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Thread: [WIP] Gridlock (56k beware, 1920×1128 pics within)

  1. #111
    show up throw up Ganon's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by English Mobster View Post
    ...I can't believe I never thought of that.

    They aren't melting, although I am retexturing them for the 3rd time.
    Roads are meant to be level. Explosions cause craters and whatnot, not ugly unlevel geometry slop hth
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  2. #112
    left halo
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    ok im going to be perfectly honest here.
    1) the model is absolutely terrible.
    2) Texture placement is equally as bad
    3) Uvws are equally as bad

    Now if you need someone to show you how to model human and uvw and do various other things I will gladly help you out.
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  3. #113
    Senior Member teh lag's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by Ganon View Post
    Roads are meant to be level. Explosions cause craters and whatnot, not ugly unlevel geometry slop hth
    This is exactly what I said in the QCT. Your damage - especially on the ground - looks more like someone tried to fuck up the mesh rather than an explosion fucking up its surroundings. That isn't what damage looks like. We've been telling you this for ages now. If you can't execute damage well maybe you should go for a different look.
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  4. #114
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by teh lag View Post
    This is exactly what I said in the QCT. Your damage - especially on the ground - looks more like someone tried to fuck up the mesh rather than an explosion fucking up its surroundings. That isn't what damage looks like. We've been telling you this for ages now. If you can't execute damage well maybe you should go for a different look.
    .
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  5. #115
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    I've been trying to get rid of the damage, actually.

    ...And tbh, there never was any damage on the ground, just my shitty modeling, I guess.
    The road is perfectly level now, except for the short downhill section by Blue base (Mall area) and for the short uphill section by Red base (Hotel area).
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  6. #116
    Untruely Bannable~ Inferno's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Pics or fuck the shut up.
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  7. #117
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Give me ~1 hour to render.
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  8. #118
    got dam forumers.... SnaFuBAR's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Remodel and retexture. No matter how many times you try to give shitty geometry a facelift, it's still shitty geometry. I've tried to tell you nicely before but outright, this sucks, dude.
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  9. #119
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Gotcha. Sometimes telling me bluntly is what I need to hear.

    Going to be completely remodeling this damn thing.
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  10. #120
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    OK, I want to know what you guys think of my potential changelog for the remodel:
    REMOVED/ALTERED:

    • Streets will be 100% redone and reunwrapped.
    • The main red and blue "fire exit" entrance to the mall (the infantry route closest to each base) is going to be remade from a fire exit to instead a section of the Superintendent's data core from the ODST level "Data Hive". I feel this is probably the best way to cover up an otherwise bland hallway.
    • The area which someone on the last page felt was "too bland" is going to be remade into an exterior fire exit. This will allow people sneaking up on a sniper/turret gunner to be picked off more easily by a good team, as well as allow people climbing said fire exit to spot people shotgun camping on the fire escapes and pick them off before they climb the stairs.
    • Blue base (the former hotel area) is going to be remade, more extensively based off of the Firefight map "Crater" than it already was. The Hotel is going to go bye-bye.
    • Train station remodeled to match the one from H2's "Terminal".
    • Entire South side of the map (freeway side) going to be ripped out and replaced with a parking garage like the one in "Terminal".
    • Most of the shitty-looking wreckage is going to be removed; the exception being where Domain's Pelican crashed. Here, I will take steps to reduce the wreckage without fundamentally altering Domain's BSP, as being able to see Domain from Gridlock is part of the map's basic setting.

    SALVAGED:

    • Domain's BSP.
    • The Blue base "Escalator" area (mostly). Is going to be remodeled, but will retain the same shape.
    • The "park" I have by the hotel; this is part of the "Crater" remodel I was talking about earlier. Most buildings surrounding the area will be removed, however.
    • The "Grifball" court.
    • Mall interior going to keep the basic shape and function, although is going to be more akin to H2's "Ivory Tower" appearance-wise.

    To sum it up:


    Anyone have any objections?
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