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@TikwidToo I'm on Steam Community if you're still interested in sharing any of the assets - I too suffer from the motivation problem but I pass through the real life Barbican a lot so at least it's easy to get real world references
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I'd be interested in collabing for sure - if I could figure out how new facepunch works I might even be able to figure out how to add my steam profile to my account or use the DM system!
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I'd definitely be interested in playing around with the assets if you're happy to share them - I've been tinkering with a tube station based on barbican Congrats on getting featured in Londonist! https://i.imgur.com/PXNNtXp.jpg
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https://i.imgur.com/VkLxHSl.jpg felt like making something london-y...tfl pls no sue
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@smores that's really nice of you to say! took me like 12 hours to figure out how tf to log back in to this site, i usually just lurk the mapping section logged out i'll hit you up on steam
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https://i.imgur.com/zw6fOqv.jpg art
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[img]https://i.imgur.com/YQHAtBO.jpg[/img] spent a ridiculous amount of time trying to fake blacklight with selfillum textures, not sure if it really looks that good trying to capture some 90s nostalgia, wish I had time to relearn modelling for the arcade machines [th...
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This is driving me crazy - I'm trying to make a brush texture where parts of it glow. I've got a black and white illumination map in the alpha channel of my texture and it's glowing, but the parts of the texture that aren't in white in the alpha channel just show up as black i...
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[QUOTE=Torjan;52341951]I think it might be [url="https://mega.nz/#!xsMGiBpB!AiQ62FK2lvDgmtsjfdrYVL67tx7DW07la6XaK5kOkgQ"]this[/url][/QUOTE] Thanks, that's close - I think the one I'm looking for was more of a plain gradient, I don't think it had stars - I feel like it migh...
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Does anyone have a zip of Firegod's skybox textures? I think the dropbox links 404 now. I'm specifically looking for one that was like quite a plain dark sky with an orange hue at the bottom.
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[img_thumb]https://i.imgur.com/Qjhlk8U.jpg[/img_thumb] [img_thumb]https://i.imgur.com/WBWui2O.jpg[/img_thumb] [img_thumb]https://i.imgur.com/QOM8OPS.jpg[/img_thumb] [img_thumb]https://i.imgur.com/nZ9k8GQ.jpg[/img_thumb] [img_thumb]https://i.imgur.com/iswrAiU.jpg[/img_thumb...
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did somebody say vaporwave [img_thumb]http://i.imgur.com/qdcq9dz.jpg[/img_thumb]
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Maaaaan, I haven't mapped in ages. Trying to create some kinda asian street that I guess I eventually want to be like a gritty, lo-fi version of Hengsha from Deus Ex:HR. Just want it to be super densely packed and detailed looking. Probably just eye candy rather than gameplay....
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[QUOTE=WorkingRobot;46646372]I'll just drop it here. [IMG]http://i.imgur.com/Aha59Rp.jpg?1[/IMG][/QUOTE] vaporwhat
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[QUOTE=kingstead;46532366][IMG]http://fc08.deviantart.net/fs71/i/2012/358/a/3/uh_oh_by_karidurosu-d5p1ukp.jpg[/IMG] A sneezing fetish? [I]Sneezing?[/I][/QUOTE] Even for DA those are some crazy fucking big manga eyes
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[QUOTE=Bracket;46429390]So is this thread still running? Because I think I'd like to be a part of it.[/QUOTE] The ride never ends
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I wish I had time to keep up with all of John's tutorials :(
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[QUOTE=Dermock;46286850][IMG]http://puu.sh/cjJoV.png[/IMG][/QUOTE] DeviantArt in one image
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[QUOTE=AbioFlesh;46263925][IMG]http://fc07.deviantart.net/fs70/f/2013/170/b/d/the_great_gatsby_mlp_foal_version_by_dj_sky_storm_117-d69sk5l.jpg[/IMG] People will ponify anything, will they?[/QUOTE] F. Scott Fitzgerald is spinning in his grave so fast that it's causing e...
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One time when I was first starting out I wanted to make a sort of pipe the player could walk down - no one had told me back then that carving was bad and I didn't know about the arch tool so I carved a cylinder out of another cylinder - it was an absolute mess. Also, again ...
