I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
Good job! Pretty cheerful music for a survival game, I guess it could become the first "fun" survival game ^^
Is this still the version on UDK? Seems so. Looking forward to your U4 update. I hope you can get it to work!
Is there going to be some kind of culling, to prevent you from looking into other rooms, but giving you a sense of placement in the world? If this is the game camera, how fixed is the view and can you zoom out or in?
I'm just wondering, if you will x-ray the other walls or how it will be done. I find a camera is often the hardest thing in these kind of games, because it tends to get in the way or obscure things you need to see. Giving a player full control is nice, but if he gets to see outside geometry and stuff he isn't supposed to, the camera position needs improvement.
If it is basically a hazard suit, the hard edges confuse me. I mean it looks hazard-suit-like, but I can't figure out the material (cloth, plastic, metal...) or shapes it takes on. If it were cloth it would need some wrinkles, if it was plate, it would need some seams. These hard edges look funky, but they give the whole thing a kind of inorganic feel. They remind me a little bit of some character from the old Tron movie. But it is your fiction, the style is nice and maybe the textures will add the sense of realism I seem to require.
Come to think about it, these legs could be used pretty flexible. It doesn't always have to crouch around like a spider. It could draw all legs near and lift itself up to pass through gaps or reach higher. I apologise, I didn't read the design well the first time. It sometimes takes a second look.
I think this suit needs somemore definition in terms of fabric detail. A few slits and gaps here and there would help define the armor; a few bolts and screws would add realism. At the moment it all looks baked together amd it looks clay-ish. Whish contrasts with the sharp line and crisp detail of the thing its standing on, too.
It's not really that much left to do and some of the detailing should be the funpart of this model. It would also be awesome if you could take the helmet off or remove the visor plate.
Good to hear it's still going on. I used to own Mafia, but hell it's been a while, and I don't know where it is. I would probably buy it again for this mod, but have you tried talking to the company/studio who's name I forgot and asked them, if they would allow a standalone release for this mod? They could offer it for free on their website as a small token to all us mafiosis. I think it's good publicity for the studio and free releases always draw in a lot of people.
it's a lot prettier, however what settings do you have U4 running on? This doesn't look like it maxes out the detail or bounce light you can get in U4. The trees are still mostly shapes, where I should be seing detail.
Did you see you can get the Speedtree Plugin for, I think 15$ a month? You can basically download a bunch and stop your subscription. Since these trees are optimised for U4 and are completely customizable, I think you will get better results. The lighting here looks a lot better than in UDK already!
"Is this your third arm, or are you just happy to see me?"
While I do like the design, it seems utterly impractical that the legs are so large and the arms are so small. It should be the other way around, really ^^
If you can - port it! Lighting is just one of the improved features in U4. PBR materials, better culling, particles, C++, etc.
There is not a single thing to say against it. I think it is also a lot easier to use and navigate than UDK, which makes it a pleasure to tweak assets and work with them (in most cases drag and drop will work).
How many polygons is this? I think a couple of hundreds can be saved, by baking e.g. the locks and parts of the handle onto the lowpoly mesh. While it looks really nice to model everything out, you can save some polys on this and essentially get the same result from baking a normal map.
I forgot to say, the design is what counts (my comments often sound more negative than intended). I love all the designs for props and machines, so far. Characters are cool-looking, too (now).
Looking good! Though when you scale up the floor like on the first two images, it looks like it would make you trip over gaps.
I guess the interiors are all extremely clean and immaculate, as to contrast them to the exact opposite of the exterior world? Would be cool if your characters got stained by the outside world and have to go through some decontamination before entering the interiors again.
I still think it looks a little bit too clean. Will there be any decals or particles (e.g. dust) to liven up the interiors a bit?
Also, the walls with the doors look busy and noisy, compared to the other wall panels.
Again - proportions are wrong. You need to do more and more detailed research. Here's a video of a guy who build it in cardboard. Spot the differences?
Where is the baked version? The grip of the sword looks squashed, but that may be an perspective/camera issue. Looks good otherwise.
That doesn't even look remotely like the concept, lol. And don't tell me it's WIP. Your proportions are way off. Where is your low poly basemesh? Get the proportions right on that, before sculpting the detail mesh.
Yup, he's still generic Joe in this picture. Your new characters are a lot more interesting.
