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Ooghijmiqtxxa

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Posts posted by Ooghijmiqtxxa

  1. OL: The stuff is looking really good. I was a huge fan of Rock2 for QWTF. Keep at it man! I want to play some Rock2 damnit!

    I did this as a little test to myself. I wanted to see how much I could push a simple cylinder shape. It took a lot for me not to add little bits and arms to it. I'm thinking of using it in a HL2 level I have planned, but not sure if I have the time. Let me know what you guys think! :D

    simpletestdr8.jpg

  2. Just wanted to pop in and say Zero Gear is going to take over the universe. I met David and Brian at the SF Postmortem and got to talking to them about Zero Gear, among other things. These guys are very serious and know what they're doing. I even got to play around a bit with a demo of Zero Gear and the Kart and track looks more amazing in motion. Really guys, you are doing a fantastic job, keep it up!

  3. Hi guys, long time since I've posted something here.

    techdoor1.jpg

    I'm probably going to do a whole tech set kind of like this. I had a lot of fun making this one. I'm used to making environmental textures so I have to worry about stuff tiling so this was fun because I got to put in some details.

    KoKo: That looks great! I instantly thought of the animated series Poison Ivy, so you're defiantly on the right track. I think the face is a little too fat. Once you get the posion ivy colors in there, it'll really pop.

  4. it's true, rick has the most beautiful voice ever. nice chest, although i'd probably serve the lighting and sparks/whatever as sprites rather than attach them to the model

    Thanks!They're separate. They're on a 16x16 texture that I just make to doll it up a bit. I want it to look like that in game, so I put them in to see what it would look like.

    I think that chest looks top notch! Good work!

    Thanks :D

  5. You could bake in some nice blue lighting from the bottom thingy....

    The blue thingy was just a test. All active items (pick ups, quest items, and teammates) will have this blue ring at the bottom. It changes color depending on certain factors. For teammates, it will change to reflect their health status, and for the items it will change to reflect how much time is left until it disappears. It would be cool to get that color onto the model though. :D

  6. If Rick_D posted all of his replies as an audio file, you all would be in love with him as much as I am.

    This is a treasure chest I'm working on for my project. These are dropped from Condeaderates and when the Union heroes run over it, they randomly get an item they can use in battle. It's like those question boxes in Mario Kart. I need to redo the bottom, fix some of the bolt locations and redo some of the metal but it's basically what I wanted so I'm happy with it.

    treasurevp8.jpg

  7. Haha, Hi! Yeah, I really should work on this but I'm busy with some other stuff at the moment. I actually don't think I have any of the map files left, just the textures. Maybe I'll zip em' up so people can use them.

  8. poisonae0.jpg

    This is one of the "quest" models for my project for UT3. It's a poison box. Poison is spelt wrong cause it makes it more funny. You guys should totally use an lol emote in your replies cause it's funny. Funny.

    bs1cm8.jpg

    Books. I changed them since these pics. The pages look different and changed up some of the dirt on the books.

    scrollnb0.jpg

    These are plans. These are randomly dropped from enemies when they die. They activate a "side quest" for your team which can be completed to gain personal and team experience.

    Erratic: I like the door. The thickness looks like it could be cut down, but the size of the knob (haha, knob) seems fine to me.

  9. as for rendering oobi - if you open your material browser (M) - I presume you are using 3dsmax - and select the material you want to be 2-sided, there is a check box under the first sub-menu that says "2 Sided". I believe this will show up in renders now, but you may have to go into your render settings (F10) and allow 2-sided materials in one of the tabs. Sorry I can't be more specific I don't have max open. You'll find it anyway.

    Right on, that did it. Thanks Rick! I wish you could of told me that over voice so I could hear that devilishly sly accent of yours.

  10. Hey guys, been awhile. I've been really busy with summer school and work so I haven't had that much time to devote to modeling. This is some of the stuff I've been doing during my lunch breaks.

    Some windows

    windows1kr2.jpg

    windows2ir6.jpg

    A door!

    door1ie9.jpg

    A post!

    postqb8.jpg

    I had a question about planes. I wanted to attach a plane to the wooden post above, but it would only display the faces on one side. I heard that you needed to change the properties of the plane object and change backface cull. I did that but it didn't display the other side in the render. If anyone has any ideas what in satan's anus I'm doing wrong, I'd be grateful. Thanks. :D

  11. That looks awesome Warby. Looks like it would fit very well into the game. :D

    oog1el6.jpg

    Thanks to an awesome video that Rick_D showed me I was able to learn how to model and UVmap today. I know, it's basically a square but I'm still excited that I know how to actually model something now!

  12. snow2lc7.jpg

    snow3be3.jpg

    snow4ix8.jpg

    snow1zf2.jpg

    Andd there she is. Almost done with the texturing. I still have a few more to make and tweak. I also need to add some more snow to the tops and more screens in the room of the last pic. I'm also going to be replacing that pipe texture too, so don't worry about that.

    Now it's basically down to the little details and hopefully I'll be able to release this bastard in the next coming weeks. Your guys feedback has really helped me a lot and I thank you for it. :D

  13. That is starting to look sexy hexy! Anything special planned yet for the gameplay side of things?

    Thanks Frie. In terms of game play, I really wanted it to play like a Rocket Arena type of level since I played a ton of Q2/Q3 Rocket Arena. I'm going to be adding some panels on the walls that can be ripped off with the grav gun. Other then that, it's just a run around and kill some people map.

