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Posted

It depends. AFAIK if you put $nocull in a material file then every single polygon with it rendered regardless of whether it is facing the camera. This is fine for purposely designed 2-sided things like trees, plants, alpha'ed support struts etc. (where pretty much every face needs to be 2-sided, so having no back face culling makes sense) but it is not fine if your model uses the same material on the rest of it, but only a tiny proportion of the polys actually need the two sidedness.

If that's the case, then you have two other options:

A: Add the polys to the model -- not a big deal

B: Use a different texture/.vmt for the two sided bit -- possibly even slower as state changes are pretty inefficient at the driver level, but I'm not sure how HL2 works in terms of switching from material to material

Most graphics cards are fillrate limited these days (complicated shaders and materials etc.) so it's no big deal to add a couple of extra faces here or there -- it won't kill the framerate. I'd personally just add the faces that you're missing rather than go any of the other routes. $nocull is convenient for a lot of things but I wouldn't use it willy-nilly, especially on complicated geometry that doesn't strictly need it.

Posted

You ask if you could model Keen himself for the map?

Hey, that would be great! Modeling persons isn`t one of my strenghts... :(

Would be very cool if you could do this :o)

Hoorah! *opens 3dsm*

I'm going for the "Goodbye Galaxy" keen...

k4.gif

Hmm maybe the Beans with Bacon Megarocket next!~ hehe

Hehe, Keen4 is my reference game for the map^^ Actually, these jumping mushroom doesn`t appear in any other part, does it?

Do you have ICQ? So we can get a better communication. My number is 320-421-808.

Posted

I am taking a digital foundry class at school, where we make digital sculptures in 3dsmax and have a CNC milling machine carve them out of wax, then we will cast them in bronze.

Here are two sculptures I have been working on:

bronze01.jpg

bronze02.jpg

We also have a rapid prototype machine and here are some experiments perhaps for that:

cabaiwho.jpg

conceal01.jpg

Posted

JonM those pieces are cool enough and i like abstract art like that. But when speaking of 3d apps and modelling aint that kind of random? It looks like they just tok a object and put some random modifiers on it like spacewarp and twist and such. I could be wrong though but thats what it looks like.

Posted

I don't know ... those images look fake to me.

You can see the aliasing in the background-image of the lower-left picture with the 'golden' piece. It also looks rather out of balance - I would it expect it to overturn immediately.

Are those supposed to be photos of real objects, or just photorealistic renderings of how those things might look in real life?

Posted

Well I did use those tools, but I used them as tools to create what I wanted, not just randomly...

For instance the last one is cloth I draped over two human figures I posed in a sexual position, but to make the forms more interesting I began distorting it with modifiers until I had a sculpture I was happy with.

For the bronzes I drew those forms out on paper almost exactly as they appear in those images, I used modifiers to help achieve what I had in my drawings

and yes they are fake, I did not print them out yet, They are rendered with vray

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