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About TermInator525
- Birthday 08/23/1987
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Job
Student
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Location
Germany - Stuttgart
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Website
http://www.michael-z.info
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mr.P reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Nothing too special. Some squares with a normal and specularmap. Normal and spec are not final. I have to tweak both textures to add some irregularity and variety. Reference:
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TermInator525 reacted to a post in a topic:
The random model thread!
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TermInator525 reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Castle reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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TheOnlyDoubleF reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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TheOnlyDoubleF reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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FMPONE reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Updatetime. Most of the puzzles are still missing but thats my mistake. i like the design phase a bit more so i often set the "lame" stuff at the end. I know my work flow is flawed because every change I make in the end can result in mayor optical changes :-( Also these areas are not pollished in any way. its the sheer size of this map ... Well less then 3 weeks to go...
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Help with making a UV map for a geosphere
TermInator525 replied to Rolling101's topic in Level Design
i suggest make everything you want on a cube and then use the speriphy (model ) modifier. this way your uvwmap will shaped in a perfect rectangle and you still have your round object. (in 3DS MAX) -
2d-chris reacted to a post in a topic:
The random model thread!
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Dejavo reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Sprony reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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vstmn reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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TermInator525 reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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ShockaPop reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
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it's basicly a Half-Life 2 (ep1 and ep2 are included) singleplayer contest. I want to use old underground Facility connected by these tunnels. Much like the Cheyenne Mountain Complex but more hl2 ish way.
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Made for the Mappingcontest over at interlopers.
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what kind of screenshots? A opened WWT window in 3dsmax or finished work. For instance I used WWT to convert this structure:
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ITT: Post maps/scenes that never saw the light of the day.
TermInator525 replied to Minos's topic in Level Design
I just want to make sure by finding out you mean using the Arch Tool included in Hammer? https://developer.valvesoftware.com/wiki/Hammer_Arch_Properties -
i love the model, the animation, those sound effects and the particle effects! Great work!
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My2Cents as far as i can see: The sky is very bright, your map is dark. (what is your light_environment set to? It should be at least at 400 and in the color of the sky) Your yellow light is too much. Use a more desaturated version. Also when you use a yellow light, use a yellow light source. As seen in the first Picture. You used a yellow light but the Lamp is obviously white. http://cloud-2.steampowered.com/ugc/469792325941858432/C56B5FF6D7E9C32010A2FA906E7B9795FA6439EA/637x358.resizedimage All your office-lights are floating below the ceiling. This model is concave, place it in the ceiling or at least put a brushed border on the side of the lamp. Also place / add env_cubemaps. Without cubemaps all the geometry reflections are disabled. (ofc you have to build the cubemaps afterwards ingame). I like some of your geometry but you can work a bit more on your z-axis. For instance add vents to break up your scene.
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as a noscript user i find it a bit irretating that your portfolio needs all these json files. Or let me rephrase this: If i disable js i have a blank white page. Below is the quote noscript gives me:
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It's my first weapon model (ever) I made. it took round about 6hrs for this highpolygon model with floating geometry (normal map). Its a bit long but my last model i made is several months old. I also want to unwrap and texture the weapon (lowpolygon version).
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i like the changes. looks familiar (i know its a port / vietcong remake). I'm not so sure about your greenish looks of your map. My guess is: It will be hard to see the players (especially if they have green clothing). Maybe you can break the look of this mountain a bit. its too unified atm.
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you can disable mipmapping in the texture also you can provide your own mipmaps. Never used this feature though.
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TermInator525 reacted to a post in a topic:
Indiegame - Hammerwatch beta/demo
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all what i can see is a large plane. Maybe you want to add some higher and lower terrain
