The environment is finally finished minus some fine tuning clip to clip, but that's going to be among the last things in the process.
3-4 more clips to this whole first segment and then comes the interior part where the rest of this will take place.
Even though this is going at a snail's pace I'm really happy with how everything is shaping up. Personally my favorite map I've done so far. ᶜᵃⁿ ʸᵒᵘ ˢᵖᵒᵗ ᵗʰᵉ ᵈⁱᶜᵏ ᵍʳᵃᶠᶠⁱᵗⁱ?
2022-11-17 06:30:01 +0000 UTC
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Lots to do still on this intro but it's also getting closer to the final form.
Heavy anims need more polish especially that gun check. Map also needs some alterations in a few places. First shot left side feels too empty and heavy walk shot right side feels too busy rn. But! I'm incredibly happy with how the "kitted-out" CPs look.
2022-11-14 08:03:41 +0000 UTC
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The depression levels are off the charts and I love it. An interior map left to do and I can move on with the rest of the animation.
2022-11-13 01:47:09 +0000 UTC
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Took quite a bit of reference hunting in Sofia but I'm really happy with how this area's shaping up.
Managed to land a really wet and grimy look for the whole thing while I was playing with the environment lighting and It's infinitely better than the sunset I had planned originally. Ofc it's just low quality preview stuff for now.
2022-11-12 09:18:22 +0000 UTC
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Really happy with how this is coming along, just wish it did a bit faster. Lots of stuff in the 2nd half are really jank still, but the idea is there for everything.
Not entirely sold on the ass shot tho.. I'll sleep on that.
2022-11-09 11:30:55 +0000 UTC
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Did another redesign on the tires and I think I'm completely happy with this. Will most likely cake them in mud if I end up going this route. The footprints are a tad jank for now. I guess I'll have to look at some videos of people walking in mud.
2022-11-06 20:25:20 +0000 UTC
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Rough blockout of the next few clips.
Adjusted both the mesh and materials on the tires so they blend to the overall image much better now. I'll have to re-rig the suspension though to have some nice bounce as the heavy jumps down instead of the absolute catastrophe it is now.
2022-11-05 19:50:08 +0000 UTC
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Is this too much? The pattern is almost 1:1 to the original. I might just be too used to looking at that.
2022-11-02 20:07:35 +0000 UTC
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Cut timings apart I dare say this intro is turning out pretty well so far. Driver clip definitely needs some extending as it's too rapid now.
Will also attempt to create a custom mesh for the tires on the transport so I could have the detail on them out of geo instead of the normal map. They'll feature for a grand total of maybe 2 shots but they'll be glorious.
2022-10-31 22:13:59 +0000 UTC
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Lots of stuff are obviously WIP here save for the last clip which only needs a few adjustments.
Done a lot of small additions to the CP model including those zippers. The eyes now behave almost 1:1 as they did in HL2 as in they're mirror like and the overall geometry detail on them is more than doubled for those tasty closeups.
2022-10-30 00:43:45 +0000 UTC
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So apparently I can finally directly share videos from now on instead of having to link in an unlisted YT video or convert it to a GIF.
Very welcome change, though unfortunately it seems the quality is greatly compressed.
2022-10-28 19:52:55 +0000 UTC
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In preparation for the Heavy project. Alyxified CP armaments.
2022-10-27 11:41:02 +0000 UTC
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New video production is underway! Unsurprisingly this one's gonna serve as a sort of introductory to the new heavy unit.
I have quite a lot of commissions stacked on me yet again, and this video's scope is probably going to end up somewhere between Anti-Citizens and Protectors. As such I've no clue yet when I might be finished with this. Hopefully before the end of the year.
2022-10-25 04:30:18 +0000 UTC
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I’m looking for audio editors to create custom vocoder effects.
You can contact me via Twitter DM or email (preferably) blackout888@gmail.com
Details and test file to use in the link above.
Sharing this information will grant you 5 ration rewards.