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Did Dobson literally just copy and paste a DC logo off Google Images? Here I was thinking the Dobson laziness thing was semi-satirical. Someone report the comic to DC.
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Every time you think Dobson's hit rock bottom he finds a way to surprise you
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Is there like a repository anywhere of official vector logos - you know how on loads of tech websites they have logos of companies that use their product (e.g. [url]http://www.git-tower.com/[/url]) - does anyone know where they get them? I imagine on some sites they maybe just...
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[QUOTE=nicoreda;45951125]The fix is really easy [thumb]http://img110.xooimage.com/files/2/3/b/untitled-4791f8e.jpg[/thumb] *sorry*[/QUOTE] It now opens and then shuts itself down instantly, FUCK'S SAKE GABE
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[QUOTE=EddieLTU;45948938]some people are still using 1280x1024 monitors FYI[/QUOTE] Git gud Hey thanks Valve for breaking CS:GO SDK, the last mapping tools that were actually working for me. 10/10.
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[QUOTE=EddieLTU;45949188]CS:GO's hammer refuses to open for me i did verify integrity cache[/QUOTE] Same. Why can't Valve go five minutes without fucking Hammer up?
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[QUOTE=GeAyBeEeEhn;45815579]4u [IMG]http://puu.sh/ba9bl.png[/IMG][/QUOTE] Lotta loyalty for a hired modder
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[QUOTE=fewes;45625242]Here's a rock I made today that I'm not quite happy with but have a picture of it anyway: [img]http://puu.sh/aJezv.jpg[/img] And in action: [img]http://puu.sh/aJjOk.jpg[/img][/QUOTE] What don't you like about it? Looks real nice to me
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[QUOTE=smithy285;45599239]So, I wasn't sure where to post this as I don't think a simple question deserves an entire thread. So, I am quite new to modeling/texturing and the problem I find when editing textures is that it's quite hard to see what each section of the texture...
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[QUOTE=Juniez;45582086][t]http://puu.sh/aDjjX/c370164e1c.jpg[/t] [img]http://puu.sh/aDjll/98965ac58d.png[/img] diffuse/spec roughness can be whatever you want in source, put it in a separate material and tint the envmap[/QUOTE] Just got around to trying this, it looks awe...
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[QUOTE=Ajacks;45582387][t]http://i14.photobucket.com/albums/a345/ajackss/render_01a_zps93cb9eac.png[/t] [t]http://i14.photobucket.com/albums/a345/ajackss/render_01_zps6aa4962a.png[/t] I've started designing toys to start making once I get my CNC in a few months. I want to ...
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Has anyone ever done anything with a copper material that they wouldn't mind posting the diff/spec/gloss maps for? I'm having real trouble getting it to look right. Non-PBR by the way.
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[QUOTE=pac0master;45448667]Yes, when we cut the neurotoxin generator we put portals on a moving surface. [/QUOTE] I heard that in that scene the portals are actually static and the whole of the rest of the level is moving
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I want to use TF2 materials for something but when I browse the packages in GCFScape, I only see .vtfs and no .vmts - are they in another file or is this just how Valve do things now?
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In a texture I have a $normalmap and a $normalmap2 - I want them both to scroll together, but only the $normalmap scrolls, the $normalmap2 doesn't - anyone know how to fix this?
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[QUOTE=ChestyMcGee;45256161] messing with these semi-modular building facade things. dunno how to make the cinema facade stand out less[/QUOTE] I might be being stupid but why do you want to do that? It makes a nice focal point
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It might just be me but I kind of wish there was an 'ideas thread' - I have loads of ideas but not the time to focus on any of them, let alone all of them, but some of them I think are too good to pass up. It'd also be a good place to store unfinished .vmfs and stuff for other...
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[QUOTE=Juniez;45039250] [t]http://puu.sh/9l4zc/d232e24102.jpg[/t][/QUOTE] Jeeesus this is gorgeous
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[QUOTE=glitchvid;45045088]Made a mostly physically accurate office light cover texture. [/QUOTE] Nice work, that's one of those really 'why didn't I think of that?' ideas.
