Hi, I'm a composer and 3D artist. Additional skills include intermediate programming (primarily Python) and web design. I rarely check this profile so it's probably best to contact me by the listed email.
Also, these look nice.
I use Skype! I got tired of having both Skype and Pidgin open :D
I did, I put a crate in there before this :D That, and a wooden sphere!
Wow, your stuff looks really good. It's cool that you explained the process of making your textures and where you got them from.
Glad you like it ;) Hopefully I can do another more substantial release soon.
Looks nice, I'm glad someone's had a play with it! Hopefully once I create a new top of the tower and change out a few things for newer counterparts it'll look even better.
You are part of the Rebel Alliance and a TRAITOR.
Thanks. Hopefully it could link to the current mod one day somehow.
Yes, they're supposed to be roughly cut ;)
From the reading I've done polygons seem to matter a little less than is popularly believed. Poly count, of course, still matters and optimizing a model so as not to waste any faces is always prudent. I noticed some flat surfaces of vanilla FO3 content are divided up into more faces than necessary to allow for vertex colouring.
More recently I've become just as concerned with optimizing my textures and making sure not to use more than one set of textures per object if possible, squeezing the most detail into one map, etc.
They modelled it, but each floor is separate in the original game. They didn't actually connect like these do. The upper floors of the tower (60-69) would go progressively further in one direction (right in this image) if you were to make them as in FF7. This is because the top of each staircase on any given floor reaches the next floor on the far right, while the preceding staircase ends on the far left. This would be normal if the staircases alternated directions, but they always go from left to right, giving them an 'overbite' to the right.
I don't know if I explained that very clearly, but if you Google shots of the floors and try to figure out how they connect you'll probably be able to see how that'd cause a problem. The tower has a lot of little idiosyncrasies like this. Sorry for the big comment, I spent a lot of time thinking about it :D
It'd look even better if I could fix the issue I'm having with trying to make the floor reflective... :( But, on the bright side, there will be chairs for sure :D
This is great. When I look at the concept art and listen to this the two mix really well. Makes me feel inspired to write some music! Very atmospheric, good job :)
I agree, a good composition should be able to stand by itself ;) I really like this tune, it reminds me of bank robbers :D
I might try doing one with Judgement Day but I'm having trouble thinking of a good arrangement. I'd also like to do a big original orchestral piece sometime too.
The President's desk needs a big red button on it.
You could make the next floor down and connect it to that ;) Then make the floor below that and connect that. And then...
Mine is made from the tears of virgins.
I like the bass line at the start. I don't know why, but it makes me picture James Brown dancing (which is a good thing... I think).
:D It may or may not be made longer! (ohhhh double tease!)
I like this one ;) Makes me want to make something low key and laid back like this.
Actually I did try that, I thought it'd sound really good... but it didn't sound as good as the piano (in my opinion!). I'll send you an alternative version with a harpsichord, it's easy to do ;)
Hmm, maybe I should play it! Or...
Just get the soundtrack :D
That doorway/pillars/arch looks very nice. Makes me want to model something :-/
I don't need your useless internet transmission!
Happy! Would you say that you feel gay? I had a really gay time making it... Maybe we could have a gay time listening to it together! One, two, three - press play now! Ohhhh yeah, that's pretty gay. I'm starting to feel real gay now. Don't forget to double-click pause/play quickly to simulate my slow internet connection! Yes, it is rather annoying that it makes the music jerky, but I guess being jerked around is just part of being gay!
You're right, it doesn't look like any of the 5 polygon characters! :-|
I think the point is that it's concept art ;)
What's up with Gandalf's finger? It looks painful.
All looks good though ;)
I don't remember saying that :D This is slander! You should name the game 'Infinite Pumpkin'
I've been called a rabbit for two other reasons than that. Elaborate? No, I won't!
Firstly, did you even read what I said? "PS1 FF7's Midgar wasn't huge". I didn't say anything about what it felt like or what the developers would have done had they had access to better technology. It's a fact that Midgar in FF7 wasn't huge. I fail to see how a tech demo made 8 years later is even relevant to this discussion.
Also, what the characters SAID and what Midgar WAS aren't necessarily the same. Besides, I think the original Midgar Plate, as seen from the Sector 7 slums looks higher than 50m. That's half a football field. But I'm talking about how it appeared, not how it was supposed to. You've completely ignored the context of my comment, which was a reply to RMoT. Congratulations on invalidating your own argument.
I was developing for this mod. I did a LOT of research. I know about the scale mentions on the train trip. If you read what industrialpolygons said in the first news release 'So, how large will Midgar be?' you'll see how the scale was worked out. You could also download the released mod and look for yourself.
It took me a while to figure out who you were! Welcome to moddb ;)
Hahahaha the main theme of this piece used to be a metal riff on guitar that I wrote :D Purely coincidental ;) When I steal you'll know it! I counted less than a second of similarity :D
Aha! My dad loves motorcycles also and he was gonna get a Royal Enfield. He ended up getting a Triumph Bonneville though.
Anyway :D Nice model ;)
Wow, I really like your art you have here. I particularly liked 'A Beautiful Morning in Sunrise City'.
This version is a little old; there's a chord transition in there that doesn't sound quite right which I've since fixed.
But yeah, it's a bit of an anti-climax at the moment :D I'm planning on including it as part of a bigger piece after I've finished Jitter Jatter.
Reminds me of The Mysterious Geographic Adventures of Jasper Morello ;)
I love diesel/steampunk.
