Dejavo Posted November 26, 2013 Report Share Posted November 26, 2013 Thanks. I have a reference for the left one. The other one is hurting my eyes right now. Quote Link to comment Share on other sites More sharing options...
knj Posted November 26, 2013 Report Share Posted November 26, 2013 love the blue Quote Link to comment Share on other sites More sharing options...
RaVaGe Posted November 27, 2013 Report Share Posted November 27, 2013 (edited) Hammer is ok with the convex brushes, but if the brush is concave it will generate an invalid solid. Edited November 27, 2013 by RaVaGe Quote Link to comment Share on other sites More sharing options...
RaVaGe Posted November 27, 2013 Report Share Posted November 27, 2013 Hammer is ok with the convex brushes, but if the brush is concave it will generate an invalid solid. And what about brushes being partly inside other brushes? The rest of the building is on grid, but there it seems easiest to just put it trough. I hate to have it like that though. It doesn't matter, vvis will take more time to compile but it doesn't change anything. But if the brushes have the same thickness it will cause an overlap of the textures, wich isn't good for the fps, even if it doesn't affect it a lot. ChA1NsAw 1 Quote Link to comment Share on other sites More sharing options...
JeanPaul Posted November 27, 2013 Report Share Posted November 27, 2013 (edited) Semi-false. Colliding brushes depends on the particular brush, and in some instances it can cause problems/bugs/visual errors. -func_detail colliding with func_detail = okay -func_detail colliding with world geometry = okay -world geometry colliding with world geometry = not okay It basically boils down to whether or not vvis sees any of the aftermath when compiling. So the same concept of func_detail with func_detail can be applied to any brush based entity. Also your construction of that building should be 100% dependant on whether or not you want to make it with an interior Edited November 27, 2013 by JeanPaul ChA1NsAw 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted November 27, 2013 Report Share Posted November 27, 2013 You probably don't want to make all those details in Hammer, even if it's func_detail, and make a model instead. Quote Link to comment Share on other sites More sharing options...
Nerve Posted November 27, 2013 Report Share Posted November 27, 2013 I've been using Hammer a few hours a night for the last week now, most of those spent watching/following a guides, but I decided to start messing around on my own tonight and started building a little courtyard. I'm going to add arches to the pillars and an upper area with windows/possibly a small balcony looking over it. Complete beginner but thought I'd share. If it's something I end up sticking with, I was thinking a 'hogwarts-y' type environment would be cool, potion classrooms and everything. Sprony 1 Quote Link to comment Share on other sites More sharing options...
Nerve Posted November 27, 2013 Report Share Posted November 27, 2013 Holy shit, yes. Quote Link to comment Share on other sites More sharing options...
mjens Posted November 29, 2013 Report Share Posted November 29, 2013 (edited) 2007's COD engine. Early WIP, mostly propless: Edited November 29, 2013 by seir KOLARI, Sjonsson, ChA1NsAw and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Cuplacakes Posted November 29, 2013 Report Share Posted November 29, 2013 (edited) Feedback Please? This is a scene I am working on comprised entirely of stock UDK assets. I am planning on altering the existing materials for all the meshes though. Edited November 29, 2013 by Cuplacakes Dr. Spud 1 Quote Link to comment Share on other sites More sharing options...
Puddy Posted November 29, 2013 Report Share Posted November 29, 2013 I see. This is a femnist piece. The world is turned bleak and colourless thanks to the oppressive, one-eyed trouser snake. Not very subtle, but eye-opening. xCuDi, Tschoppo, 2d-chris and 14 others 17 Quote Link to comment Share on other sites More sharing options...
mjens Posted November 30, 2013 Report Share Posted November 30, 2013 Looks like something with compilation went wrong. You need to work on less killer stylization I guess... Quote Link to comment Share on other sites More sharing options...
Cuplacakes Posted November 30, 2013 Report Share Posted November 30, 2013 I'm glad you saw my meaning so quickly Puddy, The fact that the phallic symbol is comprised of mechanical elements also serves to highlight the mechanical and systematic way a patriarchal society oppresses the female sex. Also, penis envy. Any serious feedback would be really appreciated though what do you think of the stylization in particular? Seir, I am not sure what you mean? Quote Link to comment Share on other sites More sharing options...
mjens Posted November 30, 2013 Report Share Posted November 30, 2013 I don't know what you're trying to achieve, you've playing with light without any textures so with on this state I can't tell you what is wrong because it's hard to see what you wanna do. Right now it's overburned so it mostly look like one strong light on few meshes without any textures. About the meshes: the roof construction is weird, giant roof is hold by few metal pipes. The regularity of cable composition feels like it's a "German chaos". Quote Link to comment Share on other sites More sharing options...
blackdog Posted November 30, 2013 Report Share Posted November 30, 2013 I understand architectural critiques, especially tubes repetetiveness (but we know it's early wip); i personally like the stylization a lot and i'm curious to see the final piece with just subtle textures that would make obvious the materials, but not necessarily giving colors. Quote Link to comment Share on other sites More sharing options...
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