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 12 years ago2011-05-08 21:03:30 UTC Post #294477
They Hunger used it but it was originally created by Valve. I think you can find it in the SDK model files.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-05-08 21:07:27 UTC Post #294478
I'm pretty sure most "modern" games still use that method.
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Nope.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-08 21:19:24 UTC Post #294480
Urb: I did not know that. Cool.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-05-08 21:19:42 UTC Post #294481
One game suddenly substitutes as defining the entire 'modern' selection of video game techniques.
Crollo CrolloTrollo
Posted 12 years ago2011-05-08 21:24:27 UTC Post #294482
Before I was edit-blocked, I was going to add;

Joe: Now you just need to make a custom set of hgrunt head piece gibs (or one per head, with 2 skins) and code it in so they appear when the head is...well, gibbed.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-05-08 21:26:08 UTC Post #294483
Don't be a twat, you know fine well that modern games do it like that. Valve are the only ones I know of that let you view wireframe in-game which is why I used it as an example.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-08 21:27:38 UTC Post #294485
AFAIK, CoD4 uses the method I stated, MW2, and Black Ops, and many others that I can't think of off of the top of my head.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-05-08 21:31:52 UTC Post #294487
Portal is close-quarters so detail is pretty high. If you have an entire forest, plane leaves and branches are likely to be used.
Rimrook RimrookSince 2003
Posted 12 years ago2011-05-08 21:36:18 UTC Post #294488
@Jeff,

Yeah, I need to make some kind of brain gib, everything else is all set. :P
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-05-08 21:38:16 UTC Post #294490
Dragos: those shadows look really cool, looking forward to the tutorial. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-05-08 21:50:39 UTC Post #294491
you know fine well that modern games do it like that.
Modern games do it yes, but not all developers want to be like Valve and make beautiful small enclosed spaces, and would rather make large open spaces with enough detail to fill in, yet play above 2 fps.
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This is a 65000 polygon tree made using the 'detailed polygon leaf' technique. It looks really really pretty, but that tree takes more polygons then a pixar character. When you have more then one of these in a scene, wouldn't you think you could lose just some detail?

Then compare it to this tree:
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Wouldn't you say it still looks decent enough? And that's just the method being applied to a entire tree, not just the leaves.

Regardless of what many developers may 'prefer' or 'do', it doesn't matter, depending on what you're doing you should decide what's right. If you're going to have several and several counts of foliage onscreen, tone them down a little, otherwise if it's just ONE plant in the entire map, then by all means go batshit insane.
Crollo CrolloTrollo
Posted 12 years ago2011-05-09 20:44:00 UTC Post #294500
get the UDK tree editor and see if you can export the model, and compile it for half life?
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2011-05-10 00:45:07 UTC Post #294508
Name; Bently
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 12 years ago2011-05-10 00:50:06 UTC Post #294510
Gonna be a model soon?
Crollo CrolloTrollo
Posted 12 years ago2011-05-10 01:30:27 UTC Post #294512
I believe the proper way to spell it is "Bentley" but, it doesn't matter.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-05-10 02:55:27 UTC Post #294513
Whenever (when ever) I make a tree, I use a single triangle for each leaf so there is 200 polygons for a trunk plus 300 for the leaves.
Rimrook RimrookSince 2003
Posted 12 years ago2011-05-10 05:36:58 UTC Post #294514
Yeah I've never really made a tree before, so I'm not quite familiar with the methods of making one. I guess I'll try that "lower-poly" method with planes with alpha for tree leaves.
Skals SkalsLevel Designer
Posted 12 years ago2011-05-10 05:56:15 UTC Post #294516
Remember to thing in 4D Skals :D

@ Insta mix

How will you recreate the teleporting effect?
Stojke StojkeUnreal
Posted 12 years ago2011-05-10 22:55:19 UTC Post #294538
So I'm working on redoing all of my porfolio, and this is the first piece I'm working on;
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Poly's have increased :(
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 12 years ago2011-05-11 03:25:42 UTC Post #294539
Nice, clean mesh. Just a showcase model or are you going to port it and use it in a map?

Here's a M9 I was modelling for a bit, but unfortunately the .Max file got corrupted somehow and I lost all of it.
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[Forgive the smoothing errors, too damned lazy to set manual groups and autosmooth yielded those results]
Crollo CrolloTrollo
Posted 12 years ago2011-05-11 07:52:28 UTC Post #294543
Urbys car is happy! :D
Skals SkalsLevel Designer
Posted 12 years ago2011-05-11 08:42:20 UTC Post #294544
Unbreakable's, you mean. I lol'd because at first I didn't know how the car could be happy until I observed :).
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-05-11 09:22:59 UTC Post #294547
:-D
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-05-11 09:42:54 UTC Post #294548
It's sort of an evil smile actually.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-05-11 10:36:58 UTC Post #294549
:D
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-05-16 21:41:55 UTC Post #294569
haha LOL, never noticed that till now.