2022-10-20 11:23:07 +0000 UTC
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I'm unreasonably happy to have this unreliable, prone-to-break-down, water-drips-in-during-rain, "that door's stuck use the back one!", piece of shit in Source 2.
I hope I got the right references for the Bulgarian paintjob.
2022-10-20 09:27:50 +0000 UTC
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Alrighty here it is. If you encounter any problems with the model do let me know!
Installation:
drop the models folder from the zip to: \steamapps\common\Half-Life Alyx\content\hlvr_addons\your addon's name
if successful, the models should come up in the asset browser if you search "parry". There will be some waiting time depending on your machine as Source 2 has to create the compiled files from the content files.
2022-10-18 02:05:24 +0000 UTC
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So I'm thinking on slapping early access to my steam workshop files into Tier III as well. Currently that extends to the Transition Period Heavy as he's all done I'm just holding off on release until I had some form of introductory video around him.
My question is if you'd be at all interested in content (loose) files for these?
To explain: What I upload to the workshop are the compiled files only, meaning there's no real way to edit them. And by giving access to content files y...
2022-10-16 01:09:51 +0000 UTC
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2022-10-12 16:54:36 +0000 UTC
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Apologies for the sparse updates again. A lot of commission work came up and frankly it's getting harder and harder to concentrate with the mental shit going on in the world.
The animation is about 70% done so whenever I'm done with commissions this shouldn't take long to wrap up. Thank you for your patience and stay safe folks.
2022-10-01 01:32:52 +0000 UTC
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2022-09-20 15:13:24 +0000 UTC
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Made some good progress with the snow. At this point the trees need a custom material and the ground could use some more detailing.
Been trying to make a custom material for the propaganda monitors that play their animations (you may know that it's impossible to play these in s2fm and instead just play their 1st frame on a loop) and let me tell you it's mildly infuriating so far, haha.
2022-09-19 20:40:16 +0000 UTC
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Been working on this little scene for a couple days now. Didn't think I'd be able to pull off the cold feeling as much as I managed. Least I hope it's getting there.
I'm making this panorama around something very specific that I don't wanna spoil yet. It only really works with sound and that's nowhere near finished.
2022-09-18 12:26:57 +0000 UTC
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True to myself I of course went back and redid a bunch of things on this guy. Some invaluable feedback from the Project 17 project lead went into the concept art-ish neck guard and arm protection.
Really love how this big guy turned out, and other than small fixes that might pop up I'm fairly certain this is the finished form.
Edit: TankNut I hope the shoulder size is still within acceptable boundaries.
2022-09-13 10:44:49 +0000 UTC
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Ended up swapping the huge shoulder plates to a slimmer one. I'd say this is distinguishable enough from the wallhammer and might even come across right away that my intention was an in-between of HLA and HL2
Only thing I'm unsure on is the CMB on the shoulders, but that's easy enough to swap out in the future.
2022-09-09 10:16:55 +0000 UTC
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Ended up trying out 2 more designs from the concept arts and while I'm really happy how they turned out they all feel a slight step down from the original. It's possible I'll use these in the future for some special unit or a pre-HLA unit but for now they're on the backburner.
On the other hand I've been messing around with the Wallhammer model to make a Transition Period Shotgunner and that seems to come along really nicely. Some kinks to work out with the mats, rig and other fun stuf...
2022-09-08 02:54:34 +0000 UTC
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The slit eye is pretty much ready for materials and the last one I'd like to make from the concept arts is that mouth cover version. Should be way easier than the fish helmet.
2022-09-05 18:14:38 +0000 UTC
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2022-09-02 00:35:20 +0000 UTC
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Materials almost done. I love how absolutely haunting the "expression" is on this helmet.
2022-09-01 17:32:40 +0000 UTC
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All new helmet progress for the transition period soldiers. Something I noticed while working on it is that if you remove the eyes the base shape more closely resembles the Elite helm than the regular.
2022-09-01 04:05:39 +0000 UTC
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2022-08-28 09:01:21 +0000 UTC
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