Some of my work


IR
05-07-2004, 11:17 AM
hey guys i decided to pimp some of the work i did to show to a company/companies what i can do with the tools:

have a look here

bridge shot 1 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo1.jpg)

bridge shot 2 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo2.jpg)

bridge shot 3 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo3.jpg)

church shot 1 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo4.jpg)

church shot 2 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo5.jpg)

church shot 3 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo6.jpg)

house shot 1 (http://mapping.nuclear-dawn.net/arjanb/pictures/demo7.jpg)

all of this stuff is extremly high poly the bridge alone is over 12000 W_polies so this aint gona fly in hl1 but could very well work in hl2.. now isnt that inspiring :P

later

Ginger Lord
05-07-2004, 11:45 AM
I've been thinking about doing some of these too. Never got round to it though.

Howitzer
05-07-2004, 11:46 AM
Do you still work for iNvasion Works?

Anyway very impressive work especially with a 5 year old engine:cool:

Jello_Biafra
05-07-2004, 12:01 PM
Very nice, especially your use of textures on the church.

Neutrino
05-07-2004, 01:48 PM
WOW WOW WOW WOW WOW!

if only half-life could handle it

Gorbachev
05-07-2004, 02:19 PM
OMG teh r_speeds!!111 j00 n00b!!11



:D

Loser Pants
05-07-2004, 02:51 PM
Those Buttresses are awesome+!

Release date? lol!

Quakah
05-07-2004, 03:18 PM
Originally posted by Loser Pants
Release date? lol!

what are you going to do with a bridge that's alone 12000 wpoly? nice stuff tho

IR
05-07-2004, 03:43 PM
Originally posted by Quakah
what are you going to do with a bridge that's alone 12000 wpoly? nice stuff tho

hey guys i decided to pimp some of the work i did to show to a company/companies what i can do with the tools:
^^ ;)

it was never intended to work as a level in hl, it was all about showing my skills with the designtools

no howitzer im not with inw anymore got to busy and a few other personal reasons

here's a another shot from the bridge its high res as it was/is intended to show the detail


high res bridge shot (http://mapping.nuclear-dawn.net/arjanb/pictures/demo_h2.jpg)

TheNomad
05-07-2004, 03:47 PM
very nice stuff, remember to pick the very best of your work to show them.

So0pA Vil1AiN
05-07-2004, 03:50 PM
beautiful

Apu
05-07-2004, 04:00 PM
Nice stuff, you did the textures too?

IR
05-07-2004, 04:10 PM
a large chunk of them ..though the shutters,bricks and sidewalk base are by my good friend klein, and the road on the bridge is a touched up version of a road by blaz, but basically anything custom like all the beams, church deco and other stuff was done by me

Sly Assassin
05-07-2004, 07:21 PM
very dam nice :) so any timeline for release of those lovely looking textures? :p

Zyndrome
05-07-2004, 08:42 PM
If we only had DoD on the HL2-engine... ;)

DiGiTalySuICiDl
05-07-2004, 10:47 PM
IR.. you should take a night shot of the bridge.. I noticed lights on it, I think it would make a pretty sweet screen shot if you used the texture lights and maybe some spotlights and took a shot at night.. show more of your skill ya know?

Glidias
05-08-2004, 02:07 AM
There is always normal maps in HL2. I doubt you'll be using that much polies in HL2 anyway. However, i assume when you say 12000 polies, it means 12000 wpolies, and you know how bad HL1 can do splitting on those patches to create so much more extraneous polies.

However, i must say it looks fantastic.

If only HL1 had per poly lighting (and self-lighting) for .mdls, could perhaps play this on HL1 using an .mdl version that can manage the high polies...but doing it would spoil the lighting on HL1 due to the lack of the lighting type i described above. I'm sure these pieces of architecture must have pushed the RAD patches up to a large hefty amount!

Mr. Me
05-08-2004, 03:03 AM
both the textures and the brushwork are amazing, u got some more shots and the releasedate for thos textures which i so badly want :D

Quakah
05-08-2004, 03:15 AM
IR, how long did that to compile? :D

TheNomad
05-08-2004, 03:52 AM
i assumed they were all models, if thats the case then it would take no time at all to compile.

are they models, if so what program did u use to make them?

Ginger Lord
05-08-2004, 05:12 AM
They are not models.

