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!
Yeah, there is says it all. I tend to read your descriptions afer you notify me that what I am looking for is in your description ^^
Yeah okay, makes sense. Original fotos = original look/designs. Still cool ^^
How do you actually get the photo reference for these textures? It'S really nice looking!
"Awefully placed door" ^^ I like all the descriptions, giving stuff fun names is the best part of development.
Syringe made from metal? Hmmm, HMMMM?!! That thing looks like a flashlight, an engine piston and three metal spikes mashed together. It looks really sci-fi and doesn't fit with the rest of what I see. Was it made for the game or is that someone's model that you are re-using now?
I like how the watch displays the players. It doesn't really make sense, either, but it's a nice way to get rid of some HUD info and put it into an interactive device. Any plans to turn it even more into a "smart" watch? These things are really quite cool in real life and can help you survive,
Interesting! How on Earth do you develop PSP/Vita games? Do they have a software development kit? That's awesome and good luck!
Tracking this game now!
It just seems to me with all the subsequent text explanation, simple tasks such as opening a door are delayed a lot. I realize this is not gonna happen later, once you performed the actions in the tutorial, but some people might have already given up by then. Especially in a tutorial it is beneficial to keep explanations to a minimum and stretch them over some period of time.
About the shots. You actually use the "right" shots, but sometimes the cameras are at odd angles, other times the shots are a mixture of two shots or rarely used shots (like the Dutch Tilt). I suggest checking out the difference between Zoom and Dolly and when it is preferable to use either of the two.
I made a description of how I experienced the different shots.
1.1 Overhead: fine
1.2 Close Up - character cut out of the picture, top of the head cut off. Confusion, because this could almost be the Dragon's POV. Why the overhead shot?
1.3 POV - usually a good way to see what a character sees - but it's long and zoomed (one thing eyes don't do is zoom)
1.4 Close Up (same as 1.2)
1.5 Medium Shot/ Dutch Tilt - unusual, because the Tilt usually indicated tension and eerieness; also we come to this shot after a POV of the same ~ confusing
1.6 Close Up (same as 1.2)
1.7 Medium Shot, Dutch Tilt
1.8 Close Up (...)
1.9 Medium Shot, Dutch Tilt
2.0 Close Up (...)
2.1 Close Up (on the Dragon) fine
2.2 Full Shot of the Dragon (usually you go the other way: full shot then medium shot/close up) -> this camera is too static for the action; should be a sequence of shots, instead.
2.3 Close Up - first time this is a "real" close up without cutaways; fine
2.4 POV; fine
2.5 Close Up; fine
2.6 Full Shot - too static for the action/remote
2.7 Close up; fine
If you cut off characters in a Close-Up, it becomes an Extreme Close Up - used to emphasize on the emotion of a character, especially on the eyes. It's a rare shot (e.g. used in Westerns/duels).
Well, what does a poop do, except lie around and stink? I pretty much do that in real life, so I'm already living the simulation ^^
Well, every profession has its own vocabulary or even just special ways to use common terms. It seems like a lot of terminology in ship-making derives from French vocabulary. I guess they established the terms first. It still puzzle me that "Mayday" for example comes from the French M'aidez, which apparently was misunderstood by English sailors or translated into "Mayday".
That's good to hear, because since the video came out, I stopped liking this one. It looks like it was made by 14 year olds for 13 year olds. Not technically speaking, but from the way the scary stuff from KF is now 'below the top' ridicule. I could have lived better with "over the top", but that would have been a big departure from the KF standard and perhaps a different game.
I see, old problems never seem to quite go away ^^
Did you get Speedtree in the meantime? I'm thinking about getting it, but want to wait, until I have a month of little work, so I can produce gazillions of Speedtrees ;). I just wonder how working with it is. Like back with the free UKD version, except you get a lot more templates now?
Pretty good trailer. Good-looking game, pale people. Win-Win.
The shield material looks more like some kind of rock or plaster. The edges of the shield model are too soft for metal. The scratches lack inertia and the long one is too strong. The hand symbol would have faded on parts and been bleached by the sun. The outline of the shield is too clean, there should be a few chips and dents there, since that is where the critical hits would go first.
The bumps from the normal map look a bit too strong and not forged, but pressed. The shield doesn't look handmade like this.
Cryengine is not helping you with its proprietary formats and stupid shaders. You would have a much better time in Unreal Engine 4 creating these materials and tweaking them. Everyone hates having to tweak stuff in Cry, since it's a massive PITA.
"it's better to learn from mistakes than to repeat them." would sound better than the current slogan. I don't know if that's the original text you are using, but if so it is another of those bad Japanese translations.