Funny, I could have sworn I commented on this.
I like how they are not generic looking and don't have symmetrical faces (mirrored textures). These are the actual ingame models right? Your description lacks that info.
It's an HDRI based renderer, so it has to look real. It uses the lighting from a high resolution photgraph to illumintate the scene. No telling, how it might look ingame...
Lol what is happening ^^ Looking good, albeit extremely clean.
There are some really cool models here, but again a problem of grounding it in reality. In reality only one of all these lamps would still be working and it would probably be a dirty, low intensity light.
Sure it looks good with lights on the ceilings, but these would have been the first to come down. They don't look retrofitted to me, but if that is the case, it should be made visible, e.g. by cables running to generators and makeshift construction to keep the lamps in place. What is this place even? I always try to figure out if it is some kind of underground structure or just a sort of run down industrial complex. I like the atmosphere and look, but it would be best to have a clear idea of the area you are creating, or it will look unrealistic in the way things that are put together making no logical sense. Even if it is subconcious, gamers notice such things and realize something is amiss.
Sooo - Unreal 4 is free! Will you switch to the better engine? Have you tried it? It feels like UDK, except everything is much better ^^ and free again!
Yes Unreal Kismet is to blame. Or has to be...right?!
The problem is neither this game, nor Chivalry use Kismet scripting. This is Unity Engine 5 with glorious realtime HDR lighting and some of the bugs that come with it. Whatever netcode they may use has not been made public.
Not on Earth? This game sure has come some way since the first screenshots that placed it in a kind of outdoor/exploration context. It's the first time I hear this is not taking place on Earth. Be weary about changes that may be another game or that may just be inspired by another game you like.
WWII propaganda must seem like pure infotainment to you then.
If it was meant to inform you wouldn't have needed to show money showers and imply that the guy got insanely rich. You evoke the image of the greedy modeler jew, who stole all your gold. When in reality, he is probably a guy struggling with making money of modeling and getting hired and tried to put some of his prior work to good use. You might have ruined his rep on the store for what exactly? The satisfaction that you can call some models exclusive, even though you never paid anything for them at all? Your motives seem unclear to yourself, if you believe this video was informative.
I love all the generic replies here. Indeed, good chaps. Jolly ho', don't let it bring you down! Keep the faith. It can only go up from here. You are doing great and this guy is clearly the devil. Well done!
You all act like a terrible thing happened. It didn't.
So the update is no update but a rant about a modeler trying to make some bucks with work he produced himself, to a great extent? I mean, you have my sympathies, but I don't think it's wrong for a modeler to sell what he created. If the people who created (some of the) textures were still on the team (I doubt it) they should have been contacted first in order to figure out a deal. If they don't care or moved on, good for them.
What I can't stand is the whining about stolen models from a project that had no real updates for years. It's better someone uses them at all, imho. Modeling is a hard life and if you want to sell on Unity store, etc. packages of models will sell better than single ones. In fact, sometimes only packages of several models are accepted. Finish the mod, you know you got kickass Dinos and animations, no matter who else uses them.
As much as I'm getting tired of seeing the same environment over and over, I have to say I totally agree with you! The expectations from users are ridiculous, these days. They can't differentiate between one type of game design and another. Nobody realizes how much work it is to make quality assets and more so - quality materials. In AAA productions, they usually go the extra mile to make that model more appealing; the labor cost is high and the win is marginal. That's part of what Carmack meant when he said the few things we gain in visual fidelity aren't worth the amount of work put into them, these days.
However - I also have to object!
You are trying to push the envelope with your version of the engine. It looks good, but not fantastic. I can make a better looking scene in Unreal 4 with simpler to use tools and a much better workflow. So it stands to question what you want to sell the most, the visuals or the gameplay; to me it seemed the latter. Telling us that big studios have a thousand employees or more should just make you realize you are aiming for the wrong goals with this development. Visuals that's something us indies can't compete with. Development of new methods to do old things better is just to rapid and volatile.
This post is meant to explain to you, how people like Dre@meR's preconceptions about game visual come about; they take the highest end graphics for granted these days. They assume creating games is easy with a good plan. They assume technology stays the same more or less. That's one of the reasons why I'm in doubt if I should continue working in the industry. It seems like the rewards to all gamedev endeavours today can only be money. And that's just not why I'm in it.