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  1. !-fgdf-!

    HL1 Maps -> HL2 ?

    Yes it it possible - read faq on VERC http://collective.valve-erc.com/index.php?doc=1054706261-80130200
  2. !-fgdf-!

    mapping in 3dsmax

    yeah it works!! v2.2 is free and good enough to export "maxmade"map to hl1 hummer and then in future to hl2 hummer ( they said it's possible so ;) )
  3. !-fgdf-!

    mapping in 3dsmax

    wow - is it working?? Did someone test it??
  4. !-fgdf-!

    HL2 Mods Featured in PCFormat UK

    list them all !!! ;P
  5. !-fgdf-!

    Rivals:OCR G36C & AK 74 & MP5K & M3a1 and Walther PPK & Browning HP & TEC-9 & Colt P

    check hi res renders for "more details" !!
  6. !-fgdf-!

    Rivals:OCR G36C & AK 74 & MP5K & M3a1 and Walther PPK & Browning HP & TEC-9 & Colt P

    Hello Today I'd like to show you G36C & AK 74 & MP5K & M3a1 and Walther PPK & Browning HP & TEC-9 & Colt Python renders Enyoj!! and hires versions as well : http://www.thegamingelement.com/rivals/images/handguns1hires_01.jpg...
  7. !-fgdf-!

    Normal map testing

    I made my normal maps first making a low poly model and unwrapping it Next I smoothed it and after sculpture I generated bump-map and then converted it to normal (nvidia's plugin) So the model you see is less than 2900 tris when the hipoly version from which I created was about 45000
  8. !-fgdf-!

    Normal map testing

    Normal mapping rocks.Yeah here's my example .I hope that results in source engine will be similiar to what I achived in XSI without with
  9. !-fgdf-!

    Softimage XSI EXP for HL2 Shaders&Materials topic

    Great job men BIG Thanks (now I know where to fing get-> shader etc ;P ) and now looking forward to seeing shader programing tutorial;P -cheers
  10. !-fgdf-!

    Softimage XSI EXP for HL2 Shaders&Materials topic

    menus are different (f.e. tere's no such button as "get->material , get->shader etc) but it doesn't mater I'm learning EXP and all help is very needed Thanks in advance!
  11. !-fgdf-!

    Softimage XSI EXP for HL2 Shaders&Materials topic

    I saw all the documentation but it's dedicated to retail versions which is different from EXP (different layout some buttons/functions missing etc) If some one have tutorials how to create shaders or manage materials in EXP for HL2 I'd be most grateful
  12. !-fgdf-!

    Softimage XSI EXP for HL2 Shaders&Materials topic

    Ok Can someone explain me : - which type(s) of shader can I use in XSI's hl2 models (supposed to be DX pixel shader? or special hl2 shader type?) - how to create custom shaders materials etc... in EXP 'cos you know , layout of EXP isn't the same as retail versions so some buttons&functions...
  13. !-fgdf-!

    Normal map testing

    I can't see such an option in XSI EXP for HL2 :/
  14. !-fgdf-!

    Rivals OCR: PKM final

    ok here's hi-res version Cheers!
  15. !-fgdf-!

    Rivals OCR: PKM final

    ok where's my last attachments?? I'cant see them :borg: ayway check FINAL render (you're first i guess) It's 50% smaller than oroginal (due to attachment size limit :])
  16. !-fgdf-!

    minigun

    This is a Plasma-Minigun(TM)(R) Didn't you notice?? ;P
  17. !-fgdf-!

    Rivals OCR: PKM final

    OK i added normal/bump maps and tweaked base map (improve some details) check it:
  18. !-fgdf-!

    Rivals OCR: PKM final

    shines , specular & co are just temporary . When it's time to create proper *.mdl - shader I'll fix it all ;)
  19. !-fgdf-!

    Rivals OCR: PKM final

    ok chain is done + added bumps
  20. !-fgdf-!

    Rivals OCR: PKM final

    I working at ammo-chain currently (tell me If there is any other place where I can add details - every single bolt seems to be on its place) I will also add some noise and "bumps" on the texture
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