with the mouse etc. to copy a simple brush. In Radiant you just press space and bang there it is.
  15. I was at a Boehse Onkelz concert a few years ago. Best live band evr!!!
  16. Yay, i can see some of my stuff Kosmo what do you mean by 'original Insurgency Mod'?
  17. wow i didnt know you can jump so high!
  18. No they have their own engine. It looks very good imo. Will definately buy it.
  19. Cool! Tell them to make a new Turrican game!
  20. Why does he collect all the toys?
  21. huh? its on a 1024x512 mesh like most hl2 buildings. i dont think thats too detailed. 512 pixel for the whole height of the building is ok! 256 would look totaly blurry ingame.
  22. Brushes don't look half as good in the skybox. Reason: a skin looks much more unique and detailed then repeating textures applied on a brush. D3ads: Insurgency wouldn't be a Total Conversion if we use hl2 stuff. Our target is 100% custom material.
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