[QUOTE=Yourself;42193092]bad img jun
[IMG]http://media.dunkedcdn.com/assets/prod/46067/950x0_p18459r0o6mjk1astsgm3l91r1t4.png[/IMG][/QUOTE]
Bad image? Yeah right, it's beautiful!
Also, how did you get the scope lens to reflect like that?
[QUOTE=Juniez;42193001][url]http://media.moddb.com/images/members/1/96/95390/crossbow_mat.jpg[/url][/QUOTE]
I don't know how, but I'm gonna figure out a way to go through the monitor and kiss you.
[QUOTE=CSLeader;42193129]Bad image? Yeah right, it's beautiful!
Also, how did you get the scope lens to reflect like that?[/QUOTE]
envmaps + phong
i think the original crossbow did that too (?)
[QUOTE=CSLeader;42193129]Bad image? Yeah right, it's beautiful!
Also, how did you get the scope lens to reflect like that?[/QUOTE]
I think what makes it bad is the map around it.
I need these models.
They are too sexy and may cause HL2 to delete itself from my Steam account.
[QUOTE=Yourself;42193092]bad img jun
[IMG]http://media.dunkedcdn.com/assets/prod/46067/950x0_p18459r0o6mjk1astsgm3l91r1t4.png[/IMG][/QUOTE]
The model looks cool but it looks far too perfect for something built with recycled items on a wasteland.
[img]http://i.imgur.com/ShVzGrh.png[/img]
The weapons used by the rebels never looked perfectly clean, most of their equipment appears to have been built by using a combination of combine leftovers and whatever items they managed to scavenge.
Edit: Don't get me wrong, I do like the model but I feel as if it looks out of place considering the timeline and story of Half Life.
PS: That's not wood.
nice models
but they aren't for the mod
[QUOTE=RaTcHeT302;42193677]The model looks cool but it looks far too perfect for something built with recycled items on a wasteland.
The weapons used by the rebels never looked perfectly clean, most of their equipment appears to have been built by using a combination of combine leftovers and whatever items they managed to scavenge.[/QUOTE]
Maybe put some dirtmaps or scratches to make it look worn out?
[QUOTE=RaTcHeT302;42193677]The model looks cool but it looks far too perfect for something built with recycled items on a wasteland.
The weapons used by the rebels never looked perfectly clean, most of their equipment appears to have been built by using a combination of combine leftovers and whatever items they managed to scavenge.[/QUOTE]
Arguably, the Juniez' one looks cheaper since it's just shit on top of a wooden slab, while the HL2 one is bent metal on bent metal.
It needs a bit rust, though, like the vanilla one has.
It would be stupid if Juniez's weapons weren't in the mod.
[QUOTE=RaTcHeT302;42193677]The model looks cool but it looks far too perfect for something built with recycled items on a wasteland.
[img]http://i.imgur.com/ShVzGrh.png[/img]
The weapons used by the rebels never looked perfectly clean, most of their equipment appears to have been built by using a combination of combine leftovers and whatever items they managed to scavenge.[/QUOTE]
So the model is not "beat up" and it looks clean, what's wrong with that? Would you rather have really awesome models or ones that fit in with the story?
I guess it's a personal preference really.
[QUOTE=code_gs;42194529]Would you rather have really awesome models or ones that fit in with the story?[/QUOTE]
Why not make a good looking model that fits in with the story?
It seems like one of the goals of this mod is to make the game more immersive. So asking a question like that is literally the dumbest thing ever.
imo, all Juniez would need to do to get his Xbow looking more rebbly is get a rottier dirtier granier looking wood texture (maybe even with paint chips on it or something idk) and noise up the specular and it'd be fine. At least I think so.
[QUOTE=code_gs;42194529]So the model is not "beat up" and it looks clean, what's wrong with that? Would you rather have really awesome models or ones that fit in with the story?
[/QUOTE]
Ones that fit in with the story. It doesn't matter how awesome a given model is, I'm not going to use it if it breaks my immersion.
But yeah, rust on the metal, mismatched wooden parts (honestly I liked the completely metal crossbow in vanilla HL2 just fine, but I see how this could work.) and you're golden.
juniez models will be in the mod
ok i take it back i will now hug juniez
[QUOTE=code_gs;42194529]So the model is not "beat up" and it looks clean, what's wrong with that? Would you rather have really awesome models or ones that fit in with the story?
I guess it's a personal preference really.[/QUOTE]
You're right, let's make all of the guns silly rainbow colors but make sure they look good.
[editline]14th September 2013[/editline]
[QUOTE=DONOTWANT;42192550]Calm down bro, you're full on mad.[/QUOTE]
Of course I am, I'm allergic to jackasses and I've been sneezing since your most recent posts here.
[QUOTE=xalener;42195133]imo, all Juniez would need to do to get his Xbow looking more rebbly is get a rottier dirtier granier looking wood texture (maybe even with paint chips on it or something idk) and noise up the specular and it'd be fine. At least I think so.[/QUOTE]
Some of it looks a little too uniform, like all the nuts are the same size and type, on the original they were all different and the metal bars stuck out a bit from the wooden base, those together, along with it's shabby look made it really seem like the weapon was made from scraps of whatever was around. I would love to use some of Juniez's models in the mod (if he permits it), I think a lot of them are great, but I also don't want to use some of them. His RPG and AR2, however inventive the designs are, are really quite chunky and unlike their original models they were based off of. The AR2 was this sleek looking weapon with a (what should have been a nice reflective) blue metal, in Juniez's model it's almost a huge, highly detailed, klunky block. The RPG is very hard edged, and some of its proportions are a bit comical. However I absolutely love his pistol, revolver, and shotgun. The details on those are amazing, and the textures are really nice albeit a bit clean.
