Commented 15 years ago2008-04-24 20:50:00 UTC
in journal: #5032Comment #44201
lucky, fraps sound recording cuts out into garbled metallic clinks after a second. dunno why. that's why my vids have overlayed music or i record using a microphone.
Commented 15 years ago2008-04-11 21:02:28 UTC
in journal: #5000Comment #59244
Welcome to my world.
I had to delete R'Dia a while back. It took me as long as a normal map to make, but the entire thing was hell to design and make, plus it wouldn't compile.
So, if its not as good as it could get, don't bother, that or place it in the unfinished vault for feedback.
Commented 15 years ago2008-04-04 05:01:14 UTC
in journal: #4980Comment #38889
i always fancy the black and white ones. The colored one is too dank for and real detail to be seen, and it would be rough to model from. Some contrast and lighting would fix that up easily.\
Very nice job, would be freaky to encounter in a dark corner.
Commented 15 years ago2008-04-03 19:16:58 UTC
in journal: #4977Comment #40596
Here's the stinger;
I've paid for my education like everyone else. Only now, newer students are taught Max, Maya, Zbrush, and have Unreal Tournament 3 (which is liquid victory) and they pay the same amount as I have before and get way more out of it. If I want to learn that now, I have to sacrifice my own time to catch up a difference of about 2 years. I can't even graduate before the technology gets upgraded!
UnrealED3 is fun
I could use it as leverage like a devine sign, but 6D needs to finish so that need ample time to develop. Plus I haven't heard from Daubster in over 2 weeks. Hope nothing bad happened to him.
I'm caught between what is healthy for me to do and what is right for me to do.
I'm not worried about my texturing skills, its the other ones that are bothering me. Although, I could lay out a real test with this Environment Rendering contest....
Commented 15 years ago2008-04-01 21:04:39 UTC
in journal: #4977Comment #40595
flexible people keep jobs longer. This is one of the prime things they teach at uni and it makes good sense to me. however, i do want to specialize in texturing since it is the one thing that i seem to do without any hesitation or problems.
I have been creating realistic current game level textures with normal maps and spec maps, but all I can do is try them out in max. I wouldn't mind supporting some of the source mappers around here though.
Yet none of this is very encouraging. Either way, i still have to finish 6D, which has me doing all of the artwork and maps, regardless of who says what im good at. Only now i don't feel so enthusiastic about the project.
My only complaint is that its too short, and the way the damage is when you "fall" off of the cliff is insta-death. maybe some kind of jagged rocks would make more sense or a deep pit to fall into.
Very good, I won't rate it until you have more of it though.
Commented 16 years ago2008-03-06 22:18:07 UTC
in journal: #4918Comment #40587
I've been starved of development for a while. Even though I may run low on motivation, the project is wide enough to do something different and still make progress on it somehow.
Commented 16 years ago2008-03-06 22:04:06 UTC
in vault item: de_forbiddenComment #16489
This is really good. Layout is kinda grid like, but there are some good areas for combat/camping. Well developed, good texturing (better than aztec)
Poly count is ok given the detailed brushwork and attention to detail.
One problem I have would be the walls all ending at the same height. There is nothing to look up at to accomodate the setting. Either some monumental pillar or idols, or even some basic brush cliffs extend upward like machu pichu. There evidence of cliffs anyway on the edges of the map.
Yeah, clever set up of random junk. Awesome Hammer props too. Though its a tad dark... Either way its pure genius. I would have loved to see you use all of the space you set up for yourself in that Gymnasium, which was really well built too.
Commented 16 years ago2007-11-13 17:30:55 UTC
in vault item: IvyComment #15977
Invest some time into working on cliffs and rocks. Not actual mapping but try some experiments. There's something about your last two maps, Ivy and DM_Cliff, that have something about the organic tone to them.
If you need help with the compiler to output smoother lighting, let me know.
Commented 16 years ago2007-11-13 16:20:15 UTC
in vault item: IvyComment #15972
+ Action. I like Action. Wasn't boring to look at. + Beginning. I like that crate that opened up. + Extra points for natural setting. + Awsome organic brushwork. Tweak your compile settings, mostly rad, to smooth out the lighting and make the rocks look round. + Don't let the bad stuff fool you, this map has a lot of interesting layout uses and brushwork to go with it, as well as necessarily detailed without being too over the top.
= Little confused about where I was supposed to go after a short while. = Ending... 'tis funny.
- Texturing. Hunt out some good ones on the internet and learn to edit them to your liking. Might help with blending the features of the map together.
Commented 16 years ago2007-11-13 16:13:18 UTC
in vault item: Ka_NaglisComment #15971
Geez, are you guys friggin blind? This map is the cleanest and nicest looking out of many in the vault. Though its small, it has a charm and level of detail that surpasses the intermediate mapper.
