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 13 years ago2010-09-09 19:01:08 UTC Post #285235
HEY! A lot of people still play DMC! :glad:

there may not be many servers, but Gorgeous Gamer's gets lots of traffic. :biggrin:
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-09-09 19:49:56 UTC Post #285236
Hmm, i don't believe you.
But whatever, like i said, as long as you enjoy making it.
Now how about some ingame shots?
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-09 20:55:36 UTC Post #285238
haven't gotten a skybox yet.

but i will when the beta version of the map is done.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-09-10 05:28:56 UTC Post #285239
fuck you too.

I just leave this here anyway.
Lol I think I might have accidentally told him it's better to use his own content in his maps rather than someone else's... sorry rim.

P.S.: Joe if he's kind enough to make you one you might as well use it.
Skals SkalsLevel Designer
Posted 13 years ago2010-09-10 10:13:29 UTC Post #285241
@The_(c)Striker: I thought it was for goldsource and was excited about it, then I realized it was for source.. Very nice lighting.

Also I prefer low-def models because they have more animations than the hd grunts. Also low-def looks great on goldsource.

edit:@ninja defuse: Looks nice but seems to me that the room can use a little more detail. Lighting is crucial in horror themed maps, eager to see the finished map cause I'm a sucker for horror themed maps or games.
Posted 13 years ago2010-09-10 11:01:02 UTC Post #285245
Thanks Sajo. Is my mapping style so bad that my source maps are being confused for the goldsource engine? :D
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2010-09-10 11:07:15 UTC Post #285246
@The_(c)Striker: I thought it was for goldsource and was excited about it, then I realized it was for source.. Very nice lighting.
+1
Posted 13 years ago2010-09-10 11:09:17 UTC Post #285247
:(
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2010-09-10 11:41:02 UTC Post #285249
Thanks Sajo. Is my mapping style so bad that my source maps are being confused for the goldsource engine?
What? No, ofcourse not. It's just my expectation to see more goldsource maps. (and also because of my bad sight) :)
Posted 13 years ago2010-09-14 02:26:11 UTC Post #285352
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FFS there are no tutorials how to do authentic L4D type seamless fog. After a whole night of screwing with it, I eventually figured it out. Those outside area are kinda young, but looks good so far I think.
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-14 03:18:06 UTC Post #285353
FFS there are no tutorials how to do authentic L4D type seamless fog.
I figured it out.
And didn't think of telling anyone, apparently.

Looking good so far.
Crollo CrolloTrollo
Posted 13 years ago2010-09-14 07:22:13 UTC Post #285355
round up that water
Posted 13 years ago2010-09-14 12:54:34 UTC Post #285356
Crap, that looks good, Rim, but that water... P U!
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-14 14:34:37 UTC Post #285357
^This
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2010-09-14 14:35:49 UTC Post #285358
Here's how to do the seamless fog thing.

Make a skybox and shit.
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Be sure the fog settings in your sky camera match those in your fog controller. The black fade will turn into the color of your fog creating that foggy horizon appearance you see in the above screenshots. Its actually kinda easy isn't it?
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-14 21:57:48 UTC Post #285363
so, my work, (online support for apple) and other places across canada is having a Christmas card contest.. whoever makes first place gets them printed, and Apple actually uses it as their Christmas card that they give out to other companies across canada. So, yep, due the 30th, I just found out about it today, so I figured, whynot?

I started making the main objects for my scene (making the card using Maya, the rendered image will be used)
but I've been spending the last 3hrs tweaking a green christmas light to look as real as possible.. so, what do you think? What should I do to make it appear more real?
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Posted 13 years ago2010-09-15 00:20:16 UTC Post #285366
ooOOooh can i give it a shot?
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-15 16:30:52 UTC Post #285371
Contest is only open to people that work for apple :(

but if you have any suggestions for the light or anything, taht would be great!

another pic with all the christmas colors;
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Posted 13 years ago2010-09-15 18:20:53 UTC Post #285374
Maybe it's just a matter of taste, but I don't think I'd use blue for christmas lights. The christmas theme is generally more red/yellow/green/white and little or nothing else.
Posted 13 years ago2010-09-15 18:45:17 UTC Post #285375
nah keep the blue. red yellow and green looks more like a traffic light than chistmas lights!
Posted 13 years ago2010-09-15 20:17:52 UTC Post #285376
On those lights, you're missing orange. Looks really nice though :)
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-16 06:11:58 UTC Post #285382
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i am noob to blender i am going to learn about textures and model some books
Posted 13 years ago2010-09-16 16:25:52 UTC Post #285399
gotta start somewhere man! Looks good for your first, alot of people out there (like me) try to do more complex shit at the first and then they completely fail. I wish I started with the basics at first.