Look busy, I'm watching you now!
It's a daaaaaaaaannce floooooorrrr!
As industrialpolygons said, the PS1 FF7's Midgar wasn't huge. You can count how many buildings each sector can fit abreast on your fingers from the opening FMV. That's like 10 buildings. That'd mean Midgar is roughly nine city blocks in the FMV :D
Anyway, since things keep being asked:
-The mod was for Fallout 3
-There was going to be a demo of just one area developed (part of Sector 8)
-Cloud was no longer the player character, rather you made your own
-Other than that, the mission statement remained the same
-Lastly, the reason there are no updates is because development has completely ceased as of January this year
If someone else wishes to continue the project, I'd be willing to donate the models, textures, music, etc that I made. Most things have been released here: Fallout3nexus.com
WHAT DID YOU CALL ME?!
That train has improved a lot! The rungs on the side are perhaps a bit too big? I know mine were... They -seemed- alright, but when I stood next to them in game they were gigantic :D
All the textures (except the glow-y lights) I stole from Mr Industrial Polygons!
Ahahaha! Did you chop my tunnel into little bits? :D Actually... I'm not even sure I made that :S
This is my favourite so far. Some peoples drawings look good but lack emotion; that's certainly not the case here.
Thanks everyone :) Maybe I should expand it...!
It's a harpsichord, actually! The medieval banjo, with keys!
Isn't it just the vanilla textures...?
Well, at least they closed the door on the way out... for some reason...
Don't think to hard about it.
I've actually never played it :-( Someone I was working with said they'd like the project to use that sort of art, so I used some art they linked me to as a reference and tried recreating it.
After that project fell through I decided to only do paid work for others and develop my own ideas on the side.
It's not for anything. I was gonna make a blueprint of something but then got bored with the tutorial and made something totally different :D
So many curves!
This is pretty good for early music. Better than some of the atrocious things from my past :D
Unfortunately, Freestyle doesn't :D It won't render the line art at higher resolutions, which is lame...
Thanks. The top part was surprisingly hard to make D-:
Thanks, glad you like it.
Apparently Palmer can't afford any more of that "lard" he was so fond of.
Way to compliment the one thing I didn't make :D
*one month later*
I dunno... I think it was just Photoshop filters XD The painting part is from an image I got off the net though.
Brum brum! Wait, I mean, choo choo!
I see what you did there!
This looks great.
Take a screenshot on you computer, don't take photos of the monitor. You'll get clearer pictures and it'll look much better.
They practised for months to get it right.
Yep, that's the conclusion I came to after testing. The rather unsubtle usage here isn't how I'd actually employ it, haha.
Thanks :) I've been thinking recently of doing a recruitment drive on moddb to get another dev to help speed up production.
Yes, the surface they're on is flat, the model is just a six-sided rectangular prism.
Thanks, I'm glad you like it so far.
It's in game :) This shot isn't quite up to date; some textures are a little more detailed than this shot shows as you can see with the wall texture in the first link in the description.
There is no low poly version of the Shinra Building. I'm going for something in between high and low poly with normal and possibly displacement maps. The model in this image is about 45,000 polys. The Midgar model you currently see in the mod (outside the windows) actually has a higher polycount which is mostly due to the buildings on the plate. I'm pretty confident a way can be found to model all of Midgar with a 50,000 - 60,000 poly budget ;)
Also, the model of Midgar you see out the window will have things removed such as the central column, parts of the Shinra Building and generally anything out of view. I might export the plates separately and only include them in cells where you can actually see them. The most demanding area on performance will probably be 69/70... since they're joined in an open manner rather than by doors, plus the open air balcony allows you to see ALL of Midgar basically.
floor -61- !!! It was actually surprisingly hard to fit both carriages on there :D
Oh I see. Yeah, that video is from when I was first working on 59. The door doesn't do that any more.
The door at 01:00? Do you mean the emergency exit door? That doesn't open - it teleports you to the stairwell cell or, if you're in the stairwell cell, to floor 59. I'm not aware of any doors going over the walls...
As for animations, I'd love to make new ones for everything! But, as Neomonkeus said it's pretty unlikely at least for the foreseeable future. I do plan on learning to animate at some stage though. But since it's currently only me I really want to prioritize finishing off the existing areas ;) I agree though - some of Fallout's animations aren't to my taste. SMG shooting with one hand... what were they thinking! :P
Haha :D I thought someone would - we cater for idiots too ;)
Once upon a time recreating the whole of Midgar (as a free roaming, playable area) was our goal. That's simply too ambitious, which is why we're making Shinra tower. But that doesn't necessarily mean you'll never be able to visit the plates if things go really well with development ;)
Wow, this looks really sweet.
Midgar is a blight upon the planet :D
Damn, you opening and closing that door gets real annoying :D
What are you running, Win95?!
I may be on bathroom duty... but uh,
Well. It's gonna be a really good bathroom.
P.S. : fix the doors :D
Where's my monitor, that's what *I* want to know. :D It needs the vent thingys on the floor! It'd look cool with spec maps too :O Up to you :D
Hey, welcome to moddb! You have some good music here, I like the ambient stuff ;)
With some luck there'll some be a forum that looks like that ;) I'm working on making it a reality right now with the MDMD team.
Some of it is MIDI :P it's not a final version, although the composition is finished. It's actually a mixture of MIDI, recordings and VSTs.
Thanks for the feedback, it'll be taken into consideration ;)
Thank you, I update it regularly so stay tuned! ;)