Hungarian production designer.
Those moves man!
I see. Arma needs procedural maps beyond the actual map. Joking. :) Have a nice week Goat!
Another quick idea for the peninsula-argument. What if the water underwashed the whole structure of the furthermost west cirlce? So you could place it diagonally, thus from the second to left circle the road would slope downwards into scenic ruins.
So this method would spare several meters for you in horizontally. Moreover you don't need the remove the east circle, however you basically got rid of the west counterpart. And it even makes an interesting landmark for mission makers. We are talking about an abandoned city, right? :) I understand the hills would be still a bit of a problem. But now the production designer, and the dilettante mapper speaks from me as I have never built anything in Arma 3
Can you walk on the top of the middle tower? I can't really tell, but it seems as you could see beyond the west hills as you were standing atop the tower. So you could see "the vast feauterless meadows".
I see, thank you!
1st.: Even if you would delete the far left circle, you should leave the right outermost, you'd still have the cross-layout.
2nd.: Sounds good, but what if you create a beach on that left side as well? As if this map were a peninsula.
Here is a quick sketch using your image. The white lines at the coast could be cliffs, Like here:
I rush to add, I love the crater-like deformation of the surface, and I am pretty sure the shape is important for the lore. And the islands are looking great too!
Looking good! My man! Youtube.com
By the way the far left circle is pretty much at the edge of the map. How much space is there between? Seemingly that circle will be richly detailed as the others, however it's placement that close to the edge will determine the possibilities of the mission-makers. Especially if they want to use flying units. What do you think? You probably had these conversations with others, sorry if I force you to keep repeat yourself.
Haha, you know what would I choose. :) By the way, I really welcome this cutaway designs. Although I am not a manga or anime fan, the japanese mechanical designs came to my mind, like Shoji Kawamori's, or Kimitoshi Yamane's works. It is Always good to observ the complex mechanical operations, and the scene where your mech got pieced together, was fascinating. Oh I wanted to show you, regarding an old conversation we had on sound effects. An F22's takeoff. Not only the sound is interesting, but the hatches and the steams are also a nice "touch" Youtu.be
Now that is a must have! Bravo!
Thank you for this article Goat!
Good to see and hear from you Rob! Best wishes from your mate.
I don't know much about this project of yours, but the design looks very good. One thing though: as far as I know, such dress uniform designs from the late 19th century don't share breast pockets.
Reminds me the famous Star Wars cutaway pictures. But this one is moving! Bloody well done.
You are right. In that way it was sure better to inspect the movement.
WOW man, My hat is already on the ground, I can't tip it much more.
Glad to hear from you! I wish you the best!
Good motion with accurate and thoughtful reload animation, but this fella takes his time. For a combat situation I think it's a bit slow. Youtu.be
Good to hear from you Silver! Thank you for this enhancement! Fantastic.
Do you plan to allow weapons to get stuck in human bodies, skulls, or armour?
That would be wicked cool!
"All systems nominal."
Thank you for the information, and yes I am interested in the story!
I feel like these 3d models are more like dioramas. How do you inted to implement these in the game?
2. You know, if you buy the soundtrack, you don't buy the copyright with it. You must ask permison from the right holder.
I have been paying attention to your optical camouflage work, but seeing this in motion has the best effect, I must admit. Although, I think you might went over the line here, this OpticCamouflage is very powerful! haha :) That is total invisibility! Like in the movie Ghost in the shell. Nice work Goat! Can rain expose the location of the wearer?
Let them come! The updates, I mean. :) Elegant, great work guys!
These buildings are great! Real Warcaft vibe is coming from them.
Where are you from? Also, how old is this project?
Fantastic work Rob! This is magnificent! I could say the pacing of the editing was not perfect, but still I was amused.
If I may, the total blackness of the pit a bit strange at the Beastiary. Like some texture is mising... But other than that, even that building is super!