aethalin
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Everything posted by aethalin
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Hiya, Excellent, congratulations on the release of CENTCOM, I am delighted that it is finally here. I can’t wait to see all the work that was put into it. Well done to Jay and the rest of the team, I was honoured to have a part in it, even though miniscule. Thank you letting me participate with the mod Jay, it was an enjoyable experience. Hopefully, I will see you all in game sometime. Well when I can get myself into a shooter mood, albeit a tactical shooter. As always take care, be safe, and farewell aethalin
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Hiya, Nice work everyone, very nice . Hmmmm Prozac I am not, but that could be for the new mod purchance . The biggest crit that I have for the piece may lighting related. It is giving it a rusted appearance other than the normal look. Also on the top image near the back the normal map is a bit overdone. It looks more like a drip of paint then a discrepency in the metal. The pock marks are a nice touch, but as Snow suggested a bit much. Although toning down the bump in that area, and a bit more subtle additions should help. Either with the spec map using blemishes or scratches a
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Hiya, Yeap Snow don't you just love those easy fixes . If only everything could be so easy .... Good work as always, you think that you may breech into other models as well? As always take care, be safe, and farewell aethalin ^._.^ meow!
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Hiya, Nice work up to date for everyone . I have been to busy to pop out heh. . I also like the second version Snow. The first version is very nice, but the second is just bit different than the norm. The only big criticism I have is the buttstock area. It doesn't seem quite cohesive with the rest of the texture, especially the adjustable cheek rest. It is not a glaring inconsisitency, but it does detract a bit from the gun as a whole. Other than that top notch work as usual . As always take care, be safe, and farewell aethalin ^._.^ meow!
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New Cross-com and Tactic map screens
aethalin replied to fedayn's topic in GR:AW (PC) - General Discussion
Hiya, I agree Sup, that texture is rather glaringly repetitious. It is not horrid per say, and I do understand where you are coming from Bo, but I don't know that area just seems bad. Everquest 2 had this same issue everywhere, and yes to me it is rather annoying. I am not the biggest graphics hound, since I still love most of the DOS games compared to what is shoveled out now . I do think that there is a way to get are=ound this, but it would be more work. Utilising ground markers trash objects to break the composition a bit. yeah I know it is a bit nagging, but some of us a -
Hiya, Yay! Now it might even appear on my buy list now . I will still wait to see though, since I only buy games that I feel deserve compensation now. I am glad that finally they are drifting away from that draconian copy protection. If you want more information check out the Stardock site to see how "honorable" the Starforce guys with companies that don't support antiquated methods. They are a good company that made a couple fantastic turnbased space strategy games. As always take care, be safe, and farewell aethalin ^._.^ meow!
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Hiya, Yeah I do the dsame thing Element. I am up to 39 on my last max save heh. I don't generally do it with PSD's, since they tend to be quite large how I work. The big problem I have is when riggin, sometimes max will crash if I try to save. It seems a couple people have had this issue. It does at least have the nice autoback heh, that helps a great deal. Unless it corrupts the save, which it sometimes does, but not much to be really annoyed with it. I guess that it is something we have to live with. At least it is easier sometimes, than when I do my traditional art, since you
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Hiya, thakns for the information Element. I tried that also, but to no avail. I guess that I was just screwed from the start. the texture is looking better on this run anyway. Maybe my computer was just trying to tell me the other one sucked . Oh well we live and learn I guess. I definately know what you mean with max, especially when the save is corrupted. It tends to happen sometimes when I am rigging for some odd reason. I think Max and Photoshop just love toying with us, those evil buggers. Thanks again for the tip. As always tak care, be safe, and farewell aetha
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Hiya, Ok I don't know if this was the best place to put this, but I thought that it might work. I am working on gun model for some one, and I have had a issue that I have never had before. I was wondering purchance if anyone had this happen. I was working on a texture, and I had to many programs running, so I saved and rebooted. After everything was loaded, I started Photoshop up again, and I loaded up the PSD file , that I was working on. A few of the top most layers that I was painting earlier vanished. The only thing that I could think of is that the layers that were missing
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Hiya, Very nice work Whisper, actually fantastic work sir . I have a couple questions if you do not mind answering. Do you have to go off another uvw map, or do you have others make sure the uvw coordinates are set to where the least amount of seems could happen in the most detailed spots, or is it just simple trial and error. As in going from Painter or photoshop with texture, and keep testing in max, so the seems are not so pronounced? Very nice work again though. I actually enjoy the desert one the best, since it seems to be more used. It has more of the realistic look I love.
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Hiya, Yeah photo textures can do that. I agree Prozac, sometimes they can take even longer than hand painting it. Sometimes a nice balance of handpainted and photos can work well. Now I mostly just use hand painted now, since I feel more comfortable with them. I do generally build my palette from photos in Painter. With most of the brushes you can get very nice renditions of photo work. Now if I could learn more about photoshop and painter maybe I could get to near photo quality . Don't you just love those lovely new monitors, that you don't find out, until you have it home
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Hiya, Hey Snow some of it was from my overly dark monitor . The contrast from the green composite areas to the black metal body seems a bit too harsh. The handle's contrast also seems a bit harsh. It is mostly because of the sharp highlight on the front edge. The texture itself is very nice, but could use a bit more wear and tear. I know I love the worn look for some reason heh. Maybe make the green a bit darker, and show a bit more wear, from either the oils from hands or scratches. Although, I would think just having the base green a bit darker and having the black metal a bi
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Hiya, Nice work so far Snow . I am assuming you still have a bit to do on the texture, but it is coming along nicely. Nice sope also keep up the good work. As always take care, be safe, and farewell aethalin ^._.^ meow!
