Blocktastic.
dat left side
Less blocktastic than door’s, which means better.
I remember when you first posted that. It’s coming along great. That custom door fits in nicely.
Yep. Blocktastic concrete building is blocktastic.
That’s looking really good.
https://immortalnobody.deviantart.com/art/Immortal-Nobody-160693476?q=&qo=
Commence ridicule. xD
Full view is a must.
smush
face
I remember when I couldn’t model at all and did everything with brushes, one nightmare I will not forget.
Day-yam that is some epic brush work!
sexay
Must’ve had fun texturing that.
Holy shit give me your babies now!
Only textured one room, the rest has dev textures. It doesn’t matter though, I texture brushes faster than the speed of light.
btw those pictures are not from Source, that’s made using the Call of Duty engine, laughable compared to Source.
:awesome:
10 mins
The good lighting in the first one gave that away.
[color=black]Yes I’m being overly harsh.
Anyway, interior!
And exterior:
Source Engine can’t handle polygon detail. If you look at the screenshots there are always big plane surfaces. The screenshots of Jean show a very good example how a detailed map looks like. You would need AGES to make that with the source engine. I know that because it took me more than a week for that damn halo room and it has still less detail than Jeans map.
Seriously, Hammer brushes are so fucking annoying.
Maybe because fine detail isn’t meant to be built from brushes at all? Doing something like that in Source is like trying to make a map entirely out of BSP in Unreal; you’re trying to do something you’re not supposed to do and it suffers as a result. Making maps that rely heavily on detailed brush geometry like that in Source is very rough because you’ll either hit the max brush/brushsides limit, get tjunc fixup problems, or have to suffer excruciating vvis times (or a combination of those)
The engine can handle tons of polygon detail on meshes just fine…







