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#1 (permalink) |
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New Artist
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Architectural Props for de_wanda (CSS)
![]() ![]() http://riviera.heaven.nexusirc.at/wa...op_02_wire.jpg wire overlay ![]() http://riviera.heaven.nexusirc.at/wa...om_prop_03.jpg full bright photo resources provided by thomas hess more ingamescreenshots of the map at: http://riviera.heaven.nexusirc.at/wa...p?section=/wip first post weeeeeeeeee Last edited by warby; 09-18-2006 at 08:48 AM. |
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#2 (permalink) |
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Industry Artist
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awesome props. when can we expect to see some newer map screenshots?
__________________
Henning Horstmann Freelance Environment Artist - available for contract work - New portfolio website! www.envart.com |
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#4 (permalink) |
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Game-Artist.net Admin
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That is very impressive man. congratulations!. Polycount looks rather high i think. Your map looks very nice on first sight. But, is it possible to show us a top view? Did you think of the choke points, player spawns, etc.
overall very nice work! |
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#7 (permalink) |
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Senior Artist
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The source map you are working on looks great man! Those are some nice assets, only the photo texturing ain't the best. You have modeled a lot of the parts from the second reference object which won't be seen as mesh detail because of planar mapping with a photograph. Futhermore I'd adjust the colors and contrast to make them fit the buildings used in your map.
I'll keep an eye on this thread, great work on the map so far!
__________________
The trick is to know when you're the latter, so you can become the former. Revolver |
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