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Everything posted by paranoidMonkey
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Loved the first COD. It was the game I played the most and yeah even in competitive shit. I really hope that they do something good with this, at least a nice SP Campaign. As for MP there's Battalion 1944 which looks really nice and the gameplay is getting pretty close to COD and COD2 with all that classic feel to it. And it's UE4.. which means that there will be a nice mod community and I suspect that all COD maps will be remade for it!
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Really nice! A little more detail on the skybox wouldn't hurt thou.
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found some cool pics that illustrate the way haystack used to look, basically they would pile the hay and create a roof like thingy at the top so water or snow don't get in or accumulate too much.
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Yeah looks nice But be aware that the foliage on the walls would only appear on really old ruins and if those were created by a recent battle that would not apply.
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Guys this looks awesome. Looks even better than the original content. Have any of you ever thought on creating some video tutorials or something like that, explaining how you achieve these kind of results on Source? Patreon, Gumroad? I'd pay for that. @Squad It goes for you as well.
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Oh man, this is already looking sooo polished! Eager to try it out.
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cool! stuff mate. but what about the rising sun flag? https://en.wikipedia.org/wiki/Rising_Sun_Flag
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Great Stuff people. PenE you rock man! Here is some stuff I've been working on lately, it's a building for an upcoming game. Keep it coming folks!
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Well that was initial the idea, but I don't think that I'll ever be able to do it myself.
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ohh I should be prepared for this kind of quality when you guys are involved in a project.. but I get mind blown every time. Fckn'awesome!
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That's completely BS.. sorry You can use any 3d app you want any time, of course there are studios that use a certain software in their pipeline, but is still just a tool, your modelling skills will remain with you, no matter what. And you can go as far as you want with blender. There's people at VALVE using blender.. so it's just a matter of preference. I used maya as my primary 3d tool for 7 years, and now I'm a blender user.. I don't see any limitations in here. Just use what suits you better and create some awesome art. Now about the tuts: I love Zak Parrish and the way he teaches.. I learned lot's of stuff from him. So here you go, zak and buzz teaching you blender. https://www.youtube.com/watch?v=K0O6ms6A_9M Blender cookie is a nice website to learn blender as well http://cgcookie.com/blender/ just search for game modeling and stuff. There are a lot other sources to learn how to modelling, it's just a matter of how much you want it.
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Well, I'm not a character artist, but I'm enjoying creating them. Made this with the world cup fever. Don't know how many of you like football but here you go.
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eheh yeah! as melee weapons.
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Thanks, Well yeah its supposed to be something like pipboy. The idea behind the watch is that its a hacking and navigation device, hacking stuff like mechanical/electrical doors, cameras, turrets etc, as well as a compass / minimap thingy. That's the reason for it's size and flashy color. Does this really answer your question? sorry :z
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Here you go. Had to make a new render and optimize it for a print, so its a bit different from the original version, but the shadow works a lot better. Thanks for your feedback.
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Thanks guys @BJA - Yep you are right, I'll look into that.
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Hell YEAH!! Downloading this muthafucka right now!
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Just did a facelift to an old character of mine, and it looks like this.
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It's crucial to triangulate before baking the Normal Maps.
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What e-freak said is true. Game engines always triangulate. But it is better if you do it yourself before baking the normal maps, because normally every game engine or 3d app have it's own way of triangulate the mesh. And you don't want your normals to look different when you import a model to the game engine. Of course you can keep a clean version of the model, for further iterations.
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Don't know if you guys watched this one.
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Just a model I'm working on, it's not for an FPS so it may have too much detail, but.. we'll see. Made in zb, now let's retopo this little fcker.
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Normal map seam problem + artefacts in xnormal
paranoidMonkey replied to marnamai's topic in Level Design
Did you solved it already? If not I'm open to bake it and try to see what's wrong. -
Normal map seam problem + artefacts in xnormal
paranoidMonkey replied to marnamai's topic in Level Design
@marnamai: meh.. Well another thing I noticed is that you're not using edge padding. Try baking it with at least 6 or 8 pixels.