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Steppenwolf

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Posts posted by Steppenwolf

  1. Doing a small set around this base Tex atm...here the "door one":

    bricks_ocker_1_door_wip.jpg

    Somehow I`m not lucky with the shadows....any comments on how to do this better!

    The lighting and perspective of the door doesnt look right. On the bottom part it seems the door comes out of the doorframe.

    I also think it is too obvious that u used the highpass filter for the bricks. If u used him to sharpen the bricks then make next time a seperate layer for the highpass and mix it with hard light 20-40% to the original. Gives the texture a nice sharp and semiphotorealistic look without this pale greyness.

  2. In my opinion it is not possible to make a TC with just a couple of friends and for the pure fun. Such a Mod will fail nowadays. A lot of the moddingwork is absolutely no fun. It is real work that needs a strong character with the ability to hold the motivation level high over many months or even years. To handle this makes the difference between a mod that will be succesfull and a mod that will never see the light of day.

    It needs at least a decent organization and people who are able to motivate each other otherwise people will stop to work when it comes to the not so cool tasks like fixing 300 texture files or unwrapping a dozen huge boring models.

    More organization and a bit more professionalism doesnt mean that modding itself is less fun. For me personaly it makes more fun to work in a organized mod together with people who know their shit.

    Its a difference tho between a Mod that only seems to be professional and a Mod that actualy has some (semi)professionalism.

    I would always look who are the people that are already on the team. Are they known in the scene? Have they released maps etc already? Have they worked on released mods? It is very important for me that at least a few people know what it means to bring a project to a release. This is what strenghtens the convidence in a project.

    When i started being interested in ins a year ago it was a big plus for the team that so many of them worked on Red Orchestra before. Otherwise i would not have applied for a position in the team although the artwork and website looked very nice already.

  3. Delaz you better read our forums because we have a NDA at Insurgency ;) And that is good so. It makes sure that the content that is produced by the members is 'property' of Insurgency. So if a member would left the Mod in anger he cant take his stuff and bring the whole project to fall. Its no problem to use it as reference or for portfolios tho.

    I dont see this as a bad thing. The amount of work and time that is needed for a Mod specialy a Total Conversion is so HUGE that it would piss many many people off if a single person could destroy everything in a moment of anger.

  4. Nice work so far. The only crits that i have is skybox and lighting. Some work here and the map will look even nicer.

    And in the first pic the stone texture in the background is mirrored.

  5. To be honest i dont like them. Alyx was much cuter with the old skin.

    Looking at the meshes i get the impression that a photoshop newbie just stretched some high res magazine photos over the old skins. If atleast they would fit the atmosphere of hl2 more and wouldnt have the strong lighting and makeup ...

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