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Hiya, Nice work Snow and Whisper, that is a quite nice camo texture and a nice model . Are you going to have different camo versions, or just stick with the woodland version? Nice work though. As always take care, be safe, and farewell aethalin ^._.^ meow!
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Hiya, DOH! that is not good, but heh I think taht we all have made about the same mistake one time or another . Hmmm mipmap problem could be how the engine is seeing the file, maybe they are to close to being the same file name wise. Also it could be how it was exported. I know sometimes Max loves to export a file wierd . It still looks good, so I will just have to see it in game instead of screens . Unfortunately it happens to much. Does the engine change the contrast much? Well good job anyway, I wish that I was working as fast right now . Ever have those times wh
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Hiya, Nice work so far all. I like the model Snow, but you are rightthe texture does seem a bit light. Also the contrast seems a bit off, but it might be my monitor. You have been getting alot finished lately . Don't you just love it when you are in a zone, and work just seems to get finished right after another. . I like how it looks in game also , but it does seem to wash out the texture a bit, but it seems the engine does that with everything . Nice M-24 Prozac I like the forms you modeled with it. You kept it consistant . I can't wait to see the texture for it. Do y
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Hiya, Ok thanks Snow, yeah if the brightness tends to be that off in the engine. You most likely will have to fix the contrast. Yeah I generally have a crap load of layers also, andI figured the clean up stage for yuo was next. Nice work so far, I really like the stock for some reason, and I find it and the barrel to be the best part of the texture heh. It is always good to have a great deal of reference. It generally adds so much to your project. The more you know about what you are working on the more detail and believable you can make it. It is one thing that I have found l
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Hiya, Thanks again for the clarification Snow, and yeah the fully modeled rail does look nice doesn't it . I can see why you didn't though with that much polygons. Nice texture so far, have you made it to the clean up stange yet? I noticed that a couple areas seem to have to much of a sheen, but since you have to check it in the engine anyway. It might vanish in game. Are you going to put more scuff marks on the texture, or is the map lower resolution and the detail would be lost? Good work none the less so far, the camo texture should look nice. What type of camo texture will
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Hiya, Thank you for the clarification Snow . I see what you mean about the rail texture. I was thinking that if I did it that way I would have saved over 300 polys on my G36c heh. Yeah I can understand... I wish it was mine also . Thank you for the link I never heard of it before. When I saw some of the graphics I thought that it was OFP at first. That is cool to bad it does not support normal maps. Thanks for the information Sup, it would be cool if more people got together again to try a ultimate mod. Maybe when some of the newer games come out, it might happen again.
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Hiya, Nice work Snow, I like the texture. I didn't think that you had to differentiate the seperate rails. I mostly meant that I noticed that many people didn't do them. I figrued it was because of the poly count. Is it a straight color texture or do you have a bump map added? My only crit would be the back of the gun near the beginning of the stock. It looks a bit weird, but that might be because of the position. It was mostly me thinking, if I should try a flat one, since they do eat a bit of polys. I guess what ever way works, but I am still learning modeling, so i have a
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Hiya, Nice work Snowfella, especially keeping the polys so low even with the detail. I am not sure what the real gun looks like, so I can't give that good of a crit. I does remind me of the M4 though. Nice detail on the base of the gun also. Overall I think that it looks nice sir . I notice you don't do the individual slits on the rail, but I assume that is to put detail elsewhere. Sorry to ramble on wish I could give a better crit. As always take care, be safe, and farewell aethalin ^._.^ meow!
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Hiya, Thanks for the reference Snow, I can resize then photoshop, so it should not be a issue. I can see at least where I might have went wrong. Hopefulyy I can start texturing it soon. For some reason I am excited about doing this one . Nice work Prozac, I like the view with the gun. The texture has a used feel, which I don't think people do enough. It is a nice piece the only crit I have is with the scope and the rails texture, but it is rather nominal. It mostly needs some small clean up in those areas. I am not as knowledgable about M4's, but overall it looks nice. Do you
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Hiya, Thanks Razor, I will check the reference . Do you think it is to short, to thin width wise, or not long enough? I will widen it a bit to check first. Thanks again for the crit. I have the polys higher than I wanted, but the right side will mostly be deleted anyway. That sounds good Prozac, the Crytek engine is rather optimized. It doesn't seem to take the frame rate hits some of the enigines take. Like Battlefield 2's engine is rather horrid. They want you to keep the polygon counts from 1500 to 4000 depending on the weapon, pistols lower of course and light machine guns
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Hiya, Excellent work Prozac, I like that the gun actually looks used, as opposed to the pristine look that they have in many games. Nice model though, what was your poly count if you don't mind me asking. Well I haven't been able to work much with my guns, since other projects is killing my time . I have worked out a bit more of my G36c, and hoping to start the unwrap tonight . Thanks for the ideas Snowfella it help when I was fixing the geometry . I am starting on my AK tonight hopefully. I at least want to lay down a couple tones to figure out the forms,
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Hiya, Thanks for the critique Snowfella much appreciated. I see what you mean about the pistol grip area, I was having issues with the first incarnation of that area also . I am going to work it out a bit more today, since I still see some more areas that need work. If there are any more problem feel free to tell me, I need all the help I can get . I think that I have finished with most of the blocking out of shapes, now comes the fixing and defining heh . Hopefully I can start working on all the add ons today like scope and forward flashlight rail. This is definately a work