Anyway man, keep going!
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Posted 13 years ago2010-09-16 17:32:49 UTC Post #285400
[raises hand]
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-16 17:54:20 UTC Post #285401
my first and only attempt at modeling was an m4. >_>
Posted 13 years ago2010-09-16 18:04:57 UTC Post #285402
Mine was a ball that decided to invert itself and crash Milkshape, yes Milkshape. >.>
Moaby MoabyMk. III
Posted 13 years ago2010-09-16 18:08:01 UTC Post #285403
I made model hacks in milkshape that removed scientist ties, removed and added glasses, helmets, and other accessories.

That's all I know how to do modeling-wise... :(
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-09-17 08:53:36 UTC Post #285427
mine was a face... well, somewhat of a face.. :(
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Posted 13 years ago2010-09-17 14:25:12 UTC Post #285440
I once modeled a very pretty box.
Posted 13 years ago2010-09-17 18:39:35 UTC Post #285454
You mean like this?
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Crollo CrolloTrollo
Posted 13 years ago2010-09-19 18:45:11 UTC Post #285539
Finished the pine leaf/branch?? and yes it is dark but thats because theres a big lack of lighting sofar I'm just getting the basics done.
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also; finally got the frosted glass shader to work I think I'll probably make it a light whitish ble..
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Posted 13 years ago2010-09-19 19:02:43 UTC Post #285540
@crollo no, mine was low poly.
Posted 13 years ago2010-09-19 19:03:34 UTC Post #285541
My box is very low poly.
Crollo CrolloTrollo
Posted 13 years ago2010-09-20 12:45:08 UTC Post #285560
doesn't look like it.. bevels ftl :P
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Posted 13 years ago2010-09-20 15:22:02 UTC Post #285565
My latest brush model attempt:
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My drums are Maple, that's the closest default texture I could find.
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Posted 13 years ago2010-09-20 19:47:02 UTC Post #285568
cool, keep at it you should find some textures online for the drums and then convert them all into a wad

Btw, I get bored far to quickly, next project in Maya;
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WIP
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124 polies so far :) :( I don't know if thats bad or good yet.. lol

Edit;
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Posted 13 years ago2010-09-21 23:44:23 UTC Post #285581
You're a monster! [its a good thing]
Something i had sketched in class last semester:
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placeholder textures
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-22 06:22:44 UTC Post #285623
looks similar to daubster's gearbox hallway

also, disco, is that hi-hat floating?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-09-22 08:55:32 UTC Post #285624
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The more detailed corner of a couple days progress on a new gungame map. anyone know how to get phys props like pallets and those fruit crates to work as prop_static? If they are picked for prop_static they aren't rendered.
Posted 13 years ago2010-09-22 09:27:24 UTC Post #285625
gungame... bleuh. Nice looking map though!
Skals SkalsLevel Designer
Posted 13 years ago2010-09-22 18:51:07 UTC Post #285632
@Joebama: The hi-hat isn't. The crash is, I hadn't built the stand yet. Now I have, though, so it won't be floating when you see it in a complete map :)
Posted 13 years ago2010-09-24 22:08:30 UTC Post #285668
models just about done, I'm off tomorrow, so yeah, happy 'bout that!
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Posted 13 years ago2010-09-24 22:55:50 UTC Post #285669
@ blitz - Does CSS have prop_*****_overrides ?
i know Ep2 has the prop_dynamic_override which takes a static or physics and turns it into a dynamic...
not sure about CS:S it's been a while.

in other news:
Textured and lit that other hallway.
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Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-25 08:11:57 UTC Post #285687
there we go, thats looking awesome now completely different from the first pic :P
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Posted 13 years ago2010-09-25 08:19:19 UTC Post #285690
Aw, thanks!
I'm pretty sure those textures will get replaced as well, but for now it helps grab the mood until i can sit down and make my own.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-25 10:46:34 UTC Post #285699
yep making a mood is the most important thing I think, without it, you have a boring ass map. :P sound helps create a mood too
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Posted 13 years ago2010-09-25 11:29:04 UTC Post #285700
yeah there's air coming from the vent =p
more
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Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-25 12:00:30 UTC Post #285701
Nice

Update on my frog;
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Posted 13 years ago2010-09-25 12:16:05 UTC Post #285703
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Is this some sort of alternative Black Mesa?
Posted 13 years ago2010-09-25 12:28:18 UTC Post #285707
I really like your avatar Soupy

btw whats the avatar size restrictions?
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