Some shader tests tweaking metal specularity, working with in shader overlays of AOs, etc... Trying to get as much use out of the base metals textures we have for The Dark Mod http://thedarkmod.com (beta 1.0 has been publically released and there are 4 missions to play if anyone likes Thiefy gameplay)…
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…
yeah you're right dude, did add some colour variation but then knocked saturation down again lol Aim will be to make the art direction more toy town-esque, inspired by your comments on msn Vahl :) as though the characters, enemies, etc are plastic/rubber/foam based :) may need to revisit the clothing to make these…
I think i don't have the proper updates or something... i think it has to do with that opengl mumbo jumbo and i still haven't read the how to about that :( I'll get there though! Hopefully this weekend. AE!!! Its been awhile man, we never talk anymore... I do however have rens to replace you... for now!!!! The steup itself…
Nice texturing Alec, and nice subtle lighting - when you say viewport shader - is this literally a screencap of the viewport? How do you hide the gizmos etc? @Swizzle - looks fantastic - one small thing was that since changing to the wooden floor, the dynamic has changed, perhaps keep the wooden floor, but make it round.…
butt_sahib: The textures are going to be 100% hand painted. JasonLavoie: Thanks! Acumen: I actually considered doing something like that with the legs of the stool, but it didn't seem like it'd look right. I may fiddle with them a little more, though. Got a little texturing done on this thing. It's still mostly base colors…
Really nice stuff, damien_b. really like the unclecreepy sculpt. the planet is cool too, hawken. the style is really cool. made this at lunch, putting in posters and things and testing out how assets look in-game. haven't had spare time to post till now. still some issues with some props (they weren't intended to be seen…
trevor87 - you should push your mats quite a bit more. Everything has an even sheen right now - tires, metal, umbrella, all read the same. Tighten up the spec on the metal, add some grime in the corners to the spec, etc. - more tris for the wheels - needs a food menu on the front w/ prices - some stains on the top surface…
Faaar from finished but posting to see if anyone has any major crits that need to be dealt with. Started out as just a doodle with zpsheres to get a better hang of them so its all pretty random in design. Really wish i could go back into zpshere mode and change alot of stuff (horns/tail etc) but ill just take it with me to…
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…