• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
^With that, I think it'll be good. (Well, better. I'd say it looks good already)
[QUOTE=Chaotic Lord;39127391]^With that, and making that scar that's near the left eye look a bit more "recent" as opposed to being healed and I think it'll be good. (Well, better. I'd say it looks good already)[/QUOTE] The one on his forehead, on [I]your[/I] left or the one on his cheek, on [I]his[/I] left? Cause the latter is supposed to be an old scar (he has it on the original skin too).
[QUOTE=Sie-Sveinhund;39126430]What might help add a little more detail is to clear it up a bit in some spots like the wrinkles of the face.[/t][/QUOTE] Like this? [img_thumb]http://i.imgur.com/ZsLoF.jpg[/img_thumb][img_thumb]http://i.imgur.com/tz964.jpg[/img_thumb][img_thumb]http://i.imgur.com/bICWa.jpg[/img_thumb]
[QUOTE=Fat-Corgi-Guy;39129279]The one on his forehead, on [I]your[/I] left or the one on his cheek, on [I]his[/I] left?[B] Cause the latter is supposed to be an old scar (he has it on the original skin too)[/B].[/QUOTE] His left. Oh. I didn't notice that before. Nevermind then.
Small update on the Spas 12: [img_thumb]http://i.imgur.com/Dgm4c.png[/img_thumb] Model by: [I]Voltlight[/I]
[QUOTE=Fat-Corgi-Guy;39132325]Small update on the Spas 12: [img_thumb]http://i.imgur.com/Dgm4c.png[/img_thumb] Model by: [I]Voltlight[/I][/QUOTE] Looks like one of those wii remote gun molds at the moment :v:
Hi everybody, I'm your new FX designer (Joazzz had computer problems) Also, small thing I wanted to say. The character textures are looking pretty swell so far, but I feel like they're lacking contrast, especially around the mouth and eyes, making the characters look a little uncanny. I went into photoshop and just emphasized the shadows in a few areas, it gives the characters a bit more life in their faces. [img]http://i.imgur.com/zNSII.jpg[/img] Also, I did some editing to Barney's facial features. I gave him a bit more of a frown in his lips, and closed his eyes a little more, making him look less surprised.
Barney looks like he's wearing Mascara.
I think you could save a bit of memory and a bit of time whilst greatly improving texture quality by using detail textures for pretty much every texture. Overkill on gman and breen
Congrats, you made the G-Man look absolutely [I]terryifing [/I]
[QUOTE=The Jack;39133152]I think you could save a bit of memory and a bit of time whilst greatly improving texture quality by using detail textures for pretty much every texture. Overkill on gman and breen[/QUOTE] We already went over this on the last thread- [B][I][U]$DETAIL MAPS SUCK![/U][/I][/B] for 99.99999999% of things. You can't get the same amount/level of quality or detail with $detail maps, as you can with textures. If you used $detail maps on the old textures (which many already use) they'd still look low quality, and also, up close (or even just 10-20 of in-game feet away) they end up looking even worse.
Detail maps are great. See Metro 2033 or halo reach. Everything looks only half as good without them. Gman and breen aren't meant to look evil. They are meant to be ambiguous.
[QUOTE=The Jack;39133720]Detail maps are great. See Metro 2033 or halo reach. Everything looks only half as good without them. Gman and breen aren't meant to look evil. They are meant to be ambiguous.[/QUOTE] metro doesn't even compare to halo reach or anything this mod's doing also, i don't think you run metro at maximum dx11 if your saying it doesn't look good without detail maps there's things called "artstyles", look it up
I don't know much about detail mapping, but according to the image on [URL="https://developer.valvesoftware.com/wiki/$detail"]the Valve Developer Community Wiki[/URL] (and assuming I'm understanding it correctly): [IMG]https://developer.valvesoftware.com/w/images/3/38/Detail.jpg[/IMG] (Left: with $detail. Right: Without $detail. I guess that thing at the top is the detail map texture whatever?) It still looks terrible. Maybe that isn't a very good example, since that one page on the VDCW was the extent of my research. Are there better examples of it in Source that a less Source Engine savvy person (like me) could understand? :v:
[QUOTE=The Jack;39133720]Detail maps are great. See Metro 2033 or halo reach. Everything looks only half as good without them. Gman and breen aren't meant to look evil. They are meant to be ambiguous.[/QUOTE] You don't seem to know what you're even talking about 100% of the time, in any of your posts.
Last time I checked detail maps don't follow uv mapping either. It will just tile on whatever it is applied to. This essentially makes it useless on anything with uv mapping, aka models. At least when I used it but I may have screwed them up. Then again last time I played with detail maps was ages ago.
