Depot, under construction

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Bloody hell this is realy impressive, Im totaly hooked as to what its going to look like .:)

Kepp up the good work Clarky
 
thanks gooch, I got more.. done the rocks, and fiddled a bit, still alot more fiddling to do, ;)
 
That's really cool the way we see the progess from a simple white structure to a (almost) fully textured and detailed model. Good work.
 
thanks, yup I prefer doing it this way, so I can fully share it with the community, hopefully giving insight to other people who make models or who would like too, plus we all Love HL2 :)
 
Wow it's coming along very good! Can't wait to see how it looks when finnished.
 
You should send the final picture to Valve and see if they will send you a t-shirt or something in return (ask for a free copy of HL2... then fall back to the t-shirt if they turn down your request).
 
i like it.

i wouldnt ask for a t-shirt tho. they will give u a voucher so u can download ur t-shirt off of steam. :D.
 
yea i did ment the depot shot, and you've already started skinning it, so that awnsers my question, good job :)
 
latest update, ill be spending a while on the rest of building textures, so expect a post much later, (I want the two buildings to be really detailed :).. :bounce: I think I might try for a voucher which could get me a discount on HL2, i doubt ill get a free copy.. lol)
 
It looks like lesbian sex!~
Very cool scene Clarky :D~
 
Wow! thats better then the concept art imho :) you should get a job at valve!
 
clarky, do not listen to Maxi :D Work for the Gang War team :cool:
But you are really skilled, and it does look better then the concept art ;)
/droooooooooooooooooooooooooooooooools
 
st0lve said:
clarky, do not listen to Maxi :D Work for the Gang War team :cool:
But you are really skilled, and it does look better then the concept art ;)
/droooooooooooooooooooooooooooooooools
Don't be so pushy st0lve. j/k :)
 
lol, ive only just started getting the image together, ive added a fair bit now , and managed to get the rocks how i want them, and Ive gone for a stronger tone of light, more of a midday searing heat, rather than a late afternoon appearance, ( I have to be a little bit origional :p ), lol, the chain isnt attached to the ground at the moment, lol, but im experimenting with the lighting at the moment, some atmospheric fade effect, (fog) will go in later :)
 
Still need to add the rock in the background and the train :)
 
thats pretty much all down to the lighting that made it change so much, from the last picture I posted, I wont forget the train, and as for the background im basing the model on the alternative concept art picture which valve realeased, like the other one I posted except a different background, (dont know why valve released two seperate images with different background, and a slightly different rock layout.. I'll find the pic and post it if you cant find it.. if anyone would like to see it.)

Edit: found it :)
 

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looking great, keep it up clarky. replicating scenes can be a pain *cough* jail *cough*
 
heres a decision I want you guys to help me with before I go on to finish texturing.

just say which you think is the best in general Lighting (appearance, prefered)

image 5a or 5b?
 

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the first looks a lot better. the colors seem fine to me and u can appreciate the attention to detail in the model with that lighting.

i vote for number 1
 
number 1.

I'm sure you arne't going for exact, since that's damn near impossible, but if you are trying to match up the geometry pretty close, here are a few crits ( which could be way off possibly, im really tired ) Mainly I just merged 2 pics together to show you areas of mismatched objects and what not, goodnight. :) good luck.
 
I'm not really sure witch is the best, they are both nice!
 
I like the second one. THought the first one has the same lighting effects somewhat.
 
i like both peaces of work Clarky but if you want our opinion ill go for b it looks realy cool :)

Keep up the goo work m8
 
i don't really know what to say, i think HL2 will be a pretty dark game, i kinda liked A :)
oh well, i'm sure it will own when it's complete (the render of clarky) he did it so good till this point.. he will keep doing it great till the finish :)
 
Clarky,

What's happening? You still working on this? Great work. :thumbs:
 
Yeah have you done anything new since the last update? I wanna see it complete :D
 
:D Sorry this wasnt posted sooner, ive been away, and doing other stuff, busy busy, etc etc.. heres the final pic, and to answer anyones queries, its my interpretation, not an exact copy. (otherwise id be working for valve). lol .. ;)

sorry about the loss of detail on the image, alot has been lost due to the 100kb Jpeg limit. :( but here you go anyway, i renderd it without anti aliasing for that game look. lol, p.s it renders slightly faster , 14 minutes , compared to 20 with antialiasing on. :( , :)
 

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Texturing looks a bit rough, but theres always time to work on it, the modeling is pretty good, I just really like the concept.

I am also stunned at how you are using GI(I assume?) and not have it look like a toy. I use mental ray rendering in XSI and whenever I use GI, especially on buildings, it turns out to look small and toyish; I'm curious if you set up anything different with camera properties to make it feel "life sized"?

Oh, and just a note, while it probably doesn't matter, the rocks look like they have a bump map on it, or at least a fake one, anyway, the texture is really fine in detail and if you were to use camera motion in a video there is a good chance it would "crawl" meaning you'd get some weird video effect on it similiar to a moire effect.
 
it is GI lighting and is configured to reflect the a real lit enviroment using no backlights, the object multiplier is increased for light bounce and refraction onto other surfaces. The Tracers are quite complex and it takes a while to render, but it is the camera that produces the life sized effect being positioned looking up and the field of view is increased , increasing the 'far away' look, and the scale of texturing (which by the way probably looks rough because of the optimized jpeg image, they are infact highly detailed. as the image was origionally 2.3 Meg now compressed to just under 100kb) also adds to the illusion.The rocks are bump mapped, depending on the method you use to animate and the quality of render and compression into a .flc ."crawl" will not occur unless i am careless enough to set the animation properties incorrectly ,such as colour depth in a configuration that allows it to occur, depending on the smoothness of framerate and rendered level of detail aswell. :thumbs: ,(just incase anyones atall confused, its done in 3DSmax)
 
That looks absolutely spanking-fantastic, you SHOULD work for valve :D
 
Looks very nice, but the picture is very blury :\
btw. done anything on that GW guy? :O
 
stOlve ive got to be honest with you, i really need more material , detailed pictures etc. to develop exactley what you want, ive had a look around, because its games workshop right? and found limited material. close up picks are needed. then i can make a start. I'll do the one guy and you can make your decision from there. :)
 
I'll see what I can get, I got some models at home, but not a camera... I'll prolly get to borrow one, so that I can take some pictures for you ;)

Keep up the good work!
 
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