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[QUOTE=RenaFox;44969057][IMG]http://cloud-4.steampowered.com/ugc/3318338102669885572/69E1C812B4578D14F521AA66B3D045A5B5C1BA9A/1024x576.resizedimage[/IMG] [IMG]http://cloud-3.steampowered.com/ugc/3318338102669888357/98C2E450B81301398556EE61565E399D8A75168D/1024x576.resizedimag...
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[QUOTE=RenaFox;44969057][IMG]http://cloud-4.steampowered.com/ugc/3318338102669885572/69E1C812B4578D14F521AA66B3D045A5B5C1BA9A/1024x576.resizedimage[/IMG] [IMG]http://cloud-3.steampowered.com/ugc/3318338102669888357/98C2E450B81301398556EE61565E399D8A75168D/1024x576.resizedimag...
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tfw not sociable enough to make friends online edit: even this post gets ignored edit edit: it's my birthday :(
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[QUOTE=Ajacks;44960325]Yep, that's the beauty of actually having the ability to be there in person. I need to go back to the site as soon as possible to get more references, because it wasn't ideal light wise when I went before and I didn't know how I was going to be modeling ...
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[QUOTE=Ajacks;44944514]Started this afternoon on some 19th century log cabins, interesting modeling. The left side of the building is still a flat plane at the moment. The notched logs are surprisingly annoying to deal with but other than that I like where it is going. I've go...
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I hope Garry like donates to an autism charity or something, considering how much Gmod enables this shit.
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[QUOTE=Noi;44869469]that font is really cheesy and hard to read[/QUOTE] Agreed - it looks like it's designed to look cool rather than to be readable easily, which is what you need really.
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[QUOTE=fewes;44862556] [img]http://puu.sh/8UoGq.jpg[/img][/QUOTE] That subtle 'oily' look is beautiful - amazing wires, too, they're so clean. Are you experimenting with normal map-less weapons just for fun/challenge, or technical reasons too? I've heard textures are expe...
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Are func_instances broken in CS:GO for anyone else? I just get a purple box but not the actual thing in the instance. They were working fine the other day.
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[QUOTE=General J;44827935]So I was watching part 3 of this highly suggested tutorial series [url]https://www.youtube.com/watch?v=y_1ql8yH2Ow[/url] (covering UV & Baking) everything up to this point has been really good, but somewhere along the line I turned my pump from this: ...
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I've always thought it'd be cool to see a game that gives you one block where every building and room is enterable and interactive, instead of a whole city of dead space.
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Shame water looks so shit in Source, otherwise you could make some awesome ocean battle scenes. I remember someone messing about with waves in water using the 'sway' parameter I think but it's pretty buggy.
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[QUOTE=OfficerLamarr;44719374]Honestly, compared to other games community maps, Garry's Mod has the worst.[/QUOTE] I played Gmod online for the first time the other day and was shocked at how shit 99% of the maps in rotation are. Awful lighting, awful texturing, awful brus...
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[QUOTE=Steinman78;44716809]Working on an "open world" horror map that take place in an old abandonned penitentiary. it's still in dev but I wanted to make a creepy opressive atmosphere that make the player feel uncomfortable. [IMG]http://image.noelshack.com/fichiers/2014/18...
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Some little chimneys on the As or something could sell them as houses, but it still looks pretty good imo.
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[QUOTE=Satin Storm;44677331]isn't necessary unless you actually want proper specular reflections.[/QUOTE] Why wouldn't you?
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[QUOTE=LiamBrown;44676179]My third model in Blender. [IMG]http://i.imgur.com/80PT0Lj.png[/IMG] [IMG]http://i.imgur.com/F5ytAgP.png[/IMG] [IMG]http://i.imgur.com/WDXG0Vc.png[/IMG] Just need to learn how to texture it now.[/QUOTE] That's a lovely render
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The lower half of the body looks really empty - like the top half is a space marine and then the bottom half is just wearing like skinny jeans and hi-top trainers.
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Having started with Source, I still find it so sexy in other engines when decals have normal/spec maps or parallax or anything like that.
