Ah, finally something I feel qualified to comment on -
Slum, that needs to be a great deal brighter, both for gameplay and aesthetic reasons: Players need to see where they're going, and they need to see all those beautiful details you put in that level. Also, make sure you put an env_cubemap in there, or else you'll get the shiny fingernails bug.
I dunno, Campaignjunkie - I like the dingy feeling that lighting's creating, and nearly all the time I see HL2 maps, they're ridiculously overbright and end up looking kinda flat as a result.
You can still see players in that lighting without too much difficulty - and even if you couldn't, wouldn't that just be a gameplay device?
Well in general, you can't know a player's brightness settings, so ideally you would keep a level somewhat bright to be fair to each player. Sure, bits of darkness are okay (like the basement in cs_militia), but usually you will want to have the majority in more visible conditions. No one buys NVGs and flashlight isn't always enabled on servers. I think the style guide for the HL1 mod Natural Selection said it best: Make it "feel" dark, but don't actually make it dark.
Then again, do whatever you want. I'm just commenting on what's supposedly the "most accepted practice" in the community. It's your map, not mine... But one thing: when you load up the map, type "buildcubemaps" into the console, and it'll work its magic.
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Well in general, you can't know a player's brightness settings, so ideally you would keep a level somewhat bright to be fair to each player. Sure, bits of darkness are okay (like the basement in cs_militia), but usually you will want to have the majority in more visible conditions.
I think the style guide for the HL1 mod Natural Selection said it best: Make it "feel" dark, but don't actually make it dark.
Oh and Slum, when you load up the map, type "buildcubemaps" into the console, and it'll work its magic.
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i'd say its bright enough, and if levels like that are too dark for a player.. thats what brightness settings are for in games.
Yes, but if a player has to increase the brightness just for your map, then obviously your map doesn't really fit with the others - which is fine, like I said, but it's not "accepted practice."
There are good points both ways. I guess from a multiplayer standpoint, I would completely agree with you.
I suppose I should have mentioned that this is not intended to be a multiplayer map for counterstrike. It's just a little level I'm building within the engine for fun. I actually have no interest whatsoever in playing counterstrike or making maps for the game. :P
WIP:
Regenerated veteran soldier fatally wounded in war. Lost lower-body replaced with tank chassis. Has cyborg implants like subdermal armor and battle-penis attachment (hidden). He was put into a metal sarcophagus. Battle Command stuffed him with painkillers/pleasure-hormones and he was released into battle, crazy-Ivan style.
having your lower abdomen blown off is pretty serious business, and i think you'd have a lot of spall and fragments flying all around, ripping up the upper body as well.
a few fingers lost, and brutal scars on the lower body parts would fit well. also, i think that dude needs some clothing. some battle grime, and dust wouldn't come amiss either. soldiers aint pretty.
I'm determined to finish it. The line drawing is slowly disappearing under the paint. I think there might be too much light in there ATM. I think it needs to be a bit more 'contrasty'.
hey Gmanx that is really cool! I dont think I have seen this before. In terms of lighting I agree with you that it could use more contrast. I kinda went wild with some overlay layers in photoshop, maybe you'll see something you like in my overlay-over.
there are two other things about it that dont seem to be doing it quite yet - the way her right arm ends in such a straight line seems to deaden the rhythm of her pose. and, the arrangement of the clouds behind her head seems to put too much stress in the middle of the composition; might be better to shift the emphasis of the clouds to one side? up to you, of course.
Thanks Noritsune - I agree with your points on the pose and composition. I think the clouds need shifting to the left and toning down a little. I like your 'overlay-over'(tm?) and certainly want to have similar lighting effects in the finished piece.
hey people its been a minute since ive been on..ive been busy w/ graduation things and began to work on this model again..i havent been able to work w/ zbrush yet so i made the high-poly version in max also..this is my first attempt at normal mapping let me know what you'll think
I did this for a contest over at Vizdepot but am going to convert a portion of the scene into a game model. I will be spending way more time on the textures but was unable to get that far before the deadline.
nice ironhawk, however I find myself looking a lot more at the cliff than the lighthouse . perhaps the composition doesn't bring attention to it strongly, but then its a very nice cliff
Kinda went the opposite on my plan for realism...but I sat up for 5 hours wonding how the hell I could make a damn pokemon look real..oh well, heres what I got so far.
hey enix i did a dodge and burn paintover if you dont mind of somethig that might give you some direction ? ( if you want i can remove it ) add some colour variance, some slight reds\purples\blueishes , etc...bla..
Replies
Barontieri brushes
Goro brushes
Cgtalk DSF brushes
Don't know if Okkun has the same brushes but maybe you can use them!
