Dummeh, I'm constantly in awe of the game you're working on. Really looking forward to when you hit beta status with it. I'd love to get my hands on your sequence editor and use it to cook up some scripted sequences. (Machinima for the win!)
Looking forward to what you're cooking up Shep. When I first saw that little scene I got excited because I still have your other work (the bathhouse) lodged right into my head, so now I'm sitting here trying to figure out what you're going to do with this one... anything special? Or just for fun practice.
The dirt texture in those first two screenshots looks like it was taken directly from Team Fortress 2.
I'd suggest giving those rocks in the third screenshot a subtle gradient going from ground level up to the top. Make it darker and slightly more saturated towards the bottom, getting lighter towards the top and it'll make the rocks look a little less bland, I think.
Ajax, lookin really hot man. Absolutly love the style, only thing that strikes me as a little weird is the prominent shadow on the shack compared to the non existent tree shadows...
That looks awesome, Ajax. Really like the bold colours and style.
Been creating some additional props for, and lighting the astrometrics lab. Wanted to have it quite dark so that the holographic system really stands out. It still needs some generic props such as panels, cables, etc. but it's nearly done.
Was also working on more hallway variations (and trying out some suggestions for baking plugins for max) but got sidetracked playing skirmish on my game in 'horde' mode. Hopefully going to get the HUD wrapped up over the weekend and move onto some other skirmish modes.
The short answers is yes - I'll be releasing exporters for Max and hopefully Maya that let you export your own props/characters into the engine's story mode. The in-game editing systems will also let you drop props in your levels, define what they do, place characters, set the faction they belong to, what weapons/inventory they have, etc.
It'll also have a basic in-game character creation system (drag-drop preset heads/clothes/etc) so that anyone can make somewhat new characters for any missions they create.
Ajax: Dude I was checking out your site and I downloaded your album release, I really like it! I gave it a full listen-through and now I'm listening to it again It kinda reminds me of NiN, which is definitely a good thing. I recommend giving it a listen to anyone that hasn't heard it!
The dirt texture in those first two screenshots looks like it was taken directly from Team Fortress 2.
I'd suggest giving those rocks in the third screenshot a subtle gradient going from ground level up to the top. Make it darker and slightly more saturated towards the bottom, getting lighter towards the top and it'll make the rocks look a little less bland, I think.
Hah, you caught me (although it wasn't a rip or copy or anything). I was having super art block on the terrain and I totally checked out TF2 and tried to emulate what they were doing with the paint brush texture feel, hence why it looks so similar. If ya noticed that means I need to keep revising that until it doesn't strike such a similar comparison. Great idea on the rocks, I'm totally going to do that actually.
Ajax, lookin really hot man. Absolutly love the style, only thing that strikes me as a little weird is the prominent shadow on the shack compared to the non existent tree shadows...
Yeah, I agree. I have a really weird lighting setup for the render, with tons of exclusion setups and negative lights to cast shadows on certain things etc. I think I forgot to exclude that Shack, so it's probably casting shadows from one of the illumination only lights most likely.
Thanks for all the feedback dudes, I work in an art bubble (small company and I'm the only artist at the moment) so not having a lot of feedback lately. Need to post more.
Ajax: Dude I was checking out your site and I downloaded your album release, I really like it! I gave it a full listen-through and now I'm listening to it again It kinda reminds me of NiN, which is definitely a good thing. I recommend giving it a listen to anyone that hasn't heard it!
Thanks man, glad you liked it! I just mess around as a hobby really.
Just the other day I felt like doing something artistic... but couldn't bare to be in the dark dungeon of my basement, on a computer. So! I whipped out the ol' acrylics, found an unused canvas, an old but nice picture I took of a sunset, and got this:
(I think I made the contrast too high--the canvas underneath isn't as noticeable in the real version. oops :P)
In the end, this random painting made for a great Mother's Day present. That's the one good thing about being an artist--it makes for some cheap presents! lol
would also be cool to have this app project in the Y axis based off the alpha channel -- you could literally paint props and models in an image then have your app place them around your scene in X Y and Z respectively.
dummeh and slum: awesome work both of ya! Looking forward for more
Started to re-texture my models since there are some with the first saturated/happy textures still. So no more rated E i guess, hehe.
WIP of new texture for the shelves. There were a few issues with the UVs that are now fixed, no more orange-ish wood, more defined decorations since last ones looked smudged due to the UVs.
Next up: That pillar that was UVed on a different scene ^^;
That's a cool sketch, Jackwhat. Really like the design (are those flowers on it's head?).
Toadman rocks too, Supa. That's some nice detail.
Taking a break from hallways (rethinking how the engine handles rooms a little - maybe some way of having it intelligently pick modular pieces depending on how many doorways a person wants, rather than pushing 6 different rooms in their face).
