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The random model thread!

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So, because i didn`t want to open an own thread for this small piece of model, i thought opening up an own random model thread would be a good idea.A thread for statics and stuff that aren`t worth an own thread.Ment to be the long lost brother of the random texture thread or something....

Anyways lets begin with this palm, modeled and skined by me:


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Go go wireframes - I'm sure people will point out at least one or two possible optimisations if you just give them the opportunity :) Skin looks nice on that palm but as Philip said, could probably use a little bit more foliage.

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good crit ol.

mino you probaboy dont need so much burning on the texture for the shadows. They look slightly awkward. New age engines will be able to handle shadows better than hand painting them like that. Also I dont think graffitti on the top floor makes sense, probably move the graffiti to a lower floor or take it out all together if you have the layer seperate in your PSD

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Ferret: I was gonna use that on a scene so the shadows were needed. But I agree that I overdone them in some parts.

about the graffitis: You saying that cuz you never been in Brazil then man :D




Farles: Those look pretty cool. Some soft shading would give them a nice touch!

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by the way kila those palm trees are very nice. i agree with OL tho on the base of the tree. but still much better leaves then i can do ................ i havn't tried leaves yet ...... but if i did............. yours would be better.

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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

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      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

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      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 


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