Meh, we'll see what he wants to do. You know, it wasn't till now that I noticed the original HL2 Xbow was 100% metal :P
I just assumed the body was wood because it had earthy tones to it and was visually noisy and the first Xbow was wood.
now I'm getting all sorts of ideas for the sounds the thing makes when it fires though. Like a metallic "SHHHNK" like a blade against a rock when you fire instead of the hollow "thnk"
[QUOTE=Fat-Corgi-Guy;42195607]The RPG is very hard edged, and some of its proportions are a bit comical.[/QUOTE]
i would like to interject
[t]http://puu.sh/4rwwm.jpg[/t]
FUCK
Now it won't work
[QUOTE=Snood_1990;42194418]It would be stupid if Juniez's weapons weren't in the mod.[/QUOTE]
There are a few problems,
1. I don't think he was planning on releasing them
2. Whenever I've gotten files from him, they're below our art specs (512, they should be 2048). * Though if he wants to provide all of it at high res, I'd love it
Past that, I'd love that sexy work in the mod.
[QUOTE=glitchvid;42196713]There are a few problems,
1. I don't think he was planning on releasing them
2. Whenever I've gotten files from him, they're below our art specs (512, they should be 2048). * Though if he wants to provide all of it at high res, I'd love it
Past that, I'd love that sexy work in the mod.[/QUOTE]
man keeping all of them for personal use would be the biggest tease
would b funny though
[QUOTE=glitchvid;42196713]
2. Whenever I've gotten files from him, they're below our art specs (512, they should be 2048). * Though if he wants to provide all of it at high res, I'd love it[/QUOTE]
hahahahahha, why would that be mandatory?
[QUOTE=Fat-Corgi-Guy;42195607]Some of it looks a little too uniform, like all the nuts are the same size and type, on the original they were all different and the metal bars stuck out a bit from the wooden base, those together, along with it's shabby look made it really seem like the weapon was made from scraps of whatever was around.[/QUOTE]
I agree and disagree.
I think the uniformity is okay, It's not like you can't find an old workshop or even look in some old garage for a box of bolts and washers. On the other hand, one other thing stands out to me (besides the texture, that can be dirtied up). The curved metal brackets holding the scope look too smooth, the curve should be much sharper like on the original model, almost 90 degree. At least, that's how all the metal brackets I've seen are.
[img]http://p.globalsources.com/IMAGES/PDT/B1059288601/Metal-Stamping-Bracket.jpg[/img]
[QUOTE=code_gs;42194529]So the model is not "beat up" and it looks clean, what's wrong with that? Would you rather have really awesome models or ones that fit in with the story?
I guess it's a personal preference really.[/QUOTE]
Well then why don't we just replace the jalopy with a Rolls Royce, and give the rebellion pressed suits. It doesn't fit in with the story, but at least it looks nice. Also...
BEHOLD THE POWER OF I, THE KING OF PAGE 104!
[highlight](User was banned for this post ("page king shit" - postal))[/highlight]
[QUOTE=NeoDement;42196848]hahahahahha, why would that be mandatory?[/QUOTE]
Because it's sorta what we've set as the base required resolution of most things, and the existing models are 512 already... so it's going from 512 to 512.
Also texel density theory.
[QUOTE=NeoDement;42196848]hahahahahha, why would that be mandatory?[/QUOTE]
in all reality there aren't many new games out there with first person viewmodels having textures that aren't at least 1024x1024
[editline]14th September 2013[/editline]
i know BC2/BF3 went as so far to try and push the apparent resolution on guns without having a ridiculously oversized set of textures on them so they detail mapped a metallic texture onto them
[editline]14th September 2013[/editline]
[QUOTE=SirLemon;42196997]BEHOLD THE POWER OF I, THE KING OF PAGE 104![/QUOTE]
stop
[QUOTE=glitchvid;42197035]Because it's sorta what we've set as the base required resolution of most things, and the existing models are 512 already... so it's going from 512 to 512.
Also texel density theory.[/QUOTE]
Matching texel density should be the priority, I think, not just making everything 2048 just coz it's big. Which is what I believed you were implying. Grenade/revolver/pistol should probably be about half the size of the rocketlauncher texture, depending on how they're UV'd.
Though tbh I've never really known much about how to get (near) perfect texel density in games, do you just have to waste a bunch of UV space on certain items to get it right?
shit, all this rpg talk reminds me of how I said I was gonna model one for this mod, like months ago.
then I go look on my puush account and find these:
[t]http://puu.sh/2Siue[/t]
[t]http://puu.sh/2Siui[/t]
should finish y/n?
[QUOTE=Mech Bgum;42198297]
But yeah, there's kinda no point in making 2048 textures if they're gonna be applied on six-sided brushes.[/QUOTE]
It sorta heavily depends on how big the brush is... and in relation to the other brushes near it.
[QUOTE=NeoDement;42198264]Matching texel density should be the priority, I think, not just making everything 2048 just coz it's big. Which is what I believed you were implying. Grenade/revolver/pistol should probably be about half the size of the rocketlauncher texture, depending on how they're UV'd.
Though tbh I've never really known much about how to get (near) perfect texel density in games, do you just have to waste a bunch of UV space on certain items to get it right?[/QUOTE]
There are tools in maya (Forget their names, or if they come with it) that once you UV an object, it can size everything on the texture (the texel density) to be even.
Sorry, you need to Log In to post a reply to this thread.