EDIT;

BMW is done and ready for portfolio. :)
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Now I'm working on my Tank:
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EEER nevermind, tank is glitching out :( I closed maya, then reopened the file, and it goes black and flickers, so it appears like a duplicate, but it doesn't even come up in the 'outliner' so I can't delete it..

Edit..
Redoing some of the glitchy stuff over..
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 12 years ago2011-05-18 15:29:32 UTC Post #294741
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More progress on the CS 1.6 map I've been showing over the past 2 pages of this thread.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-18 15:43:39 UTC Post #294743
UNB: nice! are you saying maya is behaving a bit like hammer and wiggin' out on you?

Hunter: Sexay stuff all around... are you recreating a real place, building from scratch, or a bit off both? absolutely gorgeous.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-05-18 15:49:00 UTC Post #294744
The exteriors are loosely based on a police station from GTAIV, but the interiors are from scratch. Thanks
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-18 16:01:48 UTC Post #294747
Nice and simple. The ceiling looks a bit boring though.
Posted 12 years ago2011-05-23 01:27:21 UTC Post #294894
More portfolio art of 'The Minion'
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 12 years ago2011-05-23 09:24:44 UTC Post #294908
Creepy.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-05-23 10:17:43 UTC Post #294910
Lol, Unbreackable made a tank, on a tank. D:

Oh shiet, my firefox just froze as I was looking at that creepy guy in the hallway, and I could swear he moved. Nah just kidding :P
Skals SkalsLevel Designer
Posted 12 years ago2011-05-30 00:21:15 UTC Post #295067
oh hi, Source engine. I missed you.
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-30 02:05:08 UTC Post #295069
ZOMG frederick zoeller! SEXAY STUFF SIR.

Is this a homebrew map or are you recreating somethin?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-05-30 02:45:55 UTC Post #295070
I started working on this last year before Urby recruited me for The Core. Just trying to polish it and get it released now.
Heavily inspired by Bad Company 2, but the only part which is a straight recreation is the factory building. The rest is original.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-30 04:09:53 UTC Post #295071
Very nice, good use of props and decals around the map.

What game?
Crollo CrolloTrollo
Posted 12 years ago2011-05-30 05:35:56 UTC Post #295072
Hunteya itsa very naisa!
Skals SkalsLevel Designer
Posted 12 years ago2011-05-30 08:22:38 UTC Post #295073
Oh my Freakazoid! That is AWESOME.

[EDIT] Skalsa, thatsa very gaya!
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-05-30 09:09:36 UTC Post #295074
mmm not bad huntey, it just strikes me as very plain. something about the texturing or just how everything is so clean in such a dusty environment. reckon you need to throw some grimey decals around the joint.

pretty killer remake of the bc2 building tho, props.
Trapt Traptlegend
Posted 12 years ago2011-05-30 09:34:53 UTC Post #295075
After truckload of work my extremely low poly truck is finished. I suck at making textures.
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Posted 12 years ago2011-05-30 14:24:57 UTC Post #295078
Really? Looks good from here. Maybe a bit of dust/dirt around the bottom?
Posted 12 years ago2011-05-30 18:27:39 UTC Post #295091
Extremely nice work Dragos! model or world prop?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-05-30 18:31:44 UTC Post #295092
Thanks! Of course world brushes.
Posted 12 years ago2011-06-05 21:54:12 UTC Post #295271
It's time for a duel.
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I would put in-game screenshots, but the TD code files are a bit corrupted. Yeah, in game, you can't see anything thats an entity.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2011-06-05 22:04:45 UTC Post #295272
Or maybe you have too many entities, or maybe you suck at mapping.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-06-05 22:15:39 UTC Post #295273
or maybe I don't have too many entities, or maybe even c1a0 doesnt work in TD, or maybe valve uses too many entities, or maybe you smell like poonuggets.

[EDIT] Also, that's an area the player isnt able to reach, so it doesn't matter wether or not it has fancy architectual detials and such.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2011-06-05 22:21:58 UTC Post #295274
The error's in the client DLL. I was experiminting... did I just write that? "Experiminting"? I was experimenting with new model rendering code replacing Valve's built-in and it didn't work and I forgot all about it when TD was put on hold. I'm working on reverting it.
Oskar Potatis Oskar Potatis🦔
Posted 12 years ago2011-06-05 22:41:14 UTC Post #295275
Looks good. Maybe change the texture on the side of the bridge. Blue/grey metal suddenly has a rusty side? Bit odd.

And add a railing or Health & Safety will shut you down.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-06-05 22:59:02 UTC Post #295276
not the best map I've seen.
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