• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=kwant111;40604184]Hold your horses, we already got a pistol made for us. It's on my to-do list to unwrap it after i'm done with the HEV. On a side note, anyone who can help me with the HP legs? I've redone them 5 times now and they still look like crap. [t]https://dl.dropboxusercontent.com/u/5497487/hev_leg_problem.png[/t][/QUOTE] What are you using as reference picture for the legs?
[QUOTE=soullink;40604373]What are you using as reference picture for the legs?[/QUOTE] These: [t]http://www.gamingheads.com/images/stories/products/HLGF/horizontal_05.jpg[/t] [t]http://www.gamingheads.com/images/stories/products/HLGF/horizontal_08.jpg[/t] Though I decided to take a little break from the HEV, and sculpt some mountains which can function as a skybox.
[QUOTE=kwant111;40604184]Hold your horses, we already got a pistol made for us. It's on my to-do list to unwrap it after i'm done with the HEV.[/QUOTE] Actually the pistol isn't all the high quality from what I could tell and could have a lot more detail added to it. if Shotz can make it better, then by all means make one. :smile: [QUOTE=kwant111;40604184]On a side note, anyone who can help me with the HP legs? I've redone them 5 times now and they still look like crap. [t]https://dl.dropboxusercontent.com/u/5497487/hev_leg_problem.png[/t][/QUOTE] Slim down the ankle area, and make the shin area straighter, they bow out too much.
[QUOTE=kwant111;40604501]Though I decided to take a little break from the HEV, and sculpt some mountains which can function as a skybox.[/QUOTE] Take a look at that: [url]http://nemesis.thewavelength.net/index.php?p=8[/url]
[QUOTE=Snood_1990;40604775]Take a look at that: [url]http://nemesis.thewavelength.net/index.php?p=8[/url][/QUOTE] I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t]
[QUOTE=kwant111;40605012]I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t][/QUOTE] Reminds me of melted chocolate
You could always use world machine coupled with Zbrush/Mudbox.
[QUOTE=kwant111;40605012]I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t][/QUOTE] I wouldn't write it off so quickly, it's a nice toolset. But anyways, you should see if you can sculpt the mountain that's used as a compass marker for White Forest Base in episode 2.
[QUOTE=kwant111;40605012]I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t][/QUOTE] That looks way too jagged and unnatural, but maybe that's just the lack of textures?
Mudbox is fun. I can sculpt terrain as well.
[QUOTE=kwant111;40605012]I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t][/QUOTE] Please strongly consider using [B][url=http://www.world-machine.com/]WorldMachine[/url][/B] as well! It's amazing.
[QUOTE=kwant111;40604184]Hold your horses, we already got a pistol made for us. It's on my to-do list to unwrap it after i'm done with the HEV. On a side note, anyone who can help me with the HP legs? I've redone them 5 times now and they still look like crap. [t]https://dl.dropboxusercontent.com/u/5497487/hev_leg_problem.png[/t][/QUOTE] you just gotta fix the pinching here [img]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-11_19-11-26.png[/img] [editline]11th May 2013[/editline] [QUOTE=kwant111;40605012]I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t][/QUOTE] Protip: when you're converting a heightmap to source displacements, you should bake a normal map to apply over the whole terrain like this. It really improves the lighting. [t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-11_19-14-43.jpg[/t] [t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-11_19-15-00.jpg[/t] I did this with worldmachine and nem's tools a while ago.
[QUOTE=MaxOfS2D;40606579] I did this with worldmachine and nem's tools a while ago.[/QUOTE] Don't world machine cost money though? and the free version only exports 512?
[QUOTE=MaxOfS2D;40606579]you just gotta fix the pinching here [img]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-11_19-11-26.png[/img] [editline]11th May 2013[/editline] Protip: when you're converting a heightmap to source displacements, you should bake a normal map to apply over the whole terrain like this. It really improves the lighting. [t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-11_19-14-43.jpg[/t] [t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-11_19-15-00.jpg[/t] I did this with worldmachine and nem's tools a while ago.[/QUOTE] Well actually I just redid the mountains, this time with my tablet. And my plan was to get it through world machine all along. Though i'm going to put a big sphere in my 3ds max scene and matte paint a sky and some clouds in there and afterwards make a skybox out of it with the mountains included in the distance. And after that ill make a displacement + normal map for importing in the Source engine. Ooh, and thanks alot for the feedback everyone!