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[QUOTE=Juniez;44585791] [t]http://puu.sh/8eBkA.jpg[/t] [/QUOTE] You should mod this into Half Life 2
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[QUOTE=T.F.W.O.;44567243]What are your favorite typefaces?[/QUOTE] I really like Pacifico, though I feel bad for ever using it because it's so popular these days. It's one of the best 'script' fonts I've ever seen, really flows well. [img]http://cdn3.fontsquirrel.com/fnt_...
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[QUOTE=AshMan55;44476392] [img]https://dl.dropboxusercontent.com/s/y70raklufbcem71/jakin2.png?dl=1&token_hash=AAGE1oNGiGYnjZ3i-YptLwHwqwTft0zbt5rAm1sWKzuR3Q[/img][/QUOTE] I don't suppose anyone'd be able to tell me what font this is, would they?
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[QUOTE=SMasters;44510053]What's so bad about blender?[/QUOTE] I started out with Blender and then, with much effort unlearning hotkeys and stuff, moved to Max about a year later, and I haven't looked back. Blender isn't bad, but Max's modifiers and stuff seem much more pow...
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[QUOTE=GoldenTWM;44469151]Hello facepunch! I've been learning to model, for games mostly, and I've built up a nice folder of guns that I modelled. I'd like to texture them but my question is, where can I find textures to texture the guns with, and if I have to create them myse...
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[QUOTE=Juniez;44398361][img]https://dl.dropboxusercontent.com/u/1157653/work/medge-enviro/5.jpg[/img] Physically based trash bins :0[/QUOTE] It's the little touches, like the lights nearest the wall being angled, that make this scene. Great work.
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Wait, Unreal 4 has metric units? Finally!
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[QUOTE=Juniez;44343975]hi here's my contribution to the UE4 craze [img]https://dl.dropboxusercontent.com/u/1157653/work/medge-blockout.jpg[/img] a work in progress[/QUOTE] Is that based on the 2nd/3rd Mirror's Edge level?
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[QUOTE=Bread Dog;44334084]I decided to do a little logo design for my leather goods business before I get my website, leather stamps and rubber ink stamps for branding my products but I cant decide on which design looks better for my brand. Simply the business name: [IMG]h...
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I find the people who make this kind of shit fascinating and terrifying in equal measure. There needs to be, like, Louis Theroux: Law and Disorder in DeviantArt. They'd probably be the most fucked up people he's done a documentary on, and that's saying something.
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Jeeesus christ I need Unreal 4 in my life
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Every time I learn anything in 3D, by the time I've learnt it it's already outdated ;_;
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Just about finished my Ithaca - sort of rushed the texturing towards the end since I wanted to finish it today. This is my first proper, finished model though, so I'm quite happy with it. Apologies for the rather gaudy render, I was enjoying doing something other than staring ...
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Joining the babby's first gun model party, now I've mostly fixed my baking errors [img]https://31.media.tumblr.com/e12e24c4b0c25afdbf87799625ab8d53/tumblr_n2oks1i4bo1tuc8jco1_1280.png[/img]
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When I go to bake my AO map in Max, it starts baking from about 1/4 of the way down the image - I checked and it's on the final image as well as in Max - above the bottom 3/4 it's just black - anyone got any idea why this might be? I've tried baking to a new image but it's sti...
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-snip-
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[QUOTE=Hanso;44222327][IMG]http://syacartoonist.com/art/nice-hat.gif[/IMG][/QUOTE] Every time I see this I can't get over how perfect it is, in every way.
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[QUOTE=grabbin pills?;44215618]Is this big enough? Its set to 256 times its size, and I don't think vvis likes it because the higher I make the number the longer it takes to compile respectively, or so it seems. [IMG]http://i57.tinypic.com/1zd2ohl.jpg[/IMG] Actually, I can...
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[QUOTE=wazanator;44203887]Might sound dumb but if Source's lighting isn't giving you the effect you want you could try manually making the shadow for the floor into an overlay of some kind.[/QUOTE] I'm now wondering why I don't do this. It might take longer to do but I'm s...
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Anyone here use TexTools? I'm following Millenia's shotgun tutorial and now I'm doing the UVs but all of my stuff unwraps pretty differently, and much uglier, than his does. I can manually correct it to an extent but it messes with my modelling OCD.
