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ultradr3mer

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Everything posted by ultradr3mer

  1. nice! tf2 realy needs that.
  2. Reminds me in ghost in the shell. I like that style...
  3. somehow im already fed up by the ns2 setting. I mean all the screens look so similar. I hope they can make the assets a bit more diverse.
  4. nice setting, but there are several texture fails in this picture, it allways looks ugly if 2 different textures touch if there is no reason for it (like a trim or sth), and one texture is shifted.
  5. if you dont need to brighten only spechial parts you can use unlitgeneric shader but in case u use it on model, you need to set "$model 1", if you dont it wont render.
  6. it Is supposed to be a abstract mix betwen new and old, we thought it would be intresting, to create such a mix to make people think about it, but the problem seems to be that its not that clear, that its wanted... anyway thanks for help, will try to adress it. oh and thats supposed to be the visual focus, making it memorable.
  7. the idea behind my level is, that because the contest theme was mine, and i like sci fi, i would make a futuristic subway, leading through an old mine. funny that you say the setting is boring because the winner made an allmost exact copy of the ep2 forest:
  8. popcorns has a interesting architecture, but the white wall texture is not that good, and also the lighting is a bit to regular. solos looks interestig, bot i dont have enough knowledge about udk, to rate it. i already posted these, but now im asking for a more detailed review, because as I said it was for a competition and it did pretty much lose.
  9. i dont like the map by psy, i mean technicaly its good but i dont see the point in another tf2 style map, for me all those outside maps look the same. but the one from 3Dnj realy got me. somehow it looks different than all the other tf2 maps.
  10. somthing i made with borgking. I know its a bit strage because of the mixture between past and future. but thats the wanted.
  11. http://ultradr3mer.ul.funpic.de/MyHompa ... splace.jpg use displace or die trying it.
  12. a model of a sort of flying thing i made for my mod.
  13. Im glad to announce my new and first hl2ep2 mod. first some screenshots http://ultradr3mer.ul.funpic.de/MyHompage/portfolio.php?project=return for some reason my javascript code is not working at least with my internet explorer with firefox it works fine. return is my secret puzzle mod project, which I was working on every now and then. The original Idea came up about May 2009. Its about Beta status and i think its time for some closed playtest. So if you are interrested contact me over steam: http://steamcommunity.com/id/ultradr3mer or send me pm, what may take longer.
  14. I just finished my first character model, a combine reskin. so...
  15. its only because is made for the project mentioned and im not allowed to put in a light_envitoment to get rid of this. the light enviroment is placed by the one who puts all rooms together.
  16. i like the trees they look so deep volumetric. i made this for a hl2:dm project, where evry mapper is invited to create his room inside a hotel. i wanted to give the player a sort of modern fresh loft feeling in this room and i think it worked. i also heard that isnt everybodys taste...
  17. nice what is it?
  18. no the good thing with these pictures is that you dont need glasses or a spechial monitor to see them. it didnt hurt me from the beginning, maybe you need just some practice to get used to it. oh and you dont have this blue/red mess killing the colors
  19. here is something I came across lately: http://www.neilcreek.com/blog/2008/02/28/how-to-see-3d-photos/ mainly those "3D" pictures contain 2 slightly different perspectives. and when you let your eye and mainly your brain connect them, it takes it like it does in real life. i think everybody is able to do this, but it may be a bit difficult at the beginning. now here is why its in this gaming discussion board some crosseye screenshots I made in ep2 and put together with gimp(those may be more difficult because they are bigger): there is even a g-mod lua script, that adds a post process, creating those two perspectives. http://www.garrysmod.org/downloads/?a=view&id=69618 what bothers me is that i personally haven't seen it in other gamas, eventhought its realy interesting. so.. did it work for you? do u like it? do you know any games featuring it?
  20. the setting is as i mentioned a futuristic city placed in an old mine. so the most things are old but for example the white beams are new. thanks for the tip with the light.
  21. the beams in the elevator shaft are models. they dont are to complex yea. but they are beams so what to ad... thats how it looks now. i took grates, because i think the plates been to massiv
  22. It would be interesting if you would make one part of the facility old and rusty. that would help the player to orientate and would bring some more atmosphere and contrast in it.
  23. this method is realy intresting. finaly somthing new to me. but i used paste special with rotate parameters. this is the new elevator shaft in an old mine. So that explains the clean parts and the industrial parts. at first i wanted to make a glass dome but i didnt like it. its both still wip.
  24. i wouldn't make a texturre from scratch. the results are simply worse than normal. (exept for spechial textures) so here is my version of it i just added 2 layers. 1st with rust 2nd with plaster. its maybe not as clean as you wanted it but more realistic.
  25. it would produe invalid meshes right? so you have done it with the torus directly or with the arch and placed it one by one?
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