Great job there, man! Wise choice of engine, as well.
Shouldn't it be a bit more apocalyptic and original? I mean, these mottos make sense in a world that still functions (like ours), but in a dystopian world, which has just suffered war and destruction from bottom to top, none of these seem to fit the environment.
You can tell soldiers it's for the glory of the country, only as long as there actually is a country to defend. These people will most likely be fighting over resources and radiation-free/low areas. I think their world should be reflected in their creeds.
Congrats on the succesfull Kickstarter. Looking good!
About the crowdfunding campaign: please do make sure it is understood that the game will essentially generate different world map locations as a playable map. The idea that this game takes place in Finland is deeply rooted within me (because of the images), but I know that this is not the end of it all.
To supporters it must become clear that the features will be the same (or similar ones) like in the Alpha, but the environments and scope of the maps can become anything from a valley to a desert, thus coining priorities through environment and not just through decisions and conditions (e.g. weather) the player makes and encounters.
If you called it Brütal Nature and added a generic metal soundtrack to the video, you would have 10 000+ new customers ;)
The building in this game looks really good, since objects are actually grounded in the environment. Very interesting features in this one. You have my ongoing respect!
Weird place to demonstrate. And only 10 people came, lol.
That's how selfish people think: "the state is taking my money away! If I had more money, I would have a better life, etc."
The ones with little money are the first victims of the federal reserve system, because the system is build on inflation and reducing the value of money; the ones on top win - for a while. But yeah, it is always easier to protest against the obvious than against the force driving it.
Arrrch developed this? Sounds like the German Arsch=***. If so - nice nickname ^^!
Looks really interesting, almost wanna give this a try now. This is standalone, right? Ah guess I'll find out soon enough. Really cool, Arrrch!
There is no such thing as "UV Mapping Photo Realism". You just made that up.
Uv mapping is quite by definition making a 2D representation of a 3D model. It has nothing to do with rendering textures from different viewpoints. If anything what you describe comes close to a procedure called "Projection mapping".
However, what you describe in reality is simply baking a highpoly onto a lowpoly. At least that is what you should be describing The models I was talking about for InFamous for example are the HIGHPOLY models. These are NEVER used in games. It is always the lowpoly that is used, in combination with displacement or normal map textures.
The only reason why you could be baking Diffuse textures to your model would be if the engine doesn't support normal maps. But that is simply called "baking diffuse" not UV mapping photo realism...
There is a Piranha in the image. Wait, why are there Piranha in space? Whaaa....t?
The roughness and specularity look more or less the same on most pieces. These protectors have some fish scale pattern, so I guess they must either be wood or actual scales and should be glossy to the point of looking metallic. Maybe try masking some materials.
More importantly - this is Global Illumination working in Unreal Engine! That means no more 2nd Lightmap Uvs, no more lightmap baking + waiting for results. You should be happy about that, too :)
Governments don't need to censor anyone, because all that people are interested in is who will be the next Popstar or Supermodel. We have no real need for an opinion, because we can read what we are supposed to think in blogs. Whoever gets more "likes" than others is right. The western world has no need for censorship, because there is no opposition. We are already schooled to know what is right and protest against things that don't matter.
The only countries where actual news are relevant are countries like Israel or Ukraine, which have actual propaganda wars going on. The western world is far to enlightened by Kim Kardashian and Miley Cyrus to take anything important any more.
3 pairs of eyes see better than 2...or 1. These teeth are a bit large, don't you think? Pretty cool model.
I like everything! Trailers keep getting better, it is a cool concept and very original. You sir have balls of steel to develop this by yourself!
From all my XP with UDK so far I can safely say that it were never the models that made a scene lag, but the materials and particles. You can have millions of polygons in a scene without experiencing lag. But if you have too many materials and too high res textures, it can bring a scene to its knees. It is very wise of you to think about optimisation early, however there is much more optimisation possible with shared materials and material instances than by cutting down on polycount. I made so many too lowres models, before I realized this myself. If you want to win with Unreal Engine, learn all you can about its shaders and material composition. Half the work of an environment artist can be done in Unreal Engine Editor itself. Vertex Paint/Vertex Deformation, modular texture (Atlas), animated textures, Master Materials, Material Instances are just a few examples.
And the highpoly I referred to where the ones used for baking normal maps. Rarely actual highpoly models are used. I think one of the early Far Cry games used optimised, yet still highpoly weapon models. That looked good, but is a rare thing. Usually the baked version is good enough anyway.
So there is a Helm's Deep map for Chivalry. I thought I had an idea there, but of course there is already a map.
