(06-25-2013, 04:39 AM)Kiandra Wrote: Yes, Robo, "buy" (I already told you what I thought of your screenshot on skype :p).
Oh hey, I have screenshots too! Not sure what to do with the corridor, but oh well.
If it's too dark, lemme know and I'll Photoshop it like a magazine cover!
Spoiler below!
I made a sphere in 3ds, be proud of me! Directions to a tutorial or two would be greatly appreciated
100% HPL2 - watermark added in Photoshop, no other changes made.
Custom assets are obviously not mine since I can't get a simple billboard to open in Photoshop. Regardless, upper half of the walls are from Through the Portal and the door is from When Life No Longer Existed. If you want me to get rid of the custom assets used, let me know, I don't bite
Oh, and the billboards look good from a few angles (yay) but only if you can't see the very end of them.
I know it's not really a "temple", but this is what I thought of. Definitely didn't get any inspiration from Tomb Raider... nope
It's a beauty there.. no complaints here but i only had a few brief moments to look over it.
(06-24-2013, 05:28 PM)Robosprog Wrote: A lot of work to do still, but a prototype of the room I am making:
Great use of assets. But I wonder how those blue billboards behave when you actually move around/get close to them. It seems to me that while they look great on a static screenshot they would seem unnatural in game.
Wow that's really nice Hardarm... love your take on it
Kiandra, look for beginners tutorials for 3ds Max on youtube, you can learn so much on there alone. Your environment looks great too, reminds me of Bioshock 2, which is always good!
You guys are all way too kind to me (I'm sorry for the awkwardness of me awkwardly trying to respond to all the comments :P)
(06-25-2013, 11:36 AM)BeeKayK Wrote: Kiandra, what's up with the light dust? How did you make it look so brilliant?
The really bright ones have an alpha of 5 :D apparently it works on particle systems and lights (and decals... I definitely just permanently borrowed Hardarm's trick).
fun fact: I found it's really easy to figure out if particles are clipping into walls by turning their alpha up to 50. It makes them really opaque
(This post was last modified: 06-25-2013, 09:18 PM by CarnivorousJelly.)
(06-25-2013, 09:17 PM)Kiandra Wrote: You guys are all way too kind to me (I'm sorry for the awkwardness of me awkwardly trying to respond to all the comments )
(06-25-2013, 11:36 AM)BeeKayK Wrote: Kiandra, what's up with the light dust? How did you make it look so brilliant?
The really bright ones have an alpha of 5 apparently it works on particle systems and lights (and decals... I definitely just permanently borrowed Hardarm's trick).
fun fact: I found it's really easy to figure out if particles are clipping into walls by turning their alpha up to 50. It makes them really opaque