This sure looks much better than Fakefactory's perverted sex-women, but I hope you lads don't forget about trying to do Combination models for the weapons? I mean, TF2 is going to have every seperate World and View model replaced by Combination (a good thing, less space usage and more efficient because you can even use a lower level of detail if you wanted to) (It's also a shame that Valve hasn't yet updated every weapon model to only use the Combination models and seperate gun model, not even L4D has them mixed together!)
[QUOTE=BenjaminTennison;39134132]This sure looks much better than Fakefactory's perverted sex-women, but I hope you lads don't forget about trying to do Combination models for the weapons? I mean, TF2 is going to have every seperate World and View model replaced by Combination (a good thing, less space usage and more efficient because you can even use a lower level of detail if you wanted to) (It's also a shame that Valve hasn't yet updated every weapon model to only use the Combination models and seperate gun model, not even L4D has them mixed together!)[/QUOTE] Thank you! I hope this isn't a stupid question, but I'm guessing combination models are when you use the same model for both view and world models, and the hands are separate?
[QUOTE=Fat-Corgi-Guy;39134256]Thank you! I hope this isn't a [B]stupid question[/B], but I'm guessing combination models are when you use the same model for both view and world models, and the hands are separate?[/QUOTE] The only stupid questions are the ones you don't ask! :eng101:
glad to see that VMan's doing the effects. quality guaranteed indeed
[QUOTE=Chaotic Lord;39134548]The only stupid questions are the ones you don't ask! :eng101:[/QUOTE] or if it's coming from The Jack
It's a nice mod, but Breen looks a bit less like the pasty guy he's supposed to be and more li,e he's fresh out of jersey shore
[QUOTE=The Vman;39133062]-images-[/QUOTE] Wow, you just made a huge difference that was barely noticeable to me. Nicely done on Breen, but the GMan looks a bit older but it's not overkill, so it's fine for me. Breen looks like he's been baking out in the sun, which is reasonable. You really know how to make amazing FX that makes characters look like Hollywood actors.
[QUOTE=Chaotic Lord;39133815]I don't know much about detail mapping, but according to the image on [URL="https://developer.valvesoftware.com/wiki/$detail"]the Valve Developer Community Wiki[/URL] (and assuming I'm understanding it correctly): [IMG]https://developer.valvesoftware.com/w/images/3/38/Detail.jpg[/IMG] (Left: with $detail. Right: Without $detail. I guess that thing at the top is the detail map texture whatever?) It still looks terrible. Maybe that isn't a very good example, since that one page on the VDCW was the extent of my research. Are there better examples of it in Source that a less Source Engine savvy person (like me) could understand? :v:[/QUOTE] Here's a few images from HL:S mods that add detail maps to the textures: [t]http://files.gamebanana.com/img/ss/textures/106.jpg[/t][t]http://files.gamebanana.com/img/ss/textures/105.jpg[/t] It still looks pretty bad.
[QUOTE=Chaotic Lord;39133815]I don't know much about detail mapping, but according to the image on [URL="https://developer.valvesoftware.com/wiki/$detail"]the Valve Developer Community Wiki[/URL] (and assuming I'm understanding it correctly): [IMG]https://developer.valvesoftware.com/w/images/3/38/Detail.jpg[/IMG] (Left: with $detail. Right: Without $detail. I guess that thing at the top is the detail map texture whatever?) It still looks terrible. Maybe that isn't a very good example, since that one page on the VDCW was the extent of my research. Are there better examples of it in Source that a less Source Engine savvy person (like me) could understand? :v:[/QUOTE] [url]http://gamebanana.com/css/skins/123137[/url] is a really good example of what detail maps can do, but also going overkill kind of like that pack can insanely reduce fps.
[QUOTE=sentrygunman;39135855][url]http://gamebanana.com/css/skins/123137[/url] is a really good example of what detail maps can do, but also going overkill kind of like that pack can insanely reduce fps.[/QUOTE] Good god, it looks like someone way oversharpened a screenshot!
[QUOTE=CakeMaster7;39135923]Good god, it looks like someone way oversharpened a screenshot![/QUOTE] Looks like they forgot mipmapping. As for $detail, it can look good when its used proper.
$detail has it's uses. I've seen it used properly on big island maps and maps with big displacement mountains. They usually have a big texture stretched over the displacements, causing low detail. Cutting the texture in more parts will make the overall size to big so $detail textures can be used to bring back some of the details.
$detail should only be used on map textures. It's literally what it was implemented for.
[QUOTE=Dr. Gestapo;39136875]$detail should only be used on map textures. It's literally what it was implemented for.[/QUOTE] If you use it correctly it can make cloth look really good. the diffuse has to be pretty big for it to look good though.
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