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Yup, those are the ones
Slum, that needs to be a great deal brighter, both for gameplay and aesthetic reasons: Players need to see where they're going, and they need to see all those beautiful details you put in that level. Also, make sure you put an env_cubemap in there, or else you'll get the shiny fingernails bug.
You can still see players in that lighting without too much difficulty - and even if you couldn't, wouldn't that just be a gameplay device?
about the cubemaps: I did add one, but I guess I did something wrong.
Then again, do whatever you want. I'm just commenting on what's supposedly the "most accepted practice" in the community. It's your map, not mine... But one thing: when you load up the map, type "buildcubemaps" into the console, and it'll work its magic.
Well in general, you can't know a player's brightness settings, so ideally you would keep a level somewhat bright to be fair to each player. Sure, bits of darkness are okay (like the basement in cs_militia), but usually you will want to have the majority in more visible conditions.
I think the style guide for the HL1 mod Natural Selection said it best: Make it "feel" dark, but don't actually make it dark.
Oh and Slum, when you load up the map, type "buildcubemaps" into the console, and it'll work its magic.
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i'd say its bright enough, and if levels like that are too dark for a player.. thats what brightness settings are for in games.
I suppose I should have mentioned that this is not intended to be a multiplayer map for counterstrike. It's just a little level I'm building within the engine for fun. I actually have no interest whatsoever in playing counterstrike or making maps for the game. :P
still gotta make a high poly eye but that shouldn't be too much trouble :P
Zbrushed model on the left, lowpoly on the right, normal mapped lowpoly in the middle
it's at 890 tris
Goddam arms.
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Wow... I would love to use this model in UT... Will u have a link to download the model any time soon?
TY!!
Etienne
back on my human character.. started to play with the face..
Regenerated veteran soldier fatally wounded in war. Lost lower-body replaced with tank chassis. Has cyborg implants like subdermal armor and battle-penis attachment (hidden). He was put into a metal sarcophagus. Battle Command stuffed him with painkillers/pleasure-hormones and he was released into battle, crazy-Ivan style.
Roundtable:
Low-res
http://hardwired.hu/upload/3DF2/TC/TankCybLowRes.mov
Hi-res:
http://hardwired.hu/upload/3DF2/TC/TankCybHiRes.wmv
Biggies:
Lowpoly large pic:
http://hardwired.hu/upload/3DF2/TC/LOWPOLY.jpg
Hipoly everything loaded into 3DSMax:
http://hardwired.hu/upload/3DF2/TC/HIPOLY1.jpg
MR lowest quality renders:
http://hardwired.hu/upload/3DF2/TC/render12005.jpg
http://hardwired.hu/upload/3DF2/TC/render12006.jpg
http://hardwired.hu/upload/3DF2/TC/render12008.jpg
http://hardwired.hu/upload/3DF2/TC/render120011.jpg
Scary eye renders:
http://hardwired.hu/upload/3DF2/TC/1200elol1.JPG
http://hardwired.hu/upload/3DF2/TC/1200elol2.JPG
Need to:
- correct eye texture
- correct anatomy
- correct lighting & render
- specular maps for cyborg body & tank
- skinshader
Will update soon.
1024*1024 normal+color
Regards
Rota
a few fingers lost, and brutal scars on the lower body parts would fit well. also, i think that dude needs some clothing. some battle grime, and dust wouldn't come amiss either. soldiers aint pretty.
I'm determined to finish it. The line drawing is slowly disappearing under the paint. I think there might be too much light in there ATM. I think it needs to be a bit more 'contrasty'.
Page top - w00t1!1
there are two other things about it that dont seem to be doing it quite yet - the way her right arm ends in such a straight line seems to deaden the rhythm of her pose. and, the arrangement of the clouds behind her head seems to put too much stress in the middle of the composition; might be better to shift the emphasis of the clouds to one side? up to you, of course.
Steven Seagal?
[/ QUOTE ]it's just supposed to be a generic male head :P
kinda fixed the ear. I might need to change the uvw layout to fix the resolution of the ear
RomelUnwrapped.com
May delete from the navel downwards and turn him in to a bust...
I did this for a contest over at Vizdepot but am going to convert a portion of the scene into a game model. I will be spending way more time on the textures but was unable to get that far before the deadline.
retleks: Ahhhh!!! WTF is that thing?? Gonna have nightmares tonight. =(
Sweet sculpting tho. Love the legs and the detail on the hoves/feet.
fatlady: you gotta make it seagal now, you gotta! FYI, I saw Seagal in concert (yeah you heard me) back in June. And he wasn't bad!!! I swear!
Skinning this guy:
Bleah ... reduce... collapse edge .. merge vertice... FINALLY! 500!
Thats where I am as of now, but with that paintover, I definatly want to go back and wrinkle it up a bit.
I mean, why would I call it "Orgasmo"?