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I did some proper lighting and added one panel to the floor, I added some lightsticks to make the dirt decals more visible.

Aliens will come from both vents in the ground obviously. There’s still a lot of HDR/bloom but I’ll fix that later. (not all lights in-game are on, the one on the top right is flickering)


but doing that with, you know, not paint nor sleep deprived.
stuffs p.cool but i see this feather line shit in everything you do, it makes stuff hard to read at places. you could also try no linework, your rendering is exploding knees

You are correct and I thank you for your dedication to helping me improve. I’ll be working on fixing that.

Here is something quick with no lines. First I slapped up a silhouette with a giant brush and then painted all over it.

Still messy in some places I didn’t erase.

awsm DOOMGUY

Now that’s what I’m talking about! Awesome job

I do this a lot

HDR/Bloom isn’t the problem, the problem with the lights is their attenuation values. AS uses lights with mostly pure constant values to avoid the ‘hot spots’ on walls and other surfaces and to light entire rooms with few light sources; the only lights that have a shallower falloff are the flares/glowsticks which are normal lights with maximum ranges set. You can create a mix of constant/linear/quadratic attenuation to get varying degrees of ‘bloom’ on surfaces, but most of the spot light sources have their constant value set somewhere between 250000 and 500000 and their quadratic value set to 1.

The flipside to this is that sharper shadows can get washed out by a very bright light with a very high constant value; sometimes it’s best to play around with the settings to find a mix that looks visually pleasing.

more on light falloff in Source



Alright thanks for the info, I’ve only just started to experiment with the lighting in Source.

Well I actually think that his drawings look better with his crazy liney style.

a lot of times i feel like critiquing Ramirezoid’s artwork, because it’s obviously far from perfect, but every time i start to compose a response i think about how his work has an original style, which is incredibly rare, and his enjoyment of producing it is apparent from the artwork, so why bother fucking with that even if it would result in a “technically” more polished image? I don’t care to.

I was thinking the same thing. The crazy liney shit adds to the style, as long as it isn’t overdone.

Then give constructive criticism. Give it in a constructive manner, and a decent artist should use it constructively.

That UNTALENTED HACK!!! shakes BOTH FISTS

Oh yea and Opposing Force Hard Mode episode 2

These honestly don’t really seem to be crowd pleasers, though, so I may be wrapping up the thread soon.

What the fuck are you talking about.

Other thread, other forum.

…OTHER M!!!

redacted

I like the artstyle of Ramirezoid as it is. It actually adds to the way he draws characters. Straight, clean lines with perfect coloring wouldn’t fit the way he visualizes characters…

Very much so.

But it would be interesting to see, regardless

yeah, you’d know since you’re connected to him in a hivemind
its not really ‘a style’ when it stems from something you’re not good at
speaking of not being good at things, i made a model! fuck uv wrapping that shit is terrible. also including a texture made in 2 minutes.

blender is fucking stupid and wont let me render things so have some of yeah
i should work on the head a lil bit

the first thing you need to do is put it in sculpt mode and add like a billion polygons (make the ears cubes instead of planes first), and then use the viewport paint mode to paint the texture on it. are you using 2.5?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.