[QUOTE=mdeceiver79;39166781]Just use some clever level design to limit visibility + LOD models[/QUOTE]
Dear Esther used a model in the 3Dskybox to counter that in it's levels. from it being so huge.
namely the first map.
Working on the gunship explosion.
[img]http://i.imgur.com/Ymf5f.jpg[/img]
Maybe throw some synth blood in there? Just to see what it looks like.
[QUOTE=Fat-Corgi-Guy;39174077]In reply to the 3072x3072 texture- haven't you seen VTFedit's resize method, where you can choose "power of 2". I just roughly scaled the texture, then let VTFedit resize it.[/QUOTE]
i resized an image to 3072x3072 in photoshop, imported it in vtfedit with "resize to nearest power of 2", and it resized to 4096x4096
i'll believe your 3072x3072 thing when I see the file
[QUOTE=Uberslug;39175278]Maybe throw some synth blood in there? Just to see what it looks like.[/QUOTE]
Ooh I like that idea.
That gunship explosion pic made me think, the helicopter's explosion when you defeat it should probably be a spectacular fireball -
I mean, what better way to highlight your victory then to have a giant fireball followed by the pieces on fire raining down, maybe even have the cockpit explode again when it hits the ground.
[t]http://static.glitchvid.com/mesg/dacorgi/img/newtextureset_badlighting.png[/t]
Woo, a lot of brick textures done.
Please note: I'm not close enough to see the detail; and the lighting is really crappy, so the normlmaps aren't showing their wonder. When I get more time, I'll show them in better lighting.
[editline]ef[/editline]
Yeah, sorry, they really look like crap in this pic; don't worry: I'll make it up to you tomorrow.
[QUOTE=The Vman;39174883]Working on the gunship explosion.
[img]http://i.imgur.com/Ymf5f.jpg[/img][/QUOTE]
awesome
are you going to make a separate explosion for the random crash events?
[QUOTE=glitchvid;39178224][t]http://static.glitchvid.com/mesg/dacorgi/img/newtextureset_badlighting.png[/t]
Woo, a lot of brick textures done.
Please note: I'm not close enough to see the detail; and the lighting is really crappy, so the normlmaps aren't showing their wonder. When I get more time, I'll show them in better lighting.
[editline]ef[/editline]
Yeah, sorry, they really look like crap in this pic; don't worry: I'll make it up to you tomorrow.[/QUOTE]
youre getting some kinda moire patterns on there, probably from the normal map or pom. Can you make Mipmaps for the heightmap or find some way to soften it at distance?
Also you could put an overlay with less tiling frequency with some grunge.
Looks really high quality though, Will look really good.
[QUOTE=mdeceiver79;39178422]youre getting some kinda moire patterns on there, probably from the normal map or pom. Can you make Mipmaps for the heightmap or find some way to soften it at distance?
Also you could put an overlay with less tiling frequency with some grunge.
Looks really high quality though, Will look really good.[/QUOTE]
I don't see the moire patterns, mind pointing them out?
Also, there isn't any POM, purely SSbump. And yes, if needed I could "soften" the normals at a distance.
[QUOTE=glitchvid;39178496]I don't see the moire patterns, mind pointing them out?
Also, there isn't any POM, purely SSbump. And yes, if needed I could "soften" the normals at a distance.[/QUOTE]
The moire only shows up in the thumbnails, because there aren't any mipmaps for a screenshot :v:
[QUOTE=mdeceiver79;39178422]youre getting some kinda moire patterns on there, probably from the normal map or pom. Can you make Mipmaps for the heightmap or find some way to soften it at distance?
Also you could put an overlay with less tiling frequency with some grunge.
Looks really high quality though, Will look really good.[/QUOTE]
the moire might be from the thumbnail resizing not using any kind of filtering in your browser? :v:
youre right! its high time someone made mipmaps for thumbnails!
[QUOTE=glitchvid;39178496]I don't see the [B]moire patterns[/B], mind pointing them out?
Also, there isn't any POM, purely SSbump. And yes, if needed I could "soften" the normals at a distance.[/QUOTE]
So that's what that's called.
That dark vertical group of bricks is repetitious, but otherwise it looks great.
[QUOTE=Marbledemon;39168972]I started with some of the coast houses, one by one, because my current PC can't handle large maps :(
anyway, pics:
[t]https://dl.dropbox.com/u/36921974/Verschiedenes/coastest0000.jpg[/t]
[t]https://dl.dropbox.com/u/36921974/Verschiedenes/coastest0001.jpg[/t]
And what I'm most proud of:
[t]https://dl.dropbox.com/u/36921974/Verschiedenes/coastest0002.jpg[/t][/QUOTE]
Nice work so far. I'll try not to come across as an critic, here are my thoughts:
First thing I notice, the edges of the remaining planks need to be more jagged, something like this:
[img]http://thumbs.dreamstime.com/thumblarge_53/114497587030i837.jpg[/img]
I guess the best start would be HL2's plank gibs? Although they're probably too low poly for this mod.
