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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Dec 25, 2005 12:16 pm Post subject: Downtown or something like Half-Life2 (C17) |
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Hi everyone!
I have started modeling around a little bit, and i have made a little map. It should look a little bit like the City 17 in HL2 and its not finished.
The stairs are ugly i know. And both rooms are empty too. I have also tryed an skybox, but it runs very slow. Are my Images too big? (1024x768)
Well, i want to hear some feedback.
wfg, Sindwiller
EDIT: Images are from the DeleD Preview Plugin, no Physics, 8x FSAA, 1280x1024.
Last edited by Sindwiller on Sun Dec 25, 2005 12:26 pm; edited 1 time in total |
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tomash Member
Joined: 18 Dec 2005 Posts: 20 Location: Warwickshire, England
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Posted: Sun Dec 25, 2005 12:22 pm Post subject: |
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Wow, they're really good! The images are fine! |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun Dec 25, 2005 2:00 pm Post subject: |
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I don't see anything wrong with your stairs. Everything looks good. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Dec 25, 2005 2:12 pm Post subject: |
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trucker2000 wrote: |
I don't see anything wrong with your stairs. Everything looks good. |
Except their really bad skinned... and with Generated UV Coords they look much uglyer.
wfg, Sindwiller |
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G-Man Member
Joined: 28 Jan 2005 Posts: 13
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Posted: Mon Dec 26, 2005 5:44 am Post subject: |
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One suggestion, make your banister on your stairs a little higher. It looks like it would come about up to a person's knee and that's a little low for a banister. Other than that, nice work! |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Mon Dec 26, 2005 10:33 am Post subject: |
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Hmm... would'nt it see a little better with an radiosity based lightmapper?
wfg, Sindwiller
ps. in the moment, it seems that the model file is broken . |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Mon Dec 26, 2005 6:39 pm Post subject: |
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Well, like i said, the model file of that house i made is broken. I send it to Jereon, i hope he will fix it. Its not much work (7-8 hours) but its the first thing i made good.
I started to model the rest of the city, started with the street of that house.
Feedback plz.
wfg, Sindwiller |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Dec 27, 2005 11:39 am Post subject: |
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Awesome screenshots. I'll leave the detailed comments to the people who actually know what they are talking about (i.e. modelers ), but I think they look great.
Quote: |
I have also tryed an skybox, but it runs very slow. Are my Images too big? (1024x768)
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Does it run slow inside DeleD, or inside the Level Previewer? I don't know exactly what techniques Il Buzzo uses to display the skybox in the Level Previewer, but you might want to stick to power-of-2 textures for skyboxes (some goes for everything else, really ). Usually 512x512 is nice and crisp, no real need to go much further.
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Hmm... would'nt it see a little better with an radiosity based lightmapper?
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Sure, any global illumination method will probably result in better looking lighting, especially in indoor scenes. However, our first priority is getting the glitches in the current lightmapper smoothed out. Also, getting good results from any lightmapper takes a lot of practice, and a lot of time (as a rough estimate, lighting a scene might take about as much time as the modeling and texturing phase.... most people allow themselves much less).
If you want to see what radiosity based lightmapping can do for you, trying putting your scenes through Gile[s]. Eventually, that is the quality level we want to equal with the DeleD lightmapper. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Dec 28, 2005 1:58 pm Post subject: |
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Im just rendering the lightmaps for the new model.
It should take long (4096x4096 lightmaps, individual 32x32 - 512x512, 3 blur passes).
wfg, Sindwiller |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Dec 28, 2005 4:52 pm Post subject: |
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So guys, big meda update .
Some new stuff and detailed lightmaps.
I know, nothing really new.
wfg, Sindwiller
ps. How odd, it seems that the Preview Plugin can't render the lightmaps.
pps. The Screenshottool is COOL!! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Dec 28, 2005 6:09 pm Post subject: |
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Very nice.
Suggestion: Frame your doors. |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Wed Dec 28, 2005 10:50 pm Post subject: |
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Yeah, it is cool.
I love the 'rubble' by the door, and the shifted tiles
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 30, 2005 2:24 pm Post subject: |
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Yeah, I must say I looove those touches too, especially the shifted tiles! |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Fri Dec 30, 2005 3:07 pm Post subject: |
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Thx!
In the moment im a little bit sickly and i cannot work on it. Well, i need a little break for it.
wfg, Sindwiller |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Jan 04, 2006 1:33 pm Post subject: |
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Playing with Lights and Shadow opacity... building around...
wfg, Sindwiller |
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