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polycounter lvl 7
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WesleyTack polycounter lvl 7
I've created a few of these videos over the past few months (years?). This is my latest working on a level for my Half-Life² mod Off Limits:
http://www.youtube.com/v/45U85dI6zjs?fs=1&hl=en_US&rel=0&hd=1&color1=0xe1600f&color2=0xfebd01

More videos can be found here:
http://www.wesleytack.com/?cat=16

I hope to have the final Off Limits released sometime next month and then hopefully play it with many Polycount people. :)

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Replies

  • Rick_D
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    Rick_D polycounter lvl 12
    very enjoyable :)
  • Mark Dygert
    At a quick glance it looks pretty good.

    On closer inspection...that's a lot of BSP brushes...

    Did you Func_Detail any of the ones that didn't contribute to the hull of the level? If you didn't, it will take a lot longer to compile and carve your game world into a TONS of little portals that don't need to be there. The sorting of those portals, which portal can see into what other portals is what bogs down compile times. Unless a brush is keeping the level from leaking it should probably be a func_detail.

    The cargo containers are very flat and fit perfectly together, which just isn't very realistic. Even TF2 packed a lot of geometric detail into their cargo containers and used static meshes instead of BSP brushes.
  • WesleyTack
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    WesleyTack polycounter lvl 7
    At a quick glance it looks pretty good.

    On closer inspection...that's a lot of BSP brushes...

    Did you Func_Detail any of the ones that didn't contribute to the hull of the level? If you didn't, it will take a lot longer to compile and carve your game world into a TONS of little portals that don't need to be there. The sorting of those portals, which portal can see into what other portals is what bogs down compile times. Unless a brush is keeping the level from leaking it should probably be a func_detail.

    Of course I mix with func_detail and func_brush, otherwise the level wouldn't compile.
    The cargo containers are very flat and fit perfectly together, which just isn't very realistic. Even TF2 packed a lot of geometric detail into their cargo containers and used static meshes instead of BSP brushes.

    the video is about the interior, I haven't touched the containers yet, I will extrude some of them and make them not so flat in the end :) Thanks for the heads up!
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