Also, I think the flooring by the fireplace should be restored. It wasn't directly under the shell's impact, so whatever caused it to fall in should have affected the rest of the house, which obviously hasn't happened.
I also think the earth mound around the impact point needs to be changed. Going by these videos:
[url]http://www.youtube.com/watch?v=dBOJEaFGE4w[/url]
[url]http://www.youtube.com/watch?v=uw5IteVkfws[/url]
impacts seem to have holes immediately around them, with only a small quantity of material forced into a mound (but I have no idea if this would translate to a headcrab rocket). A lot of the earth would also be blasted against the walls, although I guess the texture guys would deal with that.
The impact would also likely blast out all the windows, maybe make the bedroom door hang half off its hinges, send some cracks up the walls? Would it be worthwhile covering the floor in broken, rotted planking from above, or would it just look like too much of a clusterfuck? Final thing I'll mention, would the basement supports survive so well, or should they be collapsed as well?
Honestly it'd probably be easier if they just got a modeller to redo the broken planks area.
I can't imagine making such tiny details would be easy in hammer.
[QUOTE=Mr. Someguy;39182401]Honestly it'd probably be easier if they just got a modeller to redo the broken planks area.
I can't imagine making such tiny details would be easy in hammer.[/QUOTE]
And they wouldn't be aligned to any sort of grid if they're that small.
Only thing I see is wrong is that the planks are unusually straight. An impact of that magnitude would leave much more of the ceiling/roof sagging down through the hole, though such detail is hardly necessary if you don't feel up to it.
[t]http://www.danheller.com/images/Europe/Croatia/Milna/Buildings/hole-in-roof-2-big.jpg[/t]
What would improve the scene dramatically is a little volumetric light in that hole. You could probably get away with using some of the Lost Coast lightmodels if you don't have your own in-house solution.
[B]WIP of Kleiner.[/B]
[img_thumb]http://i.imgur.com/93iuP.jpg[/img_thumb]
I've only done his cheeks and jawline on the sides of his face at the moment. I'm also using the g-mod skin for the base of his head- courtesy of [I]MaxofS2D[/I]- which you can see everywhere else on the head.
Be sure to get all those pockmarks on his skin, his cheek looks a bit too young right now.
[QUOTE=The Vman;39182965]Be sure to get all those pockmarks on his skin, his cheek looks a bit too young right now.[/QUOTE]
I know, I will. I do stuff gradually with the faces, I start out with one part (usually the cheeks and/or sides of the face) then build off of that, once I think it all blends well, I add stuff like moles, scars, age spots, more wrinkles, ect. until it looks right.
I'm suddenly really excited to see those glasses remodeled.
Are you guys modifying the character models?
[QUOTE=Fat-Corgi-Guy;39182931][B]WIP of Kleiner.[/B]
[img_thumb]http://i.imgur.com/93iuP.jpg[/img_thumb]
I've only done his cheeks and jawline on the sides of his face at the moment. I'm also using the g-mod skin for the base of his head- courtesy of [I]MaxofS2D[/I]- which you can see everywhere else on the head.[/QUOTE]
Dermatologists hate him
[QUOTE=kaine123;39187327]Are you guys modifying the character models?[/QUOTE]
Once/if they get a character modeler.
[QUOTE=Fat-Corgi-Guy;39182931][B]WIP of Kleiner.[/B]
[img_thumb]http://i.imgur.com/93iuP.jpg[/img_thumb]
I've only done his cheeks and jawline on the sides of his face at the moment. I'm also using the g-mod skin for the base of his head- courtesy of [I]MaxofS2D[/I]- which you can see everywhere else on the head.[/QUOTE]
looks like he's got lip gloss on, that's fabulous :v:
Looks to me like misaligned lips.
Some slightly better lighting for those textures
[t]http://static.glitchvid.com/images/fp_posts/vgames/hleh/hlemap_1.png[/t][t]http://static.glitchvid.com/images/fp_posts/vgames/hleh/hlemap_2.png[/t]
[t]http://static.glitchvid.com/images/fp_posts/vgames/hleh/hlemap_3.png[/t][t]http://static.glitchvid.com/images/fp_posts/vgames/hleh/hlemap_4.png[/t]
[t]http://static.glitchvid.com/images/fp_posts/vgames/hleh/hlemap_5.png[/t]
[QUOTE=glitchvid;39189890]Some slightly better lighting for those textures
image dump[/QUOTE]
Is there going to be parallax for some textures? Would be cool to be able to see 3D bricks and stuff.
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