Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 14 years ago2010-05-31 23:17:58 UTC Post #281485
I don't think I will ever use ZBrush for high poly modelling ever, lack of mechanical control for me. I just model the stuff out. Some of the little bits were Photoshop filtered, most of it was modeled and the high poly isn't pretty at all.
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-01 03:41:00 UTC Post #281486
I don't think I will ever use ZBrush for high poly modelling ever, lack of mechanical control for me.
Isn't high poly modelling available in most of the 3D editing programs? Blender has it :D. But in blender it's used more for generating normal maps than actually making a high poly model..
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-06-01 11:29:01 UTC Post #281490
Well yes. High poly just means high polygon count. Zbrush and Blender have sculpting capabilities, so does Max but it is primitive.
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-02 00:23:49 UTC Post #281491
I think its great for visuals but not if the model was for a game. @striker, modeling is probably boring because of what your making. The first models I ever made "and only as of now" were a desert eagle, a great heron and a largemouth bass.

Edit: Finally someones checking out my map :biggrin: I want feed back because I am about to start another one for condition zero.
Posted 14 years ago2010-06-03 08:47:20 UTC Post #281507
Striker good start man.. however, you should be doing it in Maya, much easier to learn.. :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2010-06-03 10:44:06 UTC Post #281510
But Blender is much easier to get.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-06-07 18:15:32 UTC Post #281627
A small update on Left 4 Beer.

I replaced the brush based stairs and railings with prop ones, relieved a lot of strain on the budgets and didn't use so much map limits.
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This next one is an extremely young park scene, I had a plan to make it a sort of gauntlet where you run through a stockade with an alarm sounding, but I change that quick a bit, possibly take it out entirely.
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So far 'tis ok. Having problems with my river water though. :(

EDIT: If all else fails, decompile. :D
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-07 20:29:27 UTC Post #281634
the road looks like it changes angle quite steeply.
Everythin else is lookin good!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-06-08 00:29:10 UTC Post #281636
Yeah the angle is too sharp. I wouldn't turn there if I could avoid it :P

You know... this could happen.
Posted 14 years ago2010-06-08 00:44:59 UTC Post #281637
LOL! I've already changed it :D

Failimo.
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-08 05:45:05 UTC Post #281642
all i can see is jaggies and low quality textures.
Trapt Traptlegend
Posted 14 years ago2010-06-08 19:50:11 UTC Post #281661
First part of a singleplayer map series I'm working on.
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First part of the second .bsp.
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Posted 14 years ago2010-06-09 18:12:40 UTC Post #281688
Trying to get in with the devs of Quiver. (scraps of Beta Half-life)
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My version. (it's a bit dark i know.)

I added a couple things to make it more detailed. But, it's basically the same in design.
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Valve version.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-06-10 05:37:01 UTC Post #281700
@Joeabama
wow i like the second screenshoot and the first one is a little dark or is it supposed to be like that??
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Posted 14 years ago2010-06-10 06:37:24 UTC Post #281701
wow i like the second screenshoot
He didn't make that one. That one's the original version from the HL beta, which never saw the light of day aside from a few pictures and a trailer.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-06-10 21:29:38 UTC Post #281713
Update.
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Lit up the place a bit better.
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Compare it now.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-06-11 03:05:34 UTC Post #281733
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Just a little progress. I like where this is going.
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-11 03:32:56 UTC Post #281734
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Something i'm working on for hl. it's one map with about 20 min of gameplay.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-11 13:55:36 UTC Post #281748
Skals, why is there a shrub in the middle of your floor?
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-11 13:58:13 UTC Post #281750
(un)Finished product
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Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-06-13 18:45:03 UTC Post #281780
Me attempting to learn modeling for the competition. I needs a cat.
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Edit: Alright I finished my sleeping cat model but I don't know how to get it into hl from "blender". Hope I can figure it out.
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I know it looks ugly but it will be in a dark area so it doesn't matter.
Posted 14 years ago2010-06-13 19:02:19 UTC Post #281795
I hope you didn't use sculpting to do all of that.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-06-13 19:59:43 UTC Post #281797
well I added subsurf's in the render for the screen shot but the actual model is much less complex.
Posted 14 years ago2010-06-14 11:15:28 UTC Post #281808
Ok, my turn.

Been working on this for about 2-3 months, it's gone through about 3 different variations.

