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Picture Post & Commentry


Monitor57
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Popular Posts

Liberty City in GTA V!           http://imgur.com/a/nHGty

Lightmapping tests in old VC, anyone interested in mods like this?

waaat?

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haha awesome .How did you get the black edges?

 

I totally see a penis and balls when I look at that map lol. I mean, literally, the road layout. It looks shaped like genitals. Intentional gag? hilarious.

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haha awesome .How did you get the black edges?

 

I totally see a penis and balls when I look at that map lol. I mean, literally, the road layout. It looks shaped like genitals. Intentional gag? hilarious.

So true. I didnt see it xD

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The contrast between high- and low-poly parts in the landscape is too big. It looks ok, but it is very hard to give a good comment because there isn't much details to see. Got any close-ups of those bridges etc.?

 

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Some screens of the TC I'm part of. Notice that I'm not the one who modeled it all, I'm 'just' a member (well actually there are just two modelers (and a scripter), I'm doing the lots and some other stuff and the other one is designing the landscape). All Sketchup ph34r.gificon14.gif .

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  • 2 weeks later...
Thanks everyone for the nice comments :]

Yeah it looked noisy because it was rendered in an Multi Light Transport mode,

and it just keeps and keeps rendering and always reducing noise...

(don't have time enough to explain everything)

But meh.. here's a render that's been cooking for 16h

 

user posted image

 

EDIT:

Post pro in Lightroom 2.2

user posted image

 

Grats..

FoXy..

If I'd show this to my dad he would say it is a real photo.

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nice! will you make the steps into ramps with the collisions? These stairs have sort of an oriental look to them right now. Sort of monolithic too. icon14.gif

I really dfont know yet. I test my maps on a DX Engine before putting them in SA, to see how they look in a game. And there the colisions are outomatic. So im not sure how they would look like in SA.

 

edit:

Some progress on the Church:

user posted image

Edited by goin-god
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ok so i've been working on GTA:Carcer City for a while so time to release some teaser screenies

 

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oh and p.s i'm disregarding the Manhunt carcer city this is my city not a converted on tounge.gif

 

 

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Well, converting from manhunt is EASY! It's almost same like GTA SA, just for models is needed newest tools. If you'd convert, then i'd give to you some models what i've done from Manhunt. wink.gif

 

Edit: Oh, nearly forgot, USE TEXTURES FROM MANHUNT! Those which you use are damn ugly dontgetit.gif

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to clear any misunderstandings up

This is nothing to do with the Manhunt Carcer City this is a toatlly new mapy not a conversion, however the reaon for the name is it is mentioned on GTA3's radio and i went with that as the name before i new about manhunt

 

on a lighter note new bulding

 

user posted image

Edited by bammargera
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I'm not sure if what I am going to suggest will be correct and/or benificial, but those textures look very 'fuzzy' and so cleaner textures or mipmaps might help.

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@rawra,

thanks but its the screenshot that does it, i have a large monitor so when i save a screenie thats a good size to post it makes the textures this way. smile.gif

hmmm, il turn the screen res dwon for the next screenie/s i release

 

edit: didnt work but a bigger screnie does tounge.gif

 

user posted image

Edited by bammargera
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That looks awesome. What I meant by the ramps was after you export your DFF and you're about to export the col, you can delete all of the stairs in between full platforms and connect them with one bridged polygon (select the two edges in the gap -> bridge). Then, not only is your col considerably less poly, but then the camera doesn't shake around all crazy when running up them (look at original game for examples of this in action). Keep goin man, that mod is going to be cool.

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That looks awesome. What I meant by the ramps was after you export your DFF and you're about to export the col, you can delete all of the stairs in between full platforms and connect them with one bridged polygon (select the two edges in the gap -> bridge). Then, not only is your col considerably less poly, but then the camera doesn't shake around all crazy when running up them (look at original game for examples of this in action). Keep goin man, that mod is going to be cool.

Ah yeah, i got it. Sounds good, i will have to try to see which feels better. smile.gif

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Graveyard looks f*cking epic, got any updates (topic looks bit dead)?

 

user posted image

 

Used only the pen (no push-pull or other model-helpers (except for standard move-rotate-scale crap)). It is possible to model models with SketchUp which don't have bugs. Just use the pen only... Used this model as .dff and .col and no bugs. Model comes ingame in 4 different versions, which differ in colour-combinations (blue-white, white-blue, orange-black and black-white).

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  • 2 weeks later...

Scaling is fine colgate.gif its gonna be a leisure center when it's done with like 7 floors of gym, casino, swimmin etc..Still got bucket loads of detail to add but hey, here's a diffrent area i started..

 

user posted image

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Ah right.

Sorry, I didn't mean to come off as having a dig at you or whatnot xd

 

Looks good. Where is Sunset Isles being based?

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