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Topics - 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 / 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.
#3
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.
#4
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.
#5
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
#6
Model WIPs / Fire Extinguisher Housing
September 13, 2013, 08:47:10 AM
One of my first 3d models. I got sidetracked from working on it as I'm trying to figure out how to get the translucent glass texture to render in-game(works fine in model viewer and hammer). I plan to redo the hinges and detail the extinguisher more. I also don't like the texture on the handles and plan to change it to a chrome texture. This was my first successful attempt at getting specularity to work with the normal maps. Now if only I wasn't such an idiot about smoothing groups(I get the concept but can't apply it very well to even semi-complex geometry). 




The crates off to the side are a project I did before this. I haven't worked any further on those as they were intended for practice but I may improve them and actually use them.
#7
WIP Levels / Noname
September 12, 2013, 07:55:14 AM
Haven't tried making a map in a long time so this is my project for learning. I recently started learning 3ds max(basically because of WWMT) and 3d modelling in general so I could make my own props. WWMT has been the easiest exporter to use by far. This map currently has none of my models in it as I've only made practice props so far.



















#8
WWMT Questions / Translucent texture not rendering in-game
September 12, 2013, 06:57:34 AM
Hi, I've been messing around with wwmt for the past week and let me just say I love it so far. I'm currently having an issue with a glass panel on one of my models. I have the opacity set to 75 in 3ds max and when I view the compiled model in source's model viewer or in hammer it looks correct. However, when I load the game(CS:Global Offensive) the panel is not rendering at all. This is the case if I'm using $translucent 1. If I use $alphatest 1 instead then it again looks fine in the model viewer but in game it renders completely opaque.

Here is the vmt file for the glass:

"VertexLitGeneric"
{
    $model "1"
    $basetexturetransform "center 0.5 0.5 scale 5.0 5.0 rotate 0.0 translate 0.0 0.0"
    $envmapmasktransform "center 0.5 0.5 scale 5.0 5.0 rotate 0.0 translate 0.0 0.0"
    $basetexture "Map _29/3398"
    $envmap "env_cubemap"
    $envmapmask "Map _29/3398"
    $alpha "0.5"
    $translucent "1"
}

I also read something briefly on valve's dev wiki that certain shader settings like envmap can disable translucency. However I tried it without using any specularity and it didn't seem to make a difference in-game.

Any help is appreciated and let me know if I need to provide more info.

edit: typos
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