If you look closely enough you will also see a custom HUD. :P
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Bigger picture: http://i397.photobucket.com/albums/pp54/Moabathon/Manor_beta.jpg
Moaby MoabyMk. III
Posted 14 years ago2010-06-14 15:15:54 UTC Post #281818
I can tell there's some neat detailing in there and the displacement work looks great, but it's too dark for me to see any of it!

You can keep that dark, dank atmosphere if you throw in some brighter lights with shorter falloff distances. That way, you'll get some juicy light contrast where you need it, but darker areas will remain to keep the atmosphere. The torch on the wall and the area on the right that looks to be an opening in the ceiling would be good spots to start, I think.
Posted 14 years ago2010-06-14 19:42:28 UTC Post #281819
Make the torchlight a ton brighter. If you're rocks are wet-looking the specular qualities will work nicely. I like it, needs more love though.
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-25 14:38:12 UTC Post #282331
Posted 14 years ago2010-06-25 17:21:06 UTC Post #282333
Moab, the "bigger picture" isn't bigger. In fact it's exactly the same as the "smaller" picture.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-06-25 17:49:51 UTC Post #282334
Forum makes it smaller.
Moaby MoabyMk. III
Posted 14 years ago2010-06-26 04:53:12 UTC Post #282344
Forum makes it smaller.
That expains a few of the people around here. :P
Jessie JessieTrans Rights <3
Posted 14 years ago2010-06-26 06:25:29 UTC Post #282347
hello :D i am going to finish the outside area + add env_glow
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Posted 14 years ago2010-06-26 07:52:19 UTC Post #282352
That's awesome but it look almost too evenly lit. I thought it was fullbright.
Rimrook RimrookSince 2003
Posted 14 years ago2010-06-26 13:17:18 UTC Post #282372
Posted 14 years ago2010-06-26 17:32:12 UTC Post #282383
ninja defuse, that map seems too bright for a night map. If you made the map darker (and ramped up the actual lights if you needed to), I think it'd look better. A better contrast between light and dark can do wonders.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-06-26 17:45:46 UTC Post #282384
lookin' good Backup, CS:S I assume..
Only critique is for you to try getting the same lighting as the mountains on the sky texture, as the rocks in your scene
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2010-06-26 17:58:23 UTC Post #282385
nope, it's CS1.6
I'm using light orange for light and dark orange for shade. I have to change it, becouse orange hands look wierd.
Posted 14 years ago2010-06-26 18:06:04 UTC Post #282386
hehe i like the map ;o

@Darkie
the map is actually darker but in-game it looks much darkish
Posted 14 years ago2010-06-26 22:19:02 UTC Post #282388
well, the matter of the light.. well, alright.. I'd have to see a screenshot..
but the matter of it only being cs1.6.. well, Right On! :P
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2010-06-27 04:20:42 UTC Post #282391
Forum makes it smaller.
Open it in a new tab. Do it. It's like fucking magic.
Posted 14 years ago2010-06-27 05:35:21 UTC Post #282392
Picture from an old HLDM map which I have never managed to complete.
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Posted 14 years ago2010-06-27 06:39:46 UTC Post #282393
Open it in a new tab. Do it. It's like fucking magic.
Tell Potatis, not me.
Moaby MoabyMk. III
Posted 14 years ago2010-06-27 09:44:49 UTC Post #282394
No. You.

Ninja defuse, that looks great except for the grass texture. I've always hated that texture.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-06-27 09:56:39 UTC Post #282396
Awesome stuff Dragos
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2010-06-27 10:38:34 UTC Post #282397
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Skals SkalsLevel Designer
Posted 14 years ago2010-06-27 10:41:54 UTC Post #282398
So you dream about dinosaurs ?
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-06-27 11:08:44 UTC Post #282399
No?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-27 13:24:00 UTC Post #282402
Are you mapping for Gunman Chronicles or just nicking their models? :P
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2010-06-28 03:12:20 UTC Post #282432
well, Honestly, My map a dream will have a sequence where you're in the gunman universe and you have to fight some of those monsters... Hell, I even got some of them to work for this engine!
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 21:36:09 UTC Post #282457
Mine has a hub, with multiple small challenges in each of the dreams
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-07-05 13:52:55 UTC Post #282716
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what do y'all guys think of this room?
Skals SkalsLevel Designer
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