Quakah
05-08-2004, 05:39 AM
you can see shadows so they are brush based

IR
05-08-2004, 10:02 AM
for the demo level i compiled all three items which took over 14 houres on full vis

jagd takes me 15 mins :P

thx for the response thus far :) i can release the bridge if you guys care to check it out ingame

Sly Assassin
05-08-2004, 11:15 PM
Originally posted by IR
for the demo level i compiled all three items which took over 14 houres on full vis

jagd takes me 15 mins :P

thx for the response thus far :) i can release the bridge if you guys care to check it out ingame

yup that sounds brilliant :) I'd like to check them out :)

Glidias
05-09-2004, 12:51 AM
http://mapping.nuclear-dawn.net/arjanb/pages/level_demo.htm

Actually it could be possible to have this level working in HL1 fairly well. Just remove all the intricate detail (especially below the bridge as no one sees it). Replace the non shadowy road areas (at both ends) with .mdls. Reduce and replace the intricate the upper beam intricate detail with .mdls but use NULL entity brushes with opaque entities ON so they cast shadows on the brush-based middle road surfaces below. And might as well crank up the VIS distance to an extremely high amount! Also, the railing details would have to be reduced. Then, hopefully, the map can work on HL1.

Quakah
05-09-2004, 02:21 AM
nah, I think the bridge is too big to work in hl1

TheNomad
05-09-2004, 05:52 AM
your portfolio is very nice, but i didnt know companies cared that much for experience in Hammer, unless it was valve or a mod dev. i probably wrong tho.

what company/s are u applying to?

Trini Lopez
05-09-2004, 08:31 AM
just add spawns at both ends of the bridge , drop 3 - 4 flags in a line ... and here you got a hell of a map!!:D :D :D

IR
05-09-2004, 08:50 AM
Originally posted by TheNomad
your portfolio is very nice, but i didnt know companies cared that much for experience in Hammer, unless it was valve or a mod dev. i probably wrong tho.

what company/s are u applying to?

published mod experience is a big plus .. and hammer is still the most used editor in the world ( in the comunity)
besides that i know radiant , unrealED and max aswell :)
once you master one editor fully its not that hard to switch between them .. well atleast for me :)

Apu
05-09-2004, 09:10 AM
Hm never heard of dod_levion, can you tell us more about it?

Mr. Me
05-09-2004, 09:48 AM
Originally posted by IR
thx for the response thus far :) i can release the bridge if you guys care to check it out ingame

that would be very nice.

Neutrino
05-09-2004, 10:04 AM
he already released it. go back to the glidias post

Gorbachev
05-09-2004, 02:26 PM
Sure you could modify the bridge to run well enough in HL1 but it's not really much of a level. It'd just be a bridge.

Silverghost
05-09-2004, 02:51 PM
this remind me of the scene contest some people did with the HL engine a couple years ago.

DiGiTalySuICiDl
05-09-2004, 02:56 PM
Yeah, that cs map thing? Where they had to make it as realistic as possible and all.. they had some pretty amazing work come out of that.

[4thR]HyPeR
05-09-2004, 05:26 PM
w0w13

TheNomad
05-10-2004, 05:17 AM
i still get about 25 fps, its playable :D

Im also hoping to work in the level designing part of the industry. all i know atm is Hammer. which one should i learn as the next step, radiant , unrealED, maya.....?

IR
05-10-2004, 05:35 AM
modeling .. hl2 uses more models then any game, and brushes are about 10 times more expensive , ive been told, learn modeling theres no escape .. besides that aditional skills are always good like texturing to make you stand out from the rest.. theres alot of Leveldesigners around and alot of very good leveldesigners .. be picky about your work and make sure you have enough to show.. 2 levels is not enough :)

swede
05-10-2004, 04:37 PM
hey man this is very SWEET any way this is for the current vertion of dod? first time iv seen the LONG brige but is there is more that are all dont please point me in that diration i lik ethe big brigres more then ther small ones but im not a mapper just a modeler :) and im thinking of making a map model but i dont know of what but any ways this looks KICK ASS man keep up the good work

swede
05-10-2004, 04:41 PM
forgot to say some thing LOL when u map and u go to put on the texturs on the walls and stuff is come from a .wad file right well is there any way to get in that wad to get the texturs and edit them then recomple it so the mappers can use the updated skins(texturs)??? cuz if u can please tell me how i would like to try skinning some brick and stuff for a buddy of mine that maps

BUT rember i dont know how the testure system works cuz im a modeler and skinner

DiGiTalySuICiDl
05-10-2004, 05:18 PM
Swede:

Use wally to get them out, edit in whatever and just save them as a 256 color bitmap.. then import them into a wad.. and your done.

swede
05-10-2004, 07:29 PM
hey can u give me a link to wally and do u import them into a wad file with wally?

Mortar
05-11-2004, 05:18 AM
IR i already told you it's outstanding :-)
i love it ;]

btw i know you were working for iNw but i dunno if you still work there... anyway it looks like a low poly version of your work there http://www.invasionworks.com/images/gl/outskirts-nimj_march29.jpg (taken from the mapping media pictures of GL).

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