Bevel Edges! The engine can take it and it will look much better on your models than those extremely sharp edges! I didn't know these were actual meshes, because they are at blockout resolution.
It depends what you want to do here. Do you want to have something that looks remotely like Helm's Deep (but is playable). Or do you want an extremely polished map (like that Polycount one) which proabably takes months in the making, as it uses tons of custom textures and highpoly. The latter can get pretty depressing, while the playable (and quick) map will probably look a little bit lacking in comparison.
I just thought about Chivalry. The game doesn't have "Helm's Deep" in it, as far as I know. So you could figure out how to get that map ready for the game. It's always nice to have a little success and see people play the stuff we create.
I must say, despite the lack of normal maps in this engine, the lighting is quite nice! How do you light these rooms, i.e. where does the light in this scene come from? The lighting is always even, although it can't be from the sun (blocked from ceiling)and it can't be from the windows. So what is the lighting like? Where is the source?
That is a simple and cool editor with a lot of functionality! I wonder if your dynamic materials could be used in a cartoony (Zelda like) game to change the facial expressions of the characters?
Also, is there any way to use an Alpha as a mask to change the strength of the normal map effects? That would allow to tweak the materiality even more. As usually: I'm blown away. Especially when you showed that dynamic stuff my jaw dropped. The ways that can be used are simply infinite.
Yeah, good concept art goes a long way! This animatic is pretty nice to get you in the mood, though I would have expected more chatter and a chilly breeze blowing through my speakers; maybe some distant howls, a saloon jukebox etc. I wouldn't mind some more work on the audio.
Hear, hear! Is this still developed by the original creator of Killing Floor, Alex Quick?
That would be interesting, as I am also developing with U4 and could perhaps become helpful in some other ways, too. Plus, I could check out unpackaged stuff, if that is easier (I haven't checked the pubishing procedure in U4 yet. Don't know how difficult it is to bake a project, compared to UDK)
I sent you my contact details in a PM. Thanks for the kind words!
Perhaps I should call it the Stapler gun then. No wait, that already exits.
Personally, the stapler picture reminds me of Alien. Let's hear what Alien reminds you of!
What do you mean? This is realtime again, in Unreal Engine 4. I didn't make any special material, just the Diff, Norm, Spec + 2 constant nodes that deal with metallic and roughness settings.
I thought about some variation for colors too. Might do that someday, because it could completely restyle the weapon. Imagine Camo on this. Would look weird, so it's worth tryin' out ^^
The clean texture you are refering to was just the unfinished version of this one. If I remove the top layer with the design elements it is all still under there. Textures are 2K for the diffuse, 1k for everything else.
... he says on the one picture where the textures don't match up ^^
Thanks man! I guess someday I'll move that yellow/black stripe down a notch, so the back edges line up. It's fine on the other side. It's a quick change, but the normal map needs the same treatment, and I'm alreadybusy elsewhere. Once you get to the point where the technical side is no problem any more, you just want to model more and more ^^
What happened to "we know our rights and would never release something we don't know we have the rights to!". That was (in my own words) the bold statement when Mass Destruction was still coming out with Duke Nukem. Bombshell can be a support character, but as a heroine she will be tough to sell. I know I don't want her.
As much as I want to support Interceptor, I think they disappointed more people than just me by caving in to Gearbox (again). Oh also: **** Gearbox! Seriously, how many games are they gonna bring down without offering anything of their own!
Thanks. Glad you like it. The best thing is I only needed a few programs. I used to have tons of programs and do everything in another prog, now I have Maya, Mudbox, Photoshop and it's perfectly good enough to bake and get these results, quickly.
They are different size UVs, because I didn't get to arrange a single layout for the whole gun yet. However, Retopology and Unwrapping for an entire rifle in one day seems rapid to me; even though I could salvage a lot of geometry from my blockout.
I'm enjoying this project, in the end it was faster than I thought, and I'm on a good polycount and detail level for the basemesh now. I might make some more attachments, like light or laser, later. My first worry is the texture and the baking now.
Nice! There are so many good shapes. And I like how you keep to a theme, like big blocky batteries for the Rail and Plasmaguns. I can recognize which rifle class it is, because of them durn good shapes! Heheh
And good luck with that Update. Would that be in Unreal 4 or still UDK? U4 is quite worth it, I can tell you. I like the new materials in U4. IT's especially good for metal and such now.
Just in case nobody made this pun yet.
Thanks. I tweaked these iron sights a bit in the meantime, so they can actually swing down or to the side, when you're using an optical scope. I need to model some optics, or at least a laser aiming system.