  14. Played with it a little bit more tonight. Made some textures and played with the lighting some more. I changed the lights to orange and it didn't look right. I'm thinking I'll put something in the ground that will give off that orange light.

    snowdin01wm2.jpg

    snowdin02lq8.jpg

    snowdin03gf0.jpg

    snowdin04xw9.jpg

  15. Now we're getting places, yes :wink:

    :banjo:

    Crit: Reduce the thickness of those wires and also vary your texturing up a bit, you're using the same texture a ton in that shot.

    If it wasn't such a badass texture it would be pretty obvious.

    Thanks FMP. I didn't even know you could change the thickness of the rope, good stuff. I'm working on the textures now. I have a lot more to make to try and break her up some more.

    Dux: Thanks for the tip on the smooth. I didn't know that either. I'm still a newbie in Hammer. Yeah, the monitors up high are place holders for different textures. It'll all make sense in the end, hopefully. :D

    I played with the normal maps some more on the textures to try to make it a little less wet looking. Here is what most of them look like now:

    snowdin11xg0.jpg

    The only thing that sucks about the HDR is that it's killing the look of the monitors. They look way too bright. I'll have some more progress tonight.

  16. Thanks guys. Yeah, I have a lot of work to do on it to make it look more special. I'm going to destroy the walls (panels off with wires behind it) to give it more detail.

    I messed with HDR a little bit today. I still want to tweak it, makes everything look a bit too wet.

    snowdin9vh0.jpg

  17. Where's Homer

    Ha! I'm glad someone caught it!

    snowdin7ug5.jpg

    Reworking the second room a bit. You can see the snow a bit up by the windows. I'm going to be adding way more to that and more snow at the bottom.

    snowdin8be7.jpg

    This is the last room. I JUST finished it so I have a lot more detail to add to it. I really like the orange lighting coming from the sides so I think I'm going to pump that up some more and make it a bit darker so you see more of it. I'm also going to be adding some huge monitors and general detail.

  18. I think it looks great for a start, the fading lightbeam in the second picture didnt look so good tho. Oh and, you might want to vary your lighting.

    Thanks Skjalg. The lightbeam is really tough to work with. The texture is basically an additive blue square and for the bottom I used a fade-to-black additive texture. The thing is a bitch to see in Hammer so I'll work on that. I tried some red lighting but it looked a little funky. You think some orange would look alright? I love your PVKII map by the way.

    I really love it. I am a fan of the style.

    But maybe some point in your map that makes it unique?

    Its a bit to much of the same.

    Yeah, I'm working on putting it all together. I believe the outside arena part will be the focal point of the level and really tie it together. Other then that, I'm going to be adding more doors/passages, windows and I'm probably going to rework the second room (the one with the bridge).

    Looks promising, I like the snow! A few suggestions:

    As mentioned in the WIP thread, you should something else with or instead of the blocks that are placed along the upper half of each wall everywhere. I see you removed a piece but they still look rather uninspiring and out of place. Make them blend in better with the rest of the wall!

    The pipes are something that would need some more detail in my eyes, like supports that hold them or a grate here and there. Cables would also be a cool detail.

    The screen props look tiny, sure you don't want to scale them up?

    Those bastard blocks are killing me. I want to keep them in but not sure what to do with them. I was thinking of making some sort of tech texture that fits in between them and have wires cascade around to each one.

    Those pipes are really bothering me. I really want to stay away from using too much pipe, but I wasn't sure with what to stick there. I might get rid of them and add another set of windows there and have it snow through those windows too.

    The screens are overlays so I can scale them up no problem. It's just that the model is only so big, but I think I can do it. Thanks Fried.

    I think you could do with reworking the snow pile displacements a bit - they look rather oddly shaped at the moment, but maybe that's just me. I second Koko's comment about the volumetric light too - seems a little too harsh, especially considering that it doesn't appear to be very bright at all outside.

    Nice non-Source feel to the whole affair though. I think those textures are doing a rather stellar job :)

    The snow is too pointy, yeah. You're right about the brightness of the light. I'll tone that down a bit. Thanks

    Really nice work, I'm not sure what engine this is?

    If it's Source, I'm really impressed.

    Its Source, but I was really trying to go for a Doom3/Quake4ish style. Thanks man. :D

    It looks like a good start so keep working on it

    If it was me i would make the volumetric light in the first screen more diffuse, but that's really to find something :oops: . Other than that, impressive work both on mapping style and textures

    Thanks a lot guys! :D

  19. snowdin5fn1.jpg

    snowdin4of0.jpg

    snowdin3fg6.jpg

    snowdin2tb2.jpg

    snowdin6aj0.jpg

    I still have a long ways to go on this one. Right now I'm playing mostly with the lighting and still creating textures when I get the time. Any repeating textures will be dealt with at the end. I still have the outside area to make which is what I'll be tackling tomorrow. I really want this thing to be perfect so anything you guys think would help I'd love to hear it.

  20. Thats a great start Mino. I would suggest working on the transition from the edges. Do like Peri says and add some more detail there. I also agree n the bottom part. It's a really unrealistic burn. I think you could add the dirt from above of the silver part there and get rid of that bottom part completely. Great start buddy.

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