Fantastic! I love that sense of captured dust in the air, that the first few image have.
Fantastic! I love that sense of captured dust in the air, that the first few image have.
I really like how the bloom sits in the second last image (tunnel pipe).
Brilliant! Great to hear the mod is almost finished. Looking forward to playing.
I really like how everything you've added fits so well, nothing looks out of place. Big fan of the new Antlion/Grublion.
That's really nice looking! Looking forward to running it through the bad guys.
Very nice, I really like the look of the "desert" Earth.
Still alive and proudly kicking! I've got the second part of the "References & Creating Natural Assets" and "Update #11" articles currently in the works. I'm also making more of a conscious effort of drip feeding images as well as more development stage stuff.
Thanks! Modelling the hair had been eluding me for some time, but I seem to have cracked it. I need to do a little work on the lips, maybe draw from the original texture a little more to give them some more depth.
As for the lambda paint, I really like the idea, but as she's aligned with the resistance that is managed by Bolero, it's not particularly associated with the lambda toting resistance featured in Half-Life 2. I'm strongly leaning towards the idea that there are factions, much like how'd you get in modern resistances; different groups have differing priorities.
I'll mess around with having the face paint return.
I don't really use a lot of decals, not really sure why. I tend to try and remove any obvious features on textures so that they don't really feel like they're repeating that much. Not got around to it here yet though! Might try the decal route, but that could case a few issues in itself for this setup...
Look good! Always nice to see new characters!
Nice! I always really liked this mod, it's like a condensed version of the Half-Life 2 experience. It really nails it.
That is pretty amazing work right there.
Very nice. I've been here before... Damn that spiral staircase, but more specifically, damn Hammer's love for cuboid brushes and grids.
I really like the environments. Big man-made trenches and bulkhead doors all the way!
I understand your train of thought completely regarding episodic releases. It's definitely a concern I am conscious of. I think the only way around this sort of thing would be to have a good amount of content made for the future episodes, with some of that being released publically. I think that, combined with a strong “lead-on” or cliff-hanger, would create a sense that the project is not done and it’s not time to wrap up.
It’s hard to say without getting to the point myself, but If things weren’t planned ahead pre-release of a first episode, then I think that would throw the development for a follow-up episode into a bad place.
Anyway, I’m undecided on what exactly I want to do at the moment. Just weighing up some options.
The GTX 750 Ti is a good bit of kit. Hope the process went smoothly for you!
That is some splendid texture and model work.
Sounds like a good approach. I think people definetly appreciate post-release support and development, particularly in the nodding world. I have yet to try the mod, but its on the list!
Tasty. Nice work, I particularly like the vein-like growths on the front. Looking toward to seeing the completed version.
Once again you have my vote! Amazing how fast a year can pass! 2014 release though, right? ;)
Looking good, I especially like the Glock. Th- The- The cables are made from brushes aren't they... good lord you mad man.
ChrisMurray
Chris joined
Welcome to my ModDB profile page! Check out my twitter or blog to keep up to date on my current projects. Or head over to the downloads or images section to view and play my work. I mainly work in Hammer Editor, often creating map remakes of popular games for Half-Life 2. although I do enjoy making single player/puzzle maps.