I've been laying out and lighting the captain's quarters. Here it is in-game in its current state:
Needs some personal things around the place like family pics, space-travel-souvineers, etc. but it's getting there. Props are by various peoples (corv, dekard, dolemite, myself). Oh, and the random looking green box is the Captain's health-bar (before anyone asks ).
Replies
My accessories on the back aren't textured yet.
Color balancing still off though.
I'd suggest giving those rocks in the third screenshot a subtle gradient going from ground level up to the top. Make it darker and slightly more saturated towards the bottom, getting lighter towards the top and it'll make the rocks look a little less bland, I think.
Looks good!
But the folds in the bandana are very dark and a little weird.
for this: http://www.zbrushcentral.com/zbc/showthread.php?p=565714#post565714
(fur is completely mouse painted (NO PUN INTENDED))
i could work those seams out by making some shell mesh, with different not-seamed uvs, then paint fur on them, and bake 'em to the skin.
Been creating some additional props for, and lighting the astrometrics lab. Wanted to have it quite dark so that the holographic system really stands out. It still needs some generic props such as panels, cables, etc. but it's nearly done.
Was also working on more hallway variations (and trying out some suggestions for baking plugins for max) but got sidetracked playing skirmish on my game in 'horde' mode. Hopefully going to get the HUD wrapped up over the weekend and move onto some other skirmish modes.
[ame]http://www.youtube.com/watch?v=ZCUfQ6IBJRs&fmt=22[/ame]
Will it be possible for the user to create his own props and player/enemy models?
It'll also have a basic in-game character creation system (drag-drop preset heads/clothes/etc) so that anyone can make somewhat new characters for any missions they create.
Ajax: Dude I was checking out your site and I downloaded your album release, I really like it! I gave it a full listen-through and now I'm listening to it again It kinda reminds me of NiN, which is definitely a good thing. I recommend giving it a listen to anyone that hasn't heard it!
Hah, you caught me (although it wasn't a rip or copy or anything). I was having super art block on the terrain and I totally checked out TF2 and tried to emulate what they were doing with the paint brush texture feel, hence why it looks so similar. If ya noticed that means I need to keep revising that until it doesn't strike such a similar comparison. Great idea on the rocks, I'm totally going to do that actually.
Yeah, I agree. I have a really weird lighting setup for the render, with tons of exclusion setups and negative lights to cast shadows on certain things etc. I think I forgot to exclude that Shack, so it's probably casting shadows from one of the illumination only lights most likely.
Thanks for all the feedback dudes, I work in an art bubble (small company and I'm the only artist at the moment) so not having a lot of feedback lately. Need to post more.
Thanks man, glad you liked it! I just mess around as a hobby really.
I presume you baked some Ao in to the texture , but it makes it look a bit grey.
My solution to this is to rebake the diffuse with around 75 self illumination and overlay tbis around 50 percent on the original difuse
I hate AO with a passion
we need more art!!
**will include a shot of my sniper project in an hour or so,
(I think I made the contrast too high--the canvas underneath isn't as noticeable in the real version. oops :P)
In the end, this random painting made for a great Mother's Day present. That's the one good thing about being an artist--it makes for some cheap presents! lol
so I got thinking, how it would be cool to be able to use photoshop as a 3d tile-map editor (like in oldschool RPG's and stuff).
It reads the tile map, and a 4x1 index map and assigns tiles their corresponding tileset material.
Next up, I'm going to have it drop in actual prop models instead of just textured tiles.
commander_keen, raptur3: cool, thats what I had planned on doing
Making more variations of hallways/doorways. More and more and more and more and more
Next time... I am just saying no to baked maps and am going with real time lighting
CRIT and COMMENTS welcome.
little gentlemen sludge zombie im doing
Started to re-texture my models since there are some with the first saturated/happy textures still. So no more rated E i guess, hehe.
WIP of new texture for the shelves. There were a few issues with the UVs that are now fixed, no more orange-ish wood, more defined decorations since last ones looked smudged due to the UVs.
Next up: That pillar that was UVed on a different scene ^^;
Really like this! Looks liek one cool game you're making! Good luck
Quickish doodle, needs more interesting things going on with it but i cant think what yet.
seforin, is that noble version of "BIG FAT GREEN KILLA!!!"?)
Toadman!
Toadman rocks too, Supa. That's some nice detail.
Taking a break from hallways (rethinking how the engine handles rooms a little - maybe some way of having it intelligently pick modular pieces depending on how many doorways a person wants, rather than pushing 6 different rooms in their face).
I've been laying out and lighting the captain's quarters. Here it is in-game in its current state:
Needs some personal things around the place like family pics, space-travel-souvineers, etc. but it's getting there. Props are by various peoples (corv, dekard, dolemite, myself). Oh, and the random looking green box is the Captain's health-bar (before anyone asks ).
Was actually pretty quick to whip up some crew quarter variations from those assets too
still working on spec... sleepz now.