• Gordon Freeman: Anticitizen One edition
    51 replies, posted
badass release also [URL="http://gamebanana.com/hl2ep2/maps/164176"]here's[/URL] a fairly good Black Mesa map if you guys don't want to use Black Mesa Sigma or those old ugly Half Life: Source maps.
Well valve is going to be very happy if they see this..
He looks almost like a younger Walter White.
Decent work, although once again, this seems way over hyped. For example: [QUOTE=DP Films;37488935] -HD textures -Advanced shading -Dynamic Shadows support [/QUOTE] Using the word HD to describe textures is, for lack of a better term, wrong. You're looking for "high resolution." Every time you use HD (and you use it to describe every texture you do), you make it seem like you're trying to overstate the obvious and in the process, you make yourself look like you don't really know what you're talking about. Advanced shading? Really, phong/spec/norms is on-par shading for a quality release. It's like advertising that a car has an engine and wheels. Same goes for dynamic shadows, this is something that is standard with any release worth its salt. Instead of just saying that there are bodygroups, you should tell us exactly what they are, as a list. As for the actual texture work, it's above average for sure, but the face is over bump-mapped, and won't look very good in most lighting situations. The diffuse definitely captures the gordon freeman look better then any predecessor I've seen, and you deserve praise for that. I like the model, and I love the fact that there are bodygorups and included props for them, that's great and what every release should include. I'd say, overall, it's good work. I'd say, though, that you need to get your head out of the clouds when it comes to presentation (seriously, a trailer?) and focus more on delivering quality product then over-hyping what you've done that most modern releases already have.
[QUOTE=Lt_C;37518424]Decent work, although once again, this seems way over hyped. For example: Using the word HD to describe textures is, for lack of a better term, wrong. You're looking for "high resolution." Every time you use HD (and you use it to describe every texture you do), you make it seem like you're trying to overstate the obvious and in the process, you make yourself look like you don't really know what you're talking about. Advanced shading? Really, phong/spec/norms is on-par shading for a quality release. It's like advertising that a car has an engine and wheels. Same goes for dynamic shadows, this is something that is standard with any release worth its salt. Instead of just saying that there are bodygroups, you should tell us exactly what they are, as a list. As for the actual texture work, it's above average for sure, but the face is over bump-mapped, and won't look very good in most lighting situations. The diffuse definitely captures the gordon freeman look better then any predecessor I've seen, and you deserve praise for that. I like the model, and I love the fact that there are bodygorups and included props for them, that's great and what every release should include. I'd say, overall, it's good work. I'd say, though, that you need to get your head out of the clouds when it comes to presentation (seriously, a trailer?) and focus more on delivering quality product then over-hyping what you've done that most modern releases already have.[/QUOTE] Thanks for constructive criticism. But it's not about "I make bad release but make good trailer". I put all the effort and then only make the additional stuff. That's how me and my team release stuff and whether you like it or not we would keep our style. As for dynamic shadow support it may sound stupid but not all models are compiled with $mostlyopaque. (that parameter makes them cast shadows on themself). Advanced shading is what also most releases lack so I prefer to inform people about it.
[QUOTE=DP Films;37520006] As for dynamic shadow support it may sound stupid but not all models are compiled with $mostlyopaque. (that parameter makes them cast shadows on themself). Advanced shading is what also most releases lack so I prefer to inform people about it.[/QUOTE] Whats the difference exactly?
[QUOTE=AaronM202;37520124]Whats the difference exactly?[/QUOTE] [Quote=Valve Dev Wiki] [B]$opaque[/B]: Causes the model to be assumed to be opaque with respect to its sorting against all other objects in the scene. Use this in cases where only a small portion of the model is translucent (hair, eyes, glasses, etc.) so if there are any sorting issues, it won’t matter. [B]$mostlyopaque[/B]: Causes the model to be rendered in two passes: The first pass renders only the opaque portions of the model, and the second pass renders only the translucent portion of the model. Good for improving translucency sorting for things like trees.[/quote] Usually $opaque is good enough to fix dynamic shadows and is generally a good idea to include on all compiles, but if there are any outstanding bits of translucent bits on the model then $mostlyopaque is a must.
Huh, neat.
Oh my god that looks incredible, especially compared to the other two
I've actually been wanting to see if this can be used as a an actual player model for the Half Life 2 and episodes games, so gordon actually a real world model and not cosmic statue gordon when switching to thirdperson. How would I go about doing that? And it is an incredible model. You should maybe make a version with a slightly younger Gordon and ask the Black Mesa devs to put it into an update of the game (unless they made their own).
I think if you removed the hair you'd have Bryan Cranston.
[QUOTE=Monkeyfisker;37545641]I think if you removed the hair you'd have Bryan Cranston.[/QUOTE] and then if you gave him sunglasses and a motorcycle you'd have Rob Halford
Steam Workshop page returns a null item, don't have garrys mod. Anyone got a direct link?
Spawning the npc in GMOD13 crashes it :/
[QUOTE=HaloFighter92;37531769]I've actually been wanting to see if this can be used as a an actual player model for the Half Life 2 and episodes games, so gordon actually a real world model and not cosmic statue gordon when switching to thirdperson. How would I go about doing that? And it is an incredible model. You should maybe make a version with a slightly younger Gordon and ask the Black Mesa devs to put it into an update of the game (unless they made their own).[/QUOTE] If I recall correctly, one of the later iterations of SMod had an option to go to third person and included one of the old Gordon models as the default. I don't know if this one is rigged to be a player model or not, but if it is then you could use it there. In base HL2 though I don't think it'd work.
I don't know about the GMOD version but the SFM version has disappointingly few facial flexes. I can't even make him frown.
I crash when I use this.
[B]Fixed version is available for Garry's Mod at[/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=104498204&requirelogin=true"][IMG]http://img515.imageshack.us/img515/8550/workshopm.png[/IMG][/URL] (click on image to visit download page)
To DP Films, May I use your head model for Gordon Freeman to make him wear the Black Mesa HEV Suit for GMod 13? I'll only use the head and create my own textures for it.
i am the danger
[QUOTE=CSLeader;39278528]To DP Films, May I use your head model for Gordon Freeman to make him wear the Black Mesa HEV Suit for GMod 13? I'll only use the head and create my own textures for it.[/QUOTE] Thanks for asking. You can use it. Don't forget the credits. And please use private messages next time.
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