[QUOTE=MaxOfS2D;40606579]you just gotta fix the pinching here [img]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-11_19-11-26.png[/img] [editline]11th May 2013[/editline] Protip: when you're converting a heightmap to source displacements, you should bake a normal map to apply over the whole terrain like this. It really improves the lighting. [t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-11_19-14-43.jpg[/t] [t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-11_19-15-00.jpg[/t] I did this with worldmachine and nem's tools a while ago.[/QUOTE] yeah but then you have to get like a 4k map to get any kind of definition and that's a bit expensive
I thought being expensive was the name of the game in Enhancement mod. Can't make an omelette without breaking a few integrated graphics cards.
[QUOTE=xalener;40607732]I thought being expensive was the name of the game in Enhancement mod. Can't make an omelette without breaking a few integrated graphics cards.[/QUOTE] My card can cook the omelette!
[QUOTE=xalener;40607732]I thought being expensive was the name of the game in Enhancement mod. Can't make an omelette without breaking a few integrated graphics cards.[/QUOTE] well you also can't vary tiling textures without applying the same normal map with different tiled $detail maps (so now you can't use tiled normal maps) and then you end up with multiple 4k (or probably higher if you want to have clarity) textures for a displacement which takes it out of current gen and also out of next gen and then it goes into 'what's this'
[QUOTE]Kwant: Please, don't say it looks like chocolate XD Porky-da-Corgi: It looks like bubble gum![/QUOTE] [t]https://dl.dropboxusercontent.com/u/5497487/Chocolate_mountain.png[/t] Bubble gum mountains..
[QUOTE=Juniez;40608067]well you also can't vary tiling textures without applying the same normal map with different tiled $detail maps (so now you can't use tiled normal maps) and then you end up with multiple 4k (or probably higher if you want to have clarity) textures for a displacement which takes it out of current gen and also out of next gen and then it goes into 'what's this'[/QUOTE] If it's for a skybox model though, you can just have a 1024/2048, that'll be fine [editline]11th May 2013[/editline] [QUOTE=Juniez;40608067]well you also can't vary tiling textures without applying the same normal map with different tiled $detail maps (so now you can't use tiled normal maps) and then you end up with multiple 4k (or probably higher if you want to have clarity) textures for a displacement which takes it out of current gen and also out of next gen and then it goes into 'what's this'[/QUOTE] Black Mesa Source's canyon vista is actually just that (it's impressive) there's 32 1024x1024s applied onto displacements.
oh it's for a skybox [sub]oh[/sub]
[QUOTE=Juniez;40608420]oh it's for a skybox [sub]oh[/sub][/QUOTE] oh [sub]oh [sub]oh [sub]oh [sub]oh [sub]oh[sub]oh[sub]oh[sub]oh[sub]oh[sub]oh[/sub][/sub][/sub][/sub][/sub][/sub][/sub][/sub][/sub][/sub]
[URL="http://www.moddb.com/mods/nox-aeterna/videos/nox-aeterna-reverb-effect-demonstration"]Would anything like this be viable in this mod?[/URL] I mean, you'd have to set up all those volumes but I think it'd be a HUGE step up from the default DSP effects.
They where already looking into that some threads back, yo
[QUOTE=kwant111;40605012]I think i'll manage, I somehow hold a grudge against those tools.. That's what I got so far. [b]Very early WIP[/b] [t]https://dl.dropboxusercontent.com/u/5497487/wip_mountains.png[/t][/QUOTE] Mountains... [t]http://static.glitchvid.com/images/fp_posts/modmat/mountainrender1_web.png[/t]
Meanwhile, some SMG shots. [t]http://cloud.steampowered.com/ugc/882982081637258026/202423C3498BEF9AADAA739B69DF0A60809043F4/[/t] [t]http://cloud-2.steampowered.com/ugc/882982081637254547/F0C793DF018A9685664A4327DB5C723CF73D8A18/[/t] [t]http://cloud-2.steampowered.com/ugc/882982081637245212/92BBFFA164FF6AA46AF7116815D9C0B25B15360E/[/t]
I personally think that SMG model and texture (especially texture) is the best. Except for that sight, although I see the need for it because the sight used in HL2 would be pretty useless IRL. On the engine side of things Ken is working on mounting the VPKv2's (they're using a new MDL version so yeah thats a problem)
One thing that worries me about this smg: [thumb]http://i.imgur.com/UgZa1zv.jpg[/thumb] This part looks like it has been badly photoshoped.
[QUOTE=majan222;40610233]One thing that worries me about that smg: [thumb]http://i.imgur.com/UgZa1zv.jpg[/thumb] This part looks like it has been badly photoshoped.[/QUOTE] it could benefit from some AO / phong mask at that part, yeah
I'm hoping that there is some way to get selfshadowing with the rtt shadows in.
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