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You might find the wood section of this helpful, Shirky. [url]http://www.youtube.com/watch?v=m8oC1HsjOgk&list=PL925958D31D8D30C7[/url]
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Neat, I never heard about that before.
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Finally moving over to Max from Blender with Millenia and John's tutorials, Isoline display is sexy as FUCK, that on its own is enough to sell me, Blender's high poly wires are so ugly.
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rp_atomic? Edit: oh wait, you said night time
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[QUOTE=Bryceanater;44151159] [t]http://fc05.deviantart.net/fs71/f/2014/038/6/e/bedtime_booty_by_simsda-d75g5jo.png[/t] [/QUOTE] [img]https://dl.dropboxusercontent.com/u/102156717/FPunch.jpg[/img]
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Some text embossed on the tires would be pretty cool, IMO. Just need to come up with a hilarious Half-Life/tire manufacturer pun. edit: gordyear
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[QUOTE=Kosai106;44117796][url=http://quixel.se/ndo/]Well...[/url][/QUOTE] nDo2's what I'm using at the moment, but that's really intricate stuff to try and do with the selection tool and photo sourcing doesn't seem to be working that well either.
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How's this? I was lazy on this one and didn't move the panels around to break up the tiling, think that was probably a bad choice. Not sure the spec works all that well either. [t]https://dl.dropboxusercontent.com/u/102156717/PanelsNew.png[/t] I really want to make it...
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I want to add more details of some sort, maybe some embossed ornament things, in some of the panels, but I feel like I'm hitting the limits of what nDo2 can do on its own. Guess I need to finally stop procrastinating on improving my modelling skills. [img]https://24.media.t...
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[QUOTE=Mozartkugeln;44088754]I'm not digging that brick wall texture you have on the right, though: it seems a bit flat. Is it bumpmapped? [/QUOTE] Look at the bricks below the light on the right, you can see a fairly strong bumpmap.
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Is it possible to map in this and then open in Hammer to compile?
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While we're on doors...I just threw this model together to test the texture, I'm now remaking it with a more detailed frame and handle and stuff. I'm making the normals in nDo2, instead of baking HP to LP - if I bevel the edges of the beams that make up the frame on the mod...
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[QUOTE=Giraffen93;43929884]yeah but i suppose they're torn down and 30 years old rather have a newer subway system[/QUOTE] your doors are [i]made of rust[/i], anything is an improvement over that
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[QUOTE=Joazzz;43887370]it can actually be pretty hard to UV a detailed mech without making it look like a clusterfuck[/QUOTE] I'm not expert but it seems like there's a lot of stuff they gave individual textures that doesn't really need it, like tiny bolts and stuff, if th...
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Wouldn't the 'this way' be too small to scrape legibly into metal?
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[QUOTE=Dark One;43883156]just think those uvs are by professionals[/QUOTE] Doesn't even surprise me by this point. Ever decompile a Valve map file? They make some really fucking weird design choices.
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Just downloaded the files to see if I could help with the texturing, jesus christ those UVs are a clusterfuck Edit: Sure does look nice in Marmoset, though [img]https://dl.dropboxusercontent.com/u/102156717/PRCherno.png[/img]
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[QUOTE=Rubs10;43872029]Who wants to live on a spaceship where all the materials are metal[/QUOTE] Most people. There's a reason NASA don't build space shuttles out of wood and concrete.
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[QUOTE=TFlippy;43863589]The same place from my map, but with specular mapping enabled. The floor, ceiling and wall tiles are from metal, not concrete or plaster. :p Also, since it's a section where is the crew supposed to live, most of the walls are covered by metal panels, w...
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Neat! I'm digging the interface, can't wait for Source support.
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[QUOTE=glitchvid;43833250]Make the stop a func_illusinary and add a brush with: use a [url]https://developer.valvesoftware.com/wiki/Func_clip_vphysics[/url] Or, just throw a player clip over the whole stop.[/QUOTE] I tried the player clip method and for some reason the d...
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[QUOTE=Zay333;43822677]We've experimented with a similar approach in Nox Aeterna using hinges and func_physboxes but we've never really got a satisfying result. There was also a problem we encountered where the door was just a little to big for the player to grab and manipulat...
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