VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
Amazing lighting and tone, but I think it'll do just fine without the rain.
-snip nvm im a lazy fuck-
[QUOTE=Alex_Kazuma;51604715]Alright been working on the manhack arcade street for most of the night, any suggestions or criticism?
-pics-[/QUOTE]
That is looking incredible. Like Samuel said, try playing with fog.
I'm excited to see how it feels with audio, too.
Really wishing better rain effects and precipitation in general existed in Source. Good work on the Ark-hade, Alex
-snip-
[QUOTE=Gamer#1;51606103]I don't know how this got released/leaked, but it looks awesome (it's a rollergrub, for those who are wondering):
[img]https://cdn.discordapp.com/attachments/219267174399868928/264556587413143562/unknown.png[/img][/QUOTE]
Um, this isn't official. A user in the discord made the model, his username is Wirelex.exe. This isn't offical or anything, and the textures aren't even confirmed as the "rollergrub"
[QUOTE=Alex_Kazuma;51604715]Alright been working on the manhack arcade street for most of the night, any suggestions or criticism?[/QUOTE]
I'd change that sort of red-tinted colour correction you've got going on there, looks very odd. Try something more natural.
[QUOTE=Alex_Kazuma;51604715]Alright been working on the manhack arcade street for most of the night, any suggestions or criticism?[/QUOTE]
Could you maybe tint the lights in the first picture a little bit yellow or orange and post a screenshot? I think it might blend a little bit better with the orange color scheme of the area.
Either that or maybe reduce the saturation of the orange a little bit. It looks fucking sweet but if Fallout 3/NV have taught me anything it's that an entire landscape that's the same color gets hard to look at after an extended period of time.
[editline]a[/editline]
And I mean I'd add some clutter and blend texturing in that dirt area to the left of the last picture.
Otherwise this whole thing looks fucking solid
[QUOTE=gmadador;51606126]Um, this isn't official. A user in the discord made the model, his username is Wirelex.exe. This isn't offical or anything, and the textures aren't even confirmed as the "rollergrub"[/QUOTE]
This is why I snipped it. I even told you I would. Recreation or not, the rollergrub still looks p cool.
Yeah, that's a very good model, and the textures obviously were made for something similar
[QUOTE=Alex_Kazuma]
Alright been working on the manhack arcade street for most of the night, any suggestions or criticism? [/QUOTE]
I'm sorry, I know it's bad of me, but I can't think of this in any other color.
[IMG]http://i1383.photobucket.com/albums/ah289/reggiethegiantemail/d1_c17_0500000_zpsqwc88lfa.jpg[/IMG]
[QUOTE=BillnTedison;51608500]I'm sorry, I know it's bad of me, but I can't think of this in any other color.[/QUOTE]
This is the curse of the "beta themed map". What many people don't realise is that the majority of the leak maps and concept art don't have mountain dew skies. Especially in urban maps where it is very easy to just throw streetlights everywhere and have weird light circles all over the map. Drawing light from other sources is a huge huge HUGE way to make a map much more unique and varied. Try throwing some lights in front of some lot windows, use spotlights where they'd make sense or to point out a specific feature. Even a crusty 2002 era hl2 map can look fantastic with the right light management. Of course, make sure the map serves its purpose before putting the time into cleaning up the visuals. Night maps are also really hard to pull off without varied lighting, as one could end up with huge stretches of darkness with abrupt splotches of light. Light bounces around, and because of this, streetlights generally don't make perfect circles on the ground in weird ways like source. Night urban environments have lights from many many places, and using them to the maps advantage can make it look really freakin' neato.
TL;DR: Vary lighting entities, avoid green, and only do night maps when a good grasp of lighting is had.
[QUOTE=YuriNikolai;51608019]Yeah, that's a very good model, and the textures obviously were made for something similar[/QUOTE]
That's pretty much what fooled me...
[QUOTE=Hell-met;51597141]back when csgo was still new, valve (hp?) was working on the hazard course and they put a unfinished wip in the game at some point by mistake.
nothing really notable except they had temporarily used a left4dead sign which almost made sense
[thumb]http://www.sourceop.com/hell-met/csgoearlycourse.jpg[/thumb][/QUOTE]
I dont have CS:GO installed anymore but i'm guessing its this map right?:
[url]https://mega.nz/#!wAdSxQQB!9lC_kZHyICVlWG0Kg6Ql8olIRP6w43XJtDrnjhlOBYQ[/url]
I've been attempting to improve the 2002 combine soldier skin. And also trying to resemble some screenshot where some soldier get's impaled by a hydra. Here's what I've got.
