Average Internet Guy
Well-known member
The first puzzle area from a horror map I'm making.
I've been trying to think of ways to keep the support beams from just going into the walls, any suggestions?
The first puzzle area from a horror map I'm making.
I've been trying to think of ways to keep the support beams from just going into the walls, any suggestions?
Milkshape?lont dook its not done![]()
Maya 2011Milkshape?![]()
Cool train, used a real model for it?
Is it going to be an NPC entity or just a model?![]()
I think the door is too small though.
And how would someone be able to go inside though!?
The reason I don't have Maya is because of it's ridiculous cost, and I don't feel like pirating such an expensive tool, I almost feel guilty for that and I don't need it that muchMaya 2011Milkshape?![]()
Cool train, used a real model for it?
Is it going to be an NPC entity or just a model?![]()
I think the door is too small though.
And how would someone be able to go inside though!?
Deustche BundesBahn Baureihe 23, last steam engine built and operated by the German National Railroad in 1950. 10 Survivors exist, several of them still operational. Notably No. 23-023, 23-042 and 23-104.
You have no idea how much I wish I could make an NPC out of a Vehicle in Source Engine. To be a model, I'll be having to crush down the detail be a factor of 5- MDLs have a ceiling of 20,000 tris.
It's the perspective that's skewing how big the cab is. Then again, fiction usually gives us a poor impression of how large most steam engines are.
Gorgeous thing, isn't she?
You can go much higher than 20,000 triangles, especially if you are using bodygroups to compile multiple reference .smds together. You probably would struggle to go over 60,000 but it is possible, there are a lot of models in Portal 2 that have even higher polycounts.Deustche BundesBahn Baureihe 23, last steam engine built and operated by the German National Railroad in 1950. 10 Survivors exist, several of them still operational. Notably No. 23-023, 23-042 and 23-104.You have no idea how much I wish I could make an NPC out of a Vehicle in Source Engine. To be a model, I'll be having to crush down the detail be a factor of 5- MDLs have a ceiling of 20,000 tris.




That's a cool car, but I just have to say that there's something about it that doesn't look naturalYou can go much higher than 20,000 triangles, especially if you are using bodygroups to compile multiple reference .smds together. You probably would struggle to go over 60,000 but it is possible, there are a lot of models in Portal 2 that have even higher polycounts.Deustche BundesBahn Baureihe 23, last steam engine built and operated by the German National Railroad in 1950. 10 Survivors exist, several of them still operational. Notably No. 23-023, 23-042 and 23-104.You have no idea how much I wish I could make an NPC out of a Vehicle in Source Engine. To be a model, I'll be having to crush down the detail be a factor of 5- MDLs have a ceiling of 20,000 tris.
My 1969 Dodge Charger model has a polycount of nearly 40,000 and I have no trouble compiling that. I also recently made new wheels for it using a highpoly version of the tire to make a normal map.
If you want the model it's a part of my vehicle pack for Garry's mod, i'm also planning to make a replacement for the Jeep and Junker vehicle in the Half Life series.
http://www.facepunch.com/threads/918163-Master-Chris-s-Vehicle-Pack
It doesn't look very natural because it's very clean. If you ruddy it up a bit, either with rust or with a tiny hint of city grime, that should do it.That's a cool car, but I just have to say that there's something about it that doesn't look naturalYou can go much higher than 20,000 triangles, especially if you are using bodygroups to compile multiple reference .smds together. You probably would struggle to go over 60,000 but it is possible, there are a lot of models in Portal 2 that have even higher polycounts.Deustche BundesBahn Baureihe 23, last steam engine built and operated by the German National Railroad in 1950. 10 Survivors exist, several of them still operational. Notably No. 23-023, 23-042 and 23-104.You have no idea how much I wish I could make an NPC out of a Vehicle in Source Engine. To be a model, I'll be having to crush down the detail be a factor of 5- MDLs have a ceiling of 20,000 tris.
My 1969 Dodge Charger model has a polycount of nearly 40,000 and I have no trouble compiling that. I also recently made new wheels for it using a highpoly version of the tire to make a normal map.
If you want the model it's a part of my vehicle pack for Garry's mod, i'm also planning to make a replacement for the Jeep and Junker vehicle in the Half Life series.
http://www.facepunch.com/threads/918163-Master-Chris-s-Vehicle-Pack![]()
It's not only you, most race car companies have the same problem with the models.
NFS I'm not even going into, as that series uses too much bloom and effects instead of realistic feel.
The most natural models I've seen were in DTM Race Driver 3 so far.
Do you know what I mean?
Yeah I know what you mean, the problem is that real time renderers are very bad at making clean models look good which is why most textures and models in games are generally given either a lot of small details or a 'grungy' look with dirt and scratches to make the scene look busy and more interesting. It's not necessarily a bad thing, in fact games like Portal 2 use it to their advantage and I think the art direction there is superb. It is problematic though when you just want a nice, simple, clean look on your model because the source engine is especially bad at doing that because it doesn't use proper realtime reflections on models, instead it uses pre-rendered cubemaps set into the map at particular locations.That's a cool car, but I just have to say that there's something about it that doesn't look naturalIt's not only you, most race car companies have the same problem with the models.![]()
NFS I'm not even going into, as that series uses too much bloom and effects instead of realistic feel.
The most natural models I've seen were in DTM Race Driver 3 so far.
Do you know what I mean?