I need to learn it because Max7 is massively outdated and I think it's becoming unstable. It crashed twice just modeling out that revolver chamber and the clicking exit doesn't close the program, I have to kill the process in task manager to close it.
Aw, everything is awesome but the part i highlighted.
If you need a little extra definition, try the inset version. I think it's only 1 more polygon than what you have already. 2 counting both sides.
Most of these techniques are things I learned from de-resing high poly models into low poly versions. Sometimes I start high just to get a solid form then reduce until it's applicable.
A few things I would recommend revisiting is the chamber cylinder and work on the smoothing groups. If it's a chrome material, the geometric detail will get lost almost completely. Reordering the smoothing groups will make the best of the polygons invested in that area.
Like this:
Secondly, revisit the grip and get those smoothing group fixed up. A good way to improve it is on the flattest part of the grip, which would be the side. Give it it's own smooth group so all of the polygons touching it won't be fighting to smooth it out. Most guns have some kind of paneling there any way and is often a signature location for artwork.
Also, I love how the back strap rolls around the whole grip. It's difficult to seemlessly do a few things like that. I had a lot of trouble with this kind of stuff when I was making the 2shot.
Great work, that's all I can see without a wireframe and it looks solid.
I filled in a shallow lake to make space for myself. I'm only cutting down smaller trees and building around the big ones so it isn't too deforested and still looks scenic. I like the skyway, it's fast and safe
My new place is north of spawn a little ways. There's a biome of plains and light tree cover and I'm currently set up in the southwest corner of it.
Along my travels I found a medium sized lake that's only 1 block deep. If it could be filled with dirt, it'd be perfect for a pine forest settlement. It's only a little ways north of spawn.
Oh. Just make it thicker and add a few bumps to it, kinda like this.
Doesn't even have to be round, just add squares or triangles or something :/
It could all be a single white stone texture too. The twinky cross doesn't match the immense boldness of the rest of the structure and I would hate to have anything distract from your amazing craftsmanship.
Yeah I was wondering what you were going to do about that. 3D tools are always good to have for better construction.
Though that really didn't stop TJB. His compo entry looks like Source2 when it's in all white.
I can't comprehend this. But if this level of stuff could be done comfortably with just the right tools, then Goldsource and source would remain relevant even longer. I think it was mentioned that the Goldsource fluidity or flow or something was and enjoyable thing. A good editor helps with that too.
Personally, mapping for source is a massive kick in nuts with all of it's complexities. It's just not enjoyable to me and I can't seem to get anything to look authentic :/
I've thought of a few genuinely awful things a person can do with a tree. Think of the cubicles project, but in a tree.
Anyway, this one is much simpler and less open ended as you don't have to make an entire map. In fact, you map 90% less than the first mini-compo even. It'll also likely run shorter than Atom and I's colors compo. Plus it gives you guys something to play with while Atom and I are judging.
I may enter, as my idea would take only a few hours to make. But I knew ahead of time so I'm immediately disqualified... FUN TIMES!
Yeah I was guessing, though I can't seem to fix the problem. Could someone else check it out just to make sure I'm not going crazy and replying to invisible things?
Ok... I can't seem to fix this one. I completely remade a sprite and it wouldn't be oriented with the hammer parameters. I'm on Steam HL too so this one is baffling me quite a lot.
I will check out the sprites later today and see what's up. If I have the same problem and fix it, I will send them back and tell you what I did so you can continue your work.
Yeah that is so awesome looking. Yet I can't imagine how long it would take to make a fully realized map. I thought mapping for L4D2 was a long process. :/
Can you upload your sprite so we can test it ourselves. It might be a hammer version thing, BSP version thing, or WONHL thing, not sure how to debug this but I would check it out for you.
You can normally orient a sprite that always faces the camera, you can lock its Z-axis so it faces the camera but only horizontally, or you can have the orientation be set by the direction set in its properties in hammer.
If you have any other questions, just let us know.