[IMG]http://i.imgur.com/w1x0Gju.png[/IMG]
[IMG]http://vignette1.wikia.nocookie.net/half-life/images/2/22/Soldier_Hydra_detail.jpg/revision/latest?cb=20091002232037&path-prefix=en[/IMG]
If anyone out there wanted to help out and try to recreate the soldier. It'll be great.
oh hey i just noticed the OICW's clip is clipping through his arm. Also his left arm is rotated way too far. :v:
Didn't PelPix say that the model was Frankenstein'd? IIRC, the hands are actually from a CS:S beta model.
It seems to me Vertigo was largely inspired by Convocation Tower, a proposed but never built NYC skyscraper:
[t]http://replicabuildings.com/images/convocation%20tower%20replica.jpg[/t]
[t]http://collections.mcny.org/Doc/MNY/Media/TR3/8/e/c/0/MN119221.jpg[/t]
[t]http://i.imgur.com/fHtxnjZ.jpg[/t]
[QUOTE=Solomon;51612228]oh hey i just noticed the OICW's clip is clipping through his arm. Also his left arm is rotated way too far. :v:[/QUOTE]
[img]http://i.imgur.com/ioQLuNt.png[/img]
Happens with current day models too since the OICW is longer than usual.
[QUOTE=Hideyoshi;51612244]Didn't PelPix say that the model was Frankenstein'd? IIRC, the hands are actually from a CS:S beta model.[/QUOTE] Can you show me the hands so I can compare them?
I wonder, does anyone know what the Overwatch Nexus building from HL2 was based on? Or at least inspired by?
Edit: Found the inspiration for it just now, all along I thought the Overwatch Nexus was based on the Imperial War Museum in London :what:
[QUOTE=HGrunt;51612678]It seems to me Vertigo was largely inspired by Convocation Tower, a proposed but never built NYC skyscraper:
[/QUOTE]
Woah, nice find! I'd never thought to look towards cancelled projects for inspiration. I guess this is one more evidence towards the "Vertigo maps are made during the art-deco NYC-inspired city era" theory?
Also, the official illustration for the building wouldn't look out of place in HL2.
[URL="http://4.bp.blogspot.com/-jTHebUzXMy8/UbPQ6Jjy5qI/AAAAAAAACZg/DTEE6Dg6k7U/s1600/Inspiration-Hugh-Ferriss-14.jpg"][IMG]https://i.imgur.com/HI4Dy6I.png[/IMG][/URL]
[QUOTE=Dindex;51613006]Can you show me the hands so I can compare them?[/QUOTE]
I've never actually downloaded any of the HL2 beta stuff, so I'm not sure if that model in particular was included in the leak or not.
What do you think about my recreation/reskin?
[IMG]http://i.imgur.com/ayzEKp2.jpg[/IMG]
[IMG]http://i.imgur.com/RbAxaEx.jpg[/IMG]
[img]https://files.catbox.moe/jigas9.png[/img]
This is located in the retail environment map folder under borealis_003. Does anyone know if the assets used for the walls are in the leak/retail? The door texture too, hell I don't even know if we have this map even.
[QUOTE=Sally;51614018][img]https://files.catbox.moe/jigas9.png[/img]
This is located in the retail environment map folder under borealis_003. Does anyone know if the assets used for the walls are in the leak/retail? The door texture too, hell I don't even know if we have this map even.[/QUOTE]
To be honest, atleast for me, it looks like more of a IRL area then anything else...
[QUOTE=kubiiik_svK;51613898]What do you think about my recreation/reskin?
[IMG]http://i.imgur.com/ayzEKp2.jpg[/IMG]
[IMG]http://i.imgur.com/RbAxaEx.jpg[/IMG][/QUOTE]
Have this model 5 separated fingers?
[QUOTE=HGrunt;51612678]It seems to me Vertigo was largely inspired by Convocation Tower, a proposed but never built NYC skyscraper:
[t]http://replicabuildings.com/images/convocation%20tower%20replica.jpg[/t]
[t]http://collections.mcny.org/Doc/MNY/Media/TR3/8/e/c/0/MN119221.jpg[/t]
[t]http://i.imgur.com/fHtxnjZ.jpg[/t][/QUOTE]
[img_thumb]https://pp.vk.me/c633125/v633125903/33fb8/3peb9fnznBk.jpg[/img_thumb]
[QUOTE=Gianvix;51614106]Have this model 5 separated fingers?[/QUOTE]
No. It's a reskin of retail model.
[QUOTE=BlackSnow;51612757][img]http://i.imgur.com/ioQLuNt.png[/img]
Happens with current day models too since the OICW is longer than usual.[/QUOTE]
fix it. FIX IT.
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