Corwin Posted May 20, 2009 Report Posted May 20, 2009 Looks very good, though I'd use a few more polies on the curved stairs, they look a bit jagged. Agreed, I just don't have a good understanding of how much polys and details I can use without damaging the performance, but the stairs could sure use a bit more of them. Thanks for the advice. Is it one big model ? or different parts ? It's a big one, I created the shape using solids then recreated that in Max and exported it as one. Quote
popcornjake Posted May 22, 2009 Report Posted May 22, 2009 nothing special I like that model on the ground you've got there. Quote
Buddy Posted May 22, 2009 Report Posted May 22, 2009 nothing special It looks a bit too busy, get rid of the normalmap (or make it subtle) on the big bricks/stone blocks. Quote
Psy Posted May 22, 2009 Report Posted May 22, 2009 Ease down on the sharp filter there. Otherwise, looks great. Quote
Aalexanderrr Posted May 23, 2009 Report Posted May 23, 2009 Something that I have been working on for the last few months. It is still heavy WIP though. UT99 map that uses Hourences' leet textures. [attachment=0]pericaveroom.jpg[/attachment] Quote
SanderDL Posted May 23, 2009 Report Posted May 23, 2009 I bow at your leet alignment skills. I hope they don't get ruined when you light the place Quote
penE Posted May 24, 2009 Report Posted May 24, 2009 Some screenshots of my Mos Eisley map for Star Wars: The New Era. Mos Eisley spaceport. You will never find a more wretched hive of scum and villainy. The map will include the most important sights of Mos Eisley i.e. the Star Wars Cantina, a chrashed spaceship or the dockingbay 94: For the perfect Star Wars athmosphere: Quote
popcornjake Posted May 24, 2009 Report Posted May 24, 2009 Some screenshots of my Mos Eisley map for Star Wars: The New Era. Mos Eisley spaceport. You will never find a more wretched hive of scum and villainy. The map will include the most important sights of Mos Eisley i.e. the Star Wars Cantina, a chrashed spaceship or the dockingbay 94: HOLY FUCKING WOW That lighting is incredible, I thought it was render at first and those textures! I will tell my grandchildren about the great things you have done with source my friend. On another note: My recently released map, dm_kowloon viewtopic.php?f=61&t=13872 Quote
-HP- Posted May 25, 2009 Report Posted May 25, 2009 Amazing lighting you got there popcornjake! I hope you manage to keep this quality with the mood / lightning in the final thing! Looking forward to see more! Fucking promising... Quote
Deathy Posted May 25, 2009 Report Posted May 25, 2009 Looks awesome penE, never seen those screens before. The only thing, that is looking weird in one of the screenshots, are the 2 suns (that seem to be painted into the 2d skybox). Quote
penE Posted May 25, 2009 Report Posted May 25, 2009 Looks awesome penE, never seen those screens before. The only thing, that is looking weird in one of the screenshots, are the 2 suns (that seem to be painted into the 2d skybox). Good point Deathy. The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice. Quote
Minos Posted May 25, 2009 Report Posted May 25, 2009 Looks awesome penE, never seen those screens before. The only thing, that is looking weird in one of the screenshots, are the 2 suns (that seem to be painted into the 2d skybox). Good point Deathy. The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice. I noticed Left 4 dead maps make use of a light_directional entity, that works exactly as a second light_environment. I'm quite sure L4D uses the OB engine so I'd assume that entity should be available for any OB games as well. Quote
penE Posted May 25, 2009 Report Posted May 25, 2009 Looks awesome penE, never seen those screens before. The only thing, that is looking weird in one of the screenshots, are the 2 suns (that seem to be painted into the 2d skybox). Good point Deathy. The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice. I noticed Left 4 dead maps make use of a light_directional entity, that works exactly as a second light_environment. I'm quite sure L4D uses the OB engine so I'd assume that entity should be available for any OB games as well. nope, the light_directional entity is only available in L4D maps Quote
Kosire Posted May 25, 2009 Report Posted May 25, 2009 Looks awesome penE, never seen those screens before. The only thing, that is looking weird in one of the screenshots, are the 2 suns (that seem to be painted into the 2d skybox). Good point Deathy. The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice. Make one env_sun and make that your primary sun. Now make a sprite texture with alpha on as a sun and put it in your 3d skybox on a brush. You can add selfillum on it and i MIGHT give somehow the same effect, just not exactly the same unfortunately. Tip: Left 4 Dead had Moon sprites in their 3d skyboxes, since they couldn't use env_sun cause that would be way too shiney Quote
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