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Topics - Speedo

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Materials and Textures / brushes converted to models look different
« on: August 24, 2016, 10:18:34 AM »
I use hammer for level desing and wanted to make models from some more coplex brush geometry. I'm currently working on the church building and have those curved windows where's gonna be stained glass (http://puu.sh/qMGQS/a15343daa7.jpg) It is built with brushes but it takes a lot of brushsides limit which i want to avoid and make models out of them. So i cut them, imported to 3ds max (here it is -> http://puu.sh/qMGZU/2b5c53b89d.jpg) made every important change to export them succesfully, exported materials and model. But they look kinda dark in hammer (pic here from both sides ->
http://puu.sh/qMImS/fc301e1ef6.jpg) I thought when i compile the map and play the game it won't be that noticeable but it turns out that it looks even worse, there is some weird lighting issues and overall this just looks bad (pics -> http://puu.sh/qMIEq/07b810b213.jpg - the one looking weird is model, other is set of brushes).

Well tbh I didnt expect it to work perfectly. I knew there'll be some differences between model and brushes but it just looks horrible :/ Is there something i can do? At least to make it berely noticeable and not having this huge ugly square in the middle of the building?

I use CSGO SDK

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