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Sorry guys, it's not Underhell. I'm afraid I called it a day on my work for that, I may work on it again at some future point but for now getting a steady income is my priority.
News will come eventually, please be patient for Mxthe!
It's mostly world textures at the moment, things that aren't really exciting enough to show by themselves.
All I can say is that the textures I'm making will replace most of the originals (valve's included) and are twice the resolution of the originals - hopefully it'll all be worth it!
Heh, it was tricky. I just had to point my camera in the general direction of the sun to avoid going blind, it turned out better than expected especially with the cloud in the way!
Looks great! I really like the way you guys are playing to the strengths of the HL1 engine (while avoiding the things it struggles with).
I'm looking forward to seeing how this turns out!
A very VERY old copy of 3DSMax, and Photoshop CS3 (also super old, lol)
Thanks! I'm not going to lie, this last year has sucked quite a bit at times; but I never let things get me down for long, I'm always hopeful that things will improve.
For now I'm just going to try and keep going and not let things stop me!
I really love how that's looking, great to see the project still going :D
I'm progressing with Jake, it's just taking me a while to get around to things.
I'm hoping stuff like this could make it into Ch2, depends how much work it is to do LODs (which would be needed for something this wasteful :P)
It's a 'Kitchen Garden', a WIP portfolio piece. The idea is that you grow your fruit and veg there ;)
I would like for that to happen, but with time constraints and everything it'll probably end up being an edit of the previously used CSS model.
That looks a lot better, especially the broken wall; the lighting also looks a lot tighter now!
It's an early version of Jake. I've got a lot of stuff to do on it, at least for this 'casual' model.
It's done as far as I can take it, Jeremy wants to tweak it himself now. I don't know when it'll appear in a media update, but the last state it was in was better than the last update I put up here :P
I imagine that's probably down to the sheer volume of lines, trying to assign facial animation to all of them would be a huge task.
Certainly the plan will be to give characters facial animation- but how much of that turns up in game is another question!
Nah, nothing's getting remade. I just wanted to test stuff out in Marmoset as an alternative way of rendering things in the future.
The imperfection here is the broken smoothing :F
It's quite finished, and in game does look fantastic. Trust me on this!
Yep. I'm going through and replacing some of the most obvious "HL2" textures, Mxthe and I will also be replacing all the other 3rd party textures too :D
He can have a hook hand and the card trick can be changed to 52 card pick up ;V
I forgot to mirror it!
The whole model. The body should be easier to model (and I already have a rough thing for that blocked out), what I'm ultimately aiming for is consistent detail levels... I'll be trying to keep some of the look and feel of the originals (especially for how the heads look!).
We'll see how things turn out.
Yep, it's the Hermit. Jake won't be looking this old!
Yep. It's the last weapon I'm modelling... for now!
Well, not quite. It's a Polish knock-off that's more or less the same thing, but with a simpler pistol grip to model.
Well... I'll try and imagine you're saying something nice! Getting any feedback is always appreciated
The model's now finished, just gotta wait for Mxthe to put the render up :>
I'm sure I don't need to tell you guys what I'm working on next...
Yeah, everything's heavily optimized. Most "big" weapons are limited to a single 2048x2048 texture map, and the poly counts aren't too crazy :P
It's fixed. The point of it (IRL) is to help the shooter maintain control of the weapon when it kicks, so you wouldn't want it to be loose in any way.
That's one of the problems. Fakefactory models definitely need replacing (for a variety of reasons)... once I get around to making the models I'll be aiming to make characters with consistent detail levels.