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GrillusRetardus

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GrillusRetardus last won the day on July 13 2018

GrillusRetardus had the most liked content!

About GrillusRetardus

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    /id/Grillus/

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  • Real Name
    Johan
  • Location
    Sweden

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  1. Dude, that's awesome! Way better than my first model. Some general advice regarding learning modelling. Always try to improve your workflow, you know. Watch as many tutorials as you can, dabble in all kinds of different ways of creating cool effects. It's one thing to watch tutorials but it's an entirely different thing to actually have the experience needed to solve different kinds of problems. I know a stupid thing I did when I started out which was to keep everything on grid, I felt more at peace then or something. I had that nailed through my head from hammer.. Moral of the story, be open minded to different modelling techniques.
  2. Say you've got a model and you want to make some LODs. You've got your reference model, LOD1, LOD2, LOD3 ,LOD4 LOD4 is just a couple of triangles, meant to be viewed from afar. While on high settings, this works fine and dandy. But the trouble comes when you go on low model detail. On low settings the "lowest" LOD is used as default and the model doesn't go through any further LODs. I'm wondering if there's a way of forcing, say LOD3 as default for low settings. keeping LOD4 as just a few triangles, thus somewhat optimizing the level. Or should I just set the lowest LOD to something presentable, sacrificing some potential tri reduction?
  3. Took a break from source for a lil while, Trying to make a realistic character and render. Attempted to make our Goofy, yet Glorious King: Carl XVI Gustaf. More screenshots on Artstation
  4. An update for my de_tides remake. I've been mostly focusing on making models
  5. Yeah. But the forget the de_ bit. I'm planning on releasing it as a wingman map. (screenshots are outdated)
  6. I've been working on my de_tides remake. I've also started making models for the map. But I can't seem to get the textures to look right... It looks mushy and too contrasty. Any tips on how I'd improve the textures would be greatly appreciated
  7. The most popular way is to use Wall Worm [Tutorial]. But this is a 3ds max exclusive (I'm pretty sure). You can always do it the old fashioned way and create a .qc file and compile the model manually. This is less convenient but when it's setup it's relatively quick and easy. (You'd also have to figure out a way to export your model as a .smd)
  8. Thanks I'm pretty sure that the only custom texture would be the sand-ish texture in the main/second town. (I grabbed that from textures.com)
  9. I just released an RP map that I've been working on since late November. Steam workshop link
  10. Uhm.. I'm not sure that's the best way of creating models. Have you considered downloading and learning blender?
  11. An update for my Old western RP map. Haven't worked on it for a while because I ran into hard limit issues, Issues I'll have to face at some point. :c
  12. Now... What kind of black magic did you use for the ceiling in the curvy tunnel? Surely you must have previous experience with source to be able to pull that off! Really impressive!
  13. I've been working on an old western Gmod RP map for over a month now. I've only just started detailing, still very much WIP though.
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