Type: Posts; User: GoldPlatinum
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There's a good tutorial on 3d motive.com, thats is made for 3ds max/ UDK, but pretty sure that it can work with source as well.
strong avatar to post content ratio
looks joocy. Very nice color pattern. But you might want to do something about the white texture underneath the fan.
the uvs seem messed up on the "cabane"
yep, it doesnt sound right in different languages. I think you need to find people that actually speak the language to properly translate it.
Looks like Source, i thought you went with UDK
you need to edit the npc code and optimize it, otherwise Source is pretty bad at handling a lot of npc's at once
I think Hiyougami only recreated a part of metro station. He might be interested to look into this
eat 500 calls above maintenance
any bb.com misc brahs here?
whats up with the glowing plants?
mirin, what software did you use?
first model that is was not made from a box
21st January 2014
only diffuse map
looks good, reduce the glow from those monitors tho. also those hl2 models dont fit in the aperture style
dat skybox is looking goooood. The only remark i have is that it doesnt blend too well with the indoor environment, aka too much color contrast between the skybox color scheme and the indoor...
yes, but i meant that its gonna tile too much to the point where its gonna look worse than before
i think the seems are adding some detail to the texture. If the texture will be seamless, it will tile too much
i never mean to sound rude or anything, but i noticed that whenever girrafen tries to say something he always ends up being overly pessemistic to get attention
practice makes it perfect unless you were barely interested in practicing and did so for around 100 hrs in those 7 years.
whats the point of saying that youve been practicing for 7 years other than getting other peoples attention?
too much black makes it look out of palce, especially on the 2 last screenshots.
also that sort of bench on the first screenshot doesnt have any ao around it and blends too much with the wall its...
i think the pistol anim is pretty good
why dont you try to make the map fullbright? in the cartoon there aws no shading whatsoever
been looking around for 3d modelling / character sculpting universities and surprisingly couldn't find any. The only ones i stumbled upon were schools that you can get after you graduate from...
yes, make the normal map for apparent on the walla dn especially on the floor
looks good, but does TF2 really needs another map like this?
there were no fire escapes in Stanley parable and no office plants as well
14th December 2013
anyone knows how to make cloud shadows? this youtube tut doesnt work www.youtube.com/watch?v=1XRP3eluDeQ
looks very nice, the scale as said above is off
those would look nice as distant lights, but once the player gets close to them he will guess its a sprite by observing the clipping that it makes with the ground and how it turns towards the player...
make those shroom's texture $selfillum, but only the tip (use a mask for that)
your vertexes are messed up?
did you copy those sinks from hl1 black mesa or something
yep, make sure to desaturate it a little
nice curves in the theater
color correction + screen effect (Ep2) + film grain overlay or shader + env_shake
Not sure, but how can you put a single satellite detail texture over many displacements. Detail textures can't do that. Correct me if I'm wrong
in that case, there will be one huge terrain texture or few of them merged together seamlessly. Like in shirky's screenshot. And what i meant is putting a single detail texture to hide the huge...
lolů so you're saying that covering the entire terrain with a single detail texture will do the trick? Don't think that you can blend detail textures in Source
was that terrain on the playable area also generated from a height map?
What i was saying is that the terrain texture wont get more detailed as you get closer as in Cryengine or Frostbite, where...
source sucks for this kind of stuff. I mean, those terrains may look good from far away, but once you get closer you will see how blocky and undetailed it is.
instead of putting the spotlight pointing towards the actual light, put that fake light texture from css office that was designed for this light specifically.
Also try making the whole scene...