Hi, I'm a guy from Sweden who's currently going to game development college. I'm interested in game development, creating 3d models and programming.
Hey thanks! Good luck with your game projects as well! Saw your videos on your page, looks very interesting, subbed to your YT channel. :)
I haven't looked into Unity as a level editor, but could be worth a look!
This is all some really sweet looking stuff, well done!
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! ^^
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 know there are a bunch of tools out there, but I wanted to show the very basic way of doing it. I should have mentioned in the tutorial that there are these tools though.
As mentioned in the tutorial it has little to no effect on rendering cost since they are pre-calculated.
Why are so many people so negative towards this!? This is an awesome mod and everyone will be able to play it! What's people's problem!?
I look forward to this!!
This picture is from Counter-Strike: Source, you can use it in any Source game like Half-Life 2 Deathmatch, Team Fortress 2, Day of Defeat: Source, or any multiplayer Source mod like Orion, Coven and so on.
Go crazy spraying this **** man, help spreading the word of Overgrowth! :D
Where the mapping tool is? In the Source SDK, in the tools section of your game library on Steam.
Two weapons are more than one NPC, just like five ants are more than four elephants, right? ;D
Good show lads.
This is a nice tutorial! Well done!
It was my pleasure, if you have any more suggestions I'd be glad to hear them! :)
I come from Hammer, so having a grid system that works like that was a bit odd for me also at first. But the whole editor demands less accuracy since there are no brushes so there can be no leaks. Basically, it doesn't matter if the placement of something is perfect, as long as it looks good.
I'll add it to the request list, thank you!
I can't come up with a scenario where you would want similarly colored but different ground textures on a large scale. Can you?
More are to come!
Added to request list.
You mean a tutorial on the different prop types?
A ladder tutorial is a good idea, it's added to the list, thanks!
Hehe thanks! That shotgun you made looks great, if you have any mor work done you should upload it here!
Yeah, I had been wondering how normal mapping worked also, programmers are so smart! :D
Wow, this looks awesome. I have a reason to get UT3 now, I only need some money too.
This is awesome!
It won't be free or open source, but you'll be able to easily mod the game.
That must be the most impressive model I have seen in a loong time, if not ever.
Is that _really_ _actual_ volumetric lightning or are they just illusionary brushes/models?
Anyways, the lightning is real nice, just wanted to know for sure.
Looks very nice but is the model only going to be seen for 10 seconds here to, like in HL1? Such a waste! :-(
When i saw the picture i thought it was a remake of the gravgun.