hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.
hmm, it's more like trying get the detail to an maximum, playing around with the engine, nothing that will ever be really practical with the current source engine... Instead of going through this way of mapping, it's properbly easier to use a newer engine.
btw,i think you don't need to bake the normalmap to the diffuse, and source's model-lighting system only supports this type of high-quality lighting with projectedtexture-lights or alien swarms deferred light mod, but these are much more costly, inacurrate and buggy than this right now. you can also create much rounder and more detailed indoor environments, like lights and shelves being perfectly integrated into the walls without looking blocky and stuff.
Yeah, it's originally build for children, but you can pin the seats in different positions so that 1 adult or 2 children can ride it :)
i think he means the white rim at the lower blood decal, it looks bad when for example being in an very dark environment, anyway, they look nice overall :)
i recommend you to try out kHED,
it's way easier/faster/better for prop modelling than milkshape
and it can export smd and ms3d ;)
awsome, rustys texure makes it look 100 times better :)
you should take some ingame screens of it, with correct cubemaps.
That shiny-cubemap tex is the standart HLMV cubemap ;)
der Schlitten schon,
aber der Griff braucht noch Arbeit :S
"I was running 3dstudio+XSI Mod Tool+Hammer+Photoshop with about 30 textures opened+GUImdlcompiler+MSN+IE and all the **** a computer is usually full of"
lag over here :D
the model shouldnt be the reason ;)
it looks great by the way!
nice i like it :)
-making the lamp grey/metallic
-darken the vent-cover
The wrong smooting makes it look more like **** than it is, schachmatt sent you the ms3d file from me, so that you can edit everything like you want to, so dont say MY VERSION is as bad, it isn't -.-
Here's a pic of the newest version:
the only thing i changed is shifting the vertices in the middle of the turret a bit down and changin some proportions.
There's also a link to the 3d preview if you want to see it all around.
And here's the dl-link to the model, working PERFECTLY in milkshape:
yeah, it's an awsome weapon ;)
here's a 3d preview :)
[you need the unity-player for it to work]
a 3d preview :)
jo, mache auch ein paar models für ihn :)
auf der tasse sind bump + specular, von allem ein bisschen :D
wenn du bump-maps und spec-maps zsm hast und spec nicht funzt, kannst du das hier machen:
in die vmt, dann die envmap als alphakanal in die bumpmap
[ Developer.valvesoftware.com ]
bei der tasse ist jetzt keine specmap, aber bei der weinflasche schon.
sehr schön, wie viele polys hat der koffer?
BTW: ein bisschen fake-ambient-occlusion würde an Griff und Schloss übel n1 aussehen :)
thx for le add ;)
i put props in my prop-image, so you can watch props while you watch props ;)
this is the testmap for particle-water or so,
the lightning in there worked out very good for the models^^
try out the autosmooth function ;)
you won't need so many polys, to get it round.
made be me^^, it will be in the "Into Iraq" mod
here's another picture-set:
cool, only the smooting is too much :)
thx very much :)
good mapping here, i like the atmosphere very much :)
only 2 things seem a bit off: the brick-decal and the wooden pier on the right side.
the pier maybe needs a bit debris/concrete around it and the decal takes too much attention/doesn't fit in there, cause of it's bright colours and high placement ;)
thx very much for your reply :)
gonna add you in steam soon!
but it is more or less an example/testing model,
to mess around with phong and bump-mapping :)
yea, i currently only model for source, mostly making props/static things.
i maybe gonna do some more complicated models with bones/animations,
when i'm used to xsi/blender.
PS: You can try it out in your browser,
-> Greenfoot.org <-
^^ ich lade das model mal hoch, ist bestimmt ganz lustig für die leute die garrysmod spielen :)