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Messages - Sir Irk

#1
Static Props / Machete
April 14, 2014, 10:00:15 PM
Hey all! It's been a while since I've done anything in the Source Engine as I've been spending all of my time on a game in Unity. Lately I've been itching to work on stuff in Source so I made this simple machete to get back into the groove of things. I finished texturing it today. It's a little plain so I might make another skin. Tell me what you think


https://www.youtube.com/watch?v=t8rjES64IFA&feature=youtu.be
#2
Static Props / Re: Train Tracks
December 03, 2013, 10:41:28 AM
Ah thank you very much
#3
Static Props / Re: Train Tracks
December 03, 2013, 08:48:43 AM
Thanks for providing so many great tools! I've been looking through your level designing tools and am quite enticed. Is it easy/possible to import a hammer map into 3ds Max? I've been getting tired of hammer. Now that I'm comfortable with 3ds max's ui it doesn't make sense to me to use hammer.
#4
Static Props / Train Tracks
December 03, 2013, 08:25:05 AM
I decided to make the train tracks for my level today. I made it a pretty small piece so that I could add detail in a relatively small amount of time. Because of this it's less efficient since I'm using about 50 copies of it. This model is finished but I may design another one that saves more on texture memory and spans a longer distance. I did at least establish the style I wanted.

Model viewer. 316 Tris.





Physics Model





UV layout. Primarily photosourced.



Thanks for looking.
#5
Static Props / Trash Bin
November 30, 2013, 12:01:42 AM
Constructive criticism is encouraged. I'm still a novice.

I've had to start fresh on a new pc due to a power supply issue on my old one(I took the opportunity to upgrade a few parts alongside). Unfortunately, the bad power supply seems to have corrupted much of the data on the hard drive. I only had a few things backed up. I'll definitely be backing up my work from now on ;D. Fortunately it was mostly learning material anyways.

I'm working on a new map for left 4 dead 2 that starts in the subway and leads to street level. Nothing original but I feel like it's a good theme for learning left 4 dead 2 navigation and game style. I can use Valve's maps for an example of how things should flow and then add my own flavor to it.  I'm working primarily on the navigation mesh and layout at the moment but I took a little break from that to make a prop for the map.

I have the model, collision mesh and physics done. I'm going to make 2 additional skins to provide some variety.

edit: Additional info. Right now it's at 400 tris. I may knock that down a bit starting with the bottom cap. The trash bag's folds are done with normal mapping to keep the poly count low.

Model Viewer


Trash view.


Ingame. Note this picture is in cs:go. This is because I was having issues getting the phong shader to work in l4d2 at the time.
#6
WIP Levels / Re: Noname
October 17, 2013, 06:19:23 PM
Quote from: Infidel on September 13, 2013, 04:18:28 PM
Looks fabulous. Can't wait to see how it all runs together and how each sections ties to the next.

How much are you using Wallworm for the design? Are you using Anvil for everything?
Thanks.

I'm working on models for the CT side of the map and the bar. I'm going to post more pics from this map in a couple weeks or so. I'm currently creating custom textures for the brushes.

here I'm comparing normal vs ssbump


I plan the use the red brick and the stone pavement textures here. This example is in l4d2 but I have these textures in cs:go with different detail textures.



#7
Model WIPs / Re: Industrial Light Fixture
October 06, 2013, 11:38:41 AM
Another prop I'm working on for the same room.

Textured using mudbox



#8
Model WIPs / Industrial Light Fixture
October 04, 2013, 10:53:58 PM
I've been working on a few models for my map lately and this is one I started today. I couldn't find a light fixture I liked so I started on this.

Todo: Improve normal mapping, make lods, create a skin with a bulb, optimize poly count.




The $detail texture I made for this worked really well I think




I plan to make more skins for this and have it in multiple points around my map.
#9
Model WIPs / Re: Modular Bridge and a Shed
September 28, 2013, 05:04:46 PM
Oh I will. I'm having a blast with this stuff. Right now I'm trying out the sculpting tools in mudbox to make normal maps.

Here's a before and after shot of a log. I'm still hackin' away at this but the bottom half is looking pretty neat. I exaggerated some features in hopes of making them pop out more when I export it to a normal map.



and after

#10
Model WIPs / Re: Modular Bridge and a Shed
September 27, 2013, 07:08:31 PM
Some log racks I'm using to learn mudbox




There are lots of lighting issues in these pictures but that wasn't my focus today.
#11
Model WIPs / Re: Modular Bridge
September 23, 2013, 03:14:03 PM
Thanks for the tip! I'm getting mudbox right now to do some detailing. I'm still learning about the different methods for texturing and haven't gotten uv mapping down yet.
#12
Model WIPs / Modular Bridge(outdoors collection)
September 23, 2013, 04:27:16 AM
Still working out the kinks







Edit: A shed I'm working on as well.




Edit 2: And an axe
#13
What is the easiest way to invert the alpha? Do I need to do this in image editing software or can it be done through 3ds max? Also, I originally had no alpha channel on my glass texture. Is this something required? In the material editor I have the glass texture pumped into the diffuse and opacity slots. So far I've been tweaking the opacity using $alpha in the vmt. Is there a better way to do this?
#14
Thanks for your response. I'm currently doing some trial and error based on what you said. I didn't know about the "make WW materials" option. That's pretty handy. However, when I did this it exported the VMTs as lightmapgeneric and had to change them in VTFedit. I don't see an option in the materials to change this so I'm not sure why it's doing that.

Edit: Scratch that. I'm just blind. I didn't notice the "for model" check box for some reason.
#15
Model WIPs / Re: Fire Extinguisher Housing
September 13, 2013, 10:37:38 AM
Thanks for the info. And thanks for the wmmt and you're ongoing support on these forums. Seeing my own 3d model in-game is the part that puts a big smile on my face. I'll definitely be posting more.
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