jakuza Posted June 1, 2015 Report Posted June 1, 2015 It might be a cloudy day...? Or no direct sunlight is visible in the picture. Then the whole surface of the window would be the source rather than one specific direction coming through it (I think). Quote
Vaya Posted June 1, 2015 Report Posted June 1, 2015 I don't know... I'm getting mixed opinions about this but I still wanted to try it out. Let me know what you think!Looks a bit weird to be honest. What's the theme here? ground texture looks dodgy. Quote
jackophant Posted June 1, 2015 Report Posted June 1, 2015 @sevin It looks like your light source is coming in directly from the right whereas the picture you show would have quite a steep angle as well as light supplied from reflections outside. You can also seen in the picture how the light is reflected on the walls compared to your matt walls.To mimic it you could put a low brightness light entity off centre from the window.@TheGuma Lighting looks far to pale, and the whole shot looks washed out. Maybe it needs colour correction, but I feel the colours should be a little richer.@LATTEH when can I expect to see that map in csgo? Quote
sevin Posted June 1, 2015 Report Posted June 1, 2015 @sevin It looks like your light source is coming in directly from the right whereas the picture you show would have quite a steep angle as well as light supplied from reflections outside. You can also seen in the picture how the light is reflected on the walls compared to your matt walls.To mimic it you could put a low brightness light entity off centre from the window.I'm not sure exactly what you mean. I know the light is bouncing and that's creating a lot of extra light on the ceiling, but CS:S doesn't have a world face phong shader and those textures don't bounce much anyway. There's already a linear light of brightness 25 up there by the ceiling to enhance the glow on it. What do you mean by putting a "low brightness light entity off centre from the window"? Quote
HoMaRt Posted June 2, 2015 Report Posted June 2, 2015 Still working on our student project "Revenge of Trishna" Here is another screenshots. Demo is playable and will be available next week stay tuned! Here is our facebook is you want to follow us :Revenge of TrishnaComment and critiques are welcome !See you soon ! 2d-chris, esspho, RaVaGe and 19 others 22 Quote
UnknownPredator Posted June 5, 2015 Report Posted June 5, 2015 I haven't posted in a while, so here we go.. I wonder what this could be... It's cs_tire Vaya, OrnateBaboon, Deh0lise and 9 others 12 Quote
TheGuma Posted June 6, 2015 Report Posted June 6, 2015 (edited) Edit: Fixed columns and fixed the skybox.Heavy WIP Edited June 7, 2015 by TheGuma (Updated pic) Fixed columns and fixed the skybox. Deh0lise, Lizard, OrnateBaboon and 3 others 6 Quote
Calmguy Posted June 7, 2015 Report Posted June 7, 2015 (edited) Here some WIP stuff from me made using Cryengine only, even the models made with Cry Designer tool.visit this page to see more images https://www.facebook.com/pages/Cryengine-Designs-WIP-Games/226206994133582?ref=aymt_homepage_panel Edited June 11, 2015 by Calmguy Bevster, Squad, mkandersson and 13 others 16 Quote
Vorontsov Posted June 10, 2015 Report Posted June 10, 2015 Why does source do this?From this: To this:(Textures are ugly and fucked if it's not visible)And why does this happend, where the models become white the further away they are:Here on my first model I made you can also see that source fucked it up even though it's fine everywhere else, where did these white edges and poop quality come from?wat do pls halpI use 3ds max with the Wallworm Model Tools plugin. Quote
text_fish Posted June 10, 2015 Report Posted June 10, 2015 A static render in a 3D modelling program is always going to be prettier than real-time rendering in a game engine, especially one as (ahem) "historical" as Source. As for the models getting white the further away they are, you may want to investigate the mipmapping on the VMT. I had this on a prop I made a while back but it went black at the edges the further away I got, and it turned out I'd inadvertently changed some mipmap settings when converting the diffuse in to a VMT using VTFEdit. Quote
TheGuma Posted June 10, 2015 Report Posted June 10, 2015 Got some models going on the left side... The wall is temporary, though! Also, I hope you guys don't mind if I post here often... It's pretty big for me. Quote
Sprony Posted June 10, 2015 Report Posted June 10, 2015 That's what this thread is for. Post away! Quote
Vaya Posted June 10, 2015 Report Posted June 10, 2015 okay progress. Wish I could take time off work to blast this shit out. Pawl, Rick_D, DooM and 2 others 5 Quote
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