Oh yeah, now that I think about it, it kind of looks like osmething from Dark Souls. I do like the character designs in that game. I came up with this design on my own.
Thank you, I haven't really done any high poly work before, so I can't say I'm good at it. But I know the process, so I might do that.
It works for anything. Ideally you'd want a normal map that's tailored for the object you're creating, but if you don't need a normal map or can't create on for any reason you can just use the blank normal map.
The icon in my avatar is the new logo for Overgrowth Weekly (the weekly web show that I do). It really doesn't make a lot of sense to have that here on indiedb though now that I think about it. But that's what it is anyways.
I'll probably work a bit more on this house and render out more images once I feel it's 100% done. Maybe during this summer if I'm not too busy doing other things.
They actually gave it to me in return for helping them find a spelling mistake on their website while letting them know that I'm still using MaPZone 2 and how I think it's a shame that Substance Designer 2 is so expensive.
So those guys are amazing, and Substance Designer 2 is really good and getting better!
They didn't fix the spelling mistake yet, but apparently they were very appreciative. :P
This was just made by a fan of Overgrowth (me), and it would be awesome to see more mods and games do this because it's a really cool way of advertising, so please don't feel like it'd be a bad thing if you did this as well. :)
I do need to go through a lot of trial and error to figure out exactly how everything works before I make a tutorial on it, so it's awesome to see you guys appreciate my effort! ^^
You didn't understand. They already have that in the game since forever. What this feature is about is that if you're too close to an object with the character, the camera would go INTO the chracter. With this new method that's mostly solved.
Really nice vid!
It's interesting to hear how you where thinking when creating the map. The colored blocks thing does work very well to lead the player without adding arrows or whatever, I understood right away what they where about when I played the map.
For my tutorials I use VirtualDub for recording. I encode it with Lagarith codec when recording and compress it with Xvid before uploading it anywhere.
I actually think it's pretty easy changing the spec in alpha channel, but since that doesn't work as it should in Gimp, David has said that he's going to perhaps change that in the future to use a separate picture to define the spec.
And it's actually not my engine, I'm just a fan of Wolfire Games. :)
Yeah, the workflow is much better than what I'm used to (Source engine). You can save it and load it up again and send it to other people or whatever you want. :)
Thank you! <3
Yes that's true, I'll see if I can jump in and do some fixing up of this at some point later. Thanks for the comment!
It's a Linux thing mostly, it's a manager of your windows where you use the keyboard to do just about everything.
I thought it was the Awesome Window Manager at first, then I saw the Windows bar to the right.
Oh yeah, now that I think about it, it kind of looks like osmething from Dark Souls. I do like the character designs in that game. I came up with this design on my own.
Thank you, I haven't really done any high poly work before, so I can't say I'm good at it. But I know the process, so I might do that.
It works for anything. Ideally you'd want a normal map that's tailored for the object you're creating, but if you don't need a normal map or can't create on for any reason you can just use the blank normal map.
The icon in my avatar is the new logo for Overgrowth Weekly (the weekly web show that I do). It really doesn't make a lot of sense to have that here on indiedb though now that I think about it. But that's what it is anyways.
I'll probably work a bit more on this house and render out more images once I feel it's 100% done. Maybe during this summer if I'm not too busy doing other things.
They actually gave it to me in return for helping them find a spelling mistake on their website while letting them know that I'm still using MaPZone 2 and how I think it's a shame that Substance Designer 2 is so expensive.
So those guys are amazing, and Substance Designer 2 is really good and getting better!
They didn't fix the spelling mistake yet, but apparently they were very appreciative. :P
They're using the UDK, Unreal Development Kit, that's Unreal Engine 3.
This was just made by a fan of Overgrowth (me), and it would be awesome to see more mods and games do this because it's a really cool way of advertising, so please don't feel like it'd be a bad thing if you did this as well. :)
I'm really short on socks man...
Have you really gotten permission to use all of these tracks in your mod?
It's not about what software you use, it's about what format you use. Most 3D modeling software can export to several formats.
Glad you guys like it! :)
I do need to go through a lot of trial and error to figure out exactly how everything works before I make a tutorial on it, so it's awesome to see you guys appreciate my effort! ^^
Epic! :D:D
This game will be amazing!
You didn't understand. They already have that in the game since forever. What this feature is about is that if you're too close to an object with the character, the camera would go INTO the chracter. With this new method that's mostly solved.
I want to join the closed beta! :D
Looks good, I liked the camera pan thing when you entered the room, reminds me of Zelda.
This looks incredibly awesome! Nice job!
Really nice vid!
It's interesting to hear how you where thinking when creating the map. The colored blocks thing does work very well to lead the player without adding arrows or whatever, I understood right away what they where about when I played the map.
Good job on both maps, they are both really good!
For my tutorials I use VirtualDub for recording. I encode it with Lagarith codec when recording and compress it with Xvid before uploading it anywhere.
Why did this just appear in my updates? :S
Keep it commin! :)
This is really cool! Looking forward to the next update!
Aubrey makes all the art and levels for Overgrowth.
By default it uses the mesh as collision, but that was changed recently, so now you can use another object for collision if you want to.
I actually think it's pretty easy changing the spec in alpha channel, but since that doesn't work as it should in Gimp, David has said that he's going to perhaps change that in the future to use a separate picture to define the spec.
And it's actually not my engine, I'm just a fan of Wolfire Games. :)
Yeah, the workflow is much better than what I'm used to (Source engine). You can save it and load it up again and send it to other people or whatever you want. :)
Yes it is, I might make a tut on that at some point.