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Replay the Black Mesa in a whole new way. Play as Dr. Eli Vance, with a giant arsenal of weapons, versus huge varieties of enemies, with fantastic graphics.
Well, guys, I've finally learnt to animate. I dug up some old VALVe models, and taught myself in a few hours. In the rest of the time, I've been working on fixing the marine's head. He's pretty much done, but not optimized. Also forgot to fit his head properly into that beret. The next screenshot you'll see will probably have his head in his body, and completely ready for UV mapping (from there, texturing, rigging and animating, of course). That's all for now, gents!
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Modelled: Dexter
UV Map: None
Textures: None
Time Taken (Model): Around 9 hours
Poly Count: ~3,800 (NOT OPTIMIZED)
Programs: 3ds Max
HECU Commander Head is not amused.
Neither am I at this unoriginal comment ... Who'm I kidding, I laughed a bit.
Wow! What an improvement comparing to the head model in Jan 1st, 2010. Also this is my first command ;)
You mean comment?
Yes. We have made major strides since then, major strides. And only a year and a half later. That was sarcasm, by the way. I should've gotten better a while ago.
Also, @Paincake, no, I think he means that he's commanding me to make this an improvement. Not sure.
By the way, paincake, I'd offer you a spot on the team, if only you were free. I see you're working on four mods.
When can we see some maps?
Not sure, I'll try work on my map today, but I can't promise anything. I don't think many people care about maps. They mainly seem to care about coding, judging from the feedback (comments) I see.
Pretty good. But the inner side of the cap needs to be filled.
Thanks! If you read the description, I said that I'd fix that. I noticed it right after uploading, and it was time to sleep, so yeah.
Holy snap, is it just the angle or is that a really hard beret?
Neither - it's the lack of texture. I'll add one soon.
THAT cannot be the lack of texture. Check the image before.
It's like that because I extended it. I didn't add extra polys to keep down poly count. With textures, you won't be able to notice the difference.
Are you sure that GoldSource will be able to handle that many Polygons? Or are you going to hack the GoldSource Engine to introduce DX8 Tesselation (a DX11 Feature for some of the newer game engines)
I think it can, but I'm still going to lower it.
He looks ****** off!
Why is ****** censored? Also, if you were stuck in Black Mesa, you'd be, too.