Commented 16 years ago2007-11-13 16:09:51 UTC
in vault item: dm_particleComment #15970
+ Amazing detail, like the shadows and furniture. + Textures were nice, I don't think I recognized them. + Layoutlolzorz.
= Maybe a bit too dark. I had to flashlight to get around sometimes. = Exit signs could illuminate the doors. I couldn't always find them or know if they opened.
- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.
One of my more favorite maps of the compo entries for gldsrc.
4134th for me. I missed my 4000th login message
Skals, Ant is right. Its really dumb to surf the web naked. There are some really good free protection apps out there, at least its a start.
ALso, the lighting could be better by compiling with -extra. if you did, sorry.
Also, a little sound and ambience goes a long way. AT LEAST use trigger_sound to set what kind of echoes happen in the room to give some life.
Overall it is nice though, good choice of texturing.
EDIT: ever plan to update it? i would like to see it in smoother light. If not, well ok.
Also, i saw Priapism on the page. Someone I knew from highschool is in that band. Talk about long-tim-no-see.
also, its hard to texture terrain done this way correctly. setup the texturing when it is still flat THEN deform it, or you'll learn it the hardway.
looking forward for some AC vids
very nice work, i won't rate it until you finish it when you get back.
I had to delete R'Dia a while back. It took me as long as a normal map to make, but the entire thing was hell to design and make, plus it wouldn't compile.
So, if its not as good as it could get, don't bother, that or place it in the unfinished vault for feedback.
Good luck for the future.
Welcome Back!
HL2 SMD Plugins for Maya 4-8
As far as actually modelling goes, i think you're on your own but not without thousands of Maya tutorials across the internet. Google is your friend.
Very nice job, would be freaky to encounter in a dark corner.
I've paid for my education like everyone else. Only now, newer students are taught Max, Maya, Zbrush, and have Unreal Tournament 3 (which is liquid victory) and they pay the same amount as I have before and get way more out of it. If I want to learn that now, I have to sacrifice my own time to catch up a difference of about 2 years. I can't even graduate before the technology gets upgraded!
UnrealED3 is fun
I could use it as leverage like a devine sign, but 6D needs to finish so that need ample time to develop. Plus I haven't heard from Daubster in over 2 weeks. Hope nothing bad happened to him.
I'm caught between what is healthy for me to do and what is right for me to do.
I'm not worried about my texturing skills, its the other ones that are bothering me. Although, I could lay out a real test with this Environment Rendering contest....
EDIT: Ohshi- there IS an edit button!
I have been creating realistic current game level textures with normal maps and spec maps, but all I can do is try them out in max. I wouldn't mind supporting some of the source mappers around here though.
Yet none of this is very encouraging. Either way, i still have to finish 6D, which has me doing all of the artwork and maps, regardless of who says what im good at. Only now i don't feel so enthusiastic about the project.
http://youtube.com/watch?v=tEYWy9eftF4
Very good, I won't rate it until you have more of it though.
Poly count is ok given the detailed brushwork and attention to detail.
One problem I have would be the walls all ending at the same height. There is nothing to look up at to accomodate the setting. Either some monumental pillar or idols, or even some basic brush cliffs extend upward like machu pichu. There evidence of cliffs anyway on the edges of the map.
Its good. Needs a little wax to make it perfect.
Who cares about the wpoly, its awesome.
Played it. 'sgood.
But i don't believe you simply PM'd valve tho.
Downloading, will check it out later.
will check it out later.
http://m0px.net/rimrook/helloftires.jpg
If you need help with the compiler to output smoother lighting, let me know.
+ Beginning. I like that crate that opened up.
+ Extra points for natural setting.
+ Awsome organic brushwork. Tweak your compile settings, mostly rad, to smooth out the lighting and make the rocks look round.
+ Don't let the bad stuff fool you, this map has a lot of interesting layout uses and brushwork to go with it, as well as necessarily detailed without being too over the top.
= Little confused about where I was supposed to go after a short while.
= Ending... 'tis funny.
- Texturing. Hunt out some good ones on the internet and learn to edit them to your liking. Might help with blending the features of the map together.
FIVE STARS YOU ASSHOLES!
+ Textures were nice, I don't think I recognized them.
+ Layoutlolzorz.
= Maybe a bit too dark. I had to flashlight to get around sometimes.
= Exit signs could illuminate the doors. I couldn't always find them or know if they opened.
- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.
One of my more favorite maps of the compo entries for gldsrc.
+ great idea
+ stuck to the layout retardedly well
= Every light is a lamp, no light fixtures?
= Some dodgey clipping
- Silent map, no ambient sounds. Kinda nubbish for a compo map
Overall, very impressive! given the complexity of the layout.