If you have any ideas to what kind of scope would look cool on this, I'd be happy to hear about them. I can tweak a modern scope design to look more sci-fi, but I need something that already looks pretty badass or sleek. Nothing too powerful, but a reddot or laser would probably look cool.
Good point, I really dug the shape when I was starting to concept, but you're definitely right, some stuff is out of bounds. On this concept the grip looks kinda tiny too.
I'm kinda improving it as I model now. I uploaded the blockout pick of the rifle. Working on it now.
Valid critique, though it is just looking cool and I've seen far more impractical rifles. I figured this rifle would be gas powered, so the round thing on the back would be the pressure container.
I'm fixing these things that stand out. The gun is quite bulky, but it is also small, more of a bullpop than regular assault rifle.
Well it also is for a good cause, so I appreciate the drive to try out something different.
Wasn't it Plato who stated that, only because we throw up a stone 1000 times and see it drop, it doesn't mean the stone will always drop. Of course that is rubbish, but I feel like a lot of original game ideas are founded in philosophical questions, like these.
She reminds me a lot of an actress, I just can't quite pin it down. Are all these character concepts paintover of photographs? I think it is totally legit thing to do and looks awesome, I just wonder where I've seen some of the models.
Btw, I won "Shadowline" by Ian Mc Caig in a competition and he pretty much paints his concepts around faces and bodies from photographs, too. Just saying, this is method, before people say it's faking. Whatever works!
Nail guns do exist and people think of construction. I was gonna propose to call it a "needle gun", but that might be worse and make people think of sowing ^^
Hey, I've seen that movie, but it wasn't Alice. I think it was called NFS.
If it was from Alice in Wonderland she would have to take a taxi.
Yo cool and congratulations!
I will download and play later. Many thanks for your effort of making the engine + game. And big respect for declining the first publisher's offer and to stay independant!
Isn't it amazing? I have so much fun with U4 and the metal shader and roughness node, too ^^ Lights just look instanty awesome!
Same here. One thing I'd do is create another floor, as it looks good in the hallways but becomes very repetitive after a while. The big room(s) should have their own floors to prevent the walls from looking like they are just planted on top and no real unit with the floors.
Could work some on specular maps. It would greatly improve the atmosphere of the station. Right now it looks unused. All these pipes and vents surely get some wear + leaking. It's hard, because a space station is a very clean place, but we have to try make it look less perfect, more real.
THIS - IS - BEACHHUTTTT! ;)
Thought it is just called Ether now? What does the "one" stand for? Episode?
Ps - using vertex paint for those bricks or all unique materials? I like!
In UDK character will have problems climbin up those stairs, though. Maybe if you make it a ladder.
I'm just fascinated by how focused everyone is on blowing the ships up ^^. Personally, I really like the trade and exploration in the game.
I am all cheek-and-tongue you know? 90% laughing muscle.
This is terrible, who made this?
I have a feeling if I made these trims less straight, I'd already would have gotten a better result. I didn'T go for something completely destroyed though, just zombiefied ^^. But yeah, I see the point. It's just that I didn't sculpt anything on this mesh and therefor the geometry is all straight and doesn't really fit with the look.
I was more an example-test of how small I could get my package/library than anything else. UDK is pretty amazing with the vertex paint and all. Thx for commenting! Both of you.
On the left sword the runes point the other way than on the other. You either have flipped UVs on one of the islands or I don't understand this.
Also, it looks the same from both sides now, so why waste half the UV space?
How are the runes mirrored on the left sword when you have both sides unwrapped? looking good, but a bit too grey and same everywhere.
once you reach karma level 39 it stops anyway. End of the list! So be thankful for downvotes, they postpone the process.
Is the blood under the black tar? I don't see it. Just black smears.
but only 7.5 FPS ^^
Haha, yeah. That may be, because it is covered with steel plates ^^
You know you can download this and run around in it yourself. Thanks for commenting, comments make it easier to learn from a project :)
Ogre Engine? And here I've been thinking this game is on Unity for over a year. Impressive work, it's really unique! I check out every update, but I'm too lazy to buy the game ^^
Maybe soon. Send me time! throw money!
Cool, sounds a little like Unity, but also a little bit ahead of it ^^
I just had a powerful slogan in my mind, maybe you wanna use it for a poster. We are:
Slaves to a free market!
just cite me, if you wanna use it commercially.
What FOV values do you use in the game, and is this image somewhat different in the FOV, compared to the rest? Because it seems distorted on the close-by objects; in a good way, though ^^
It's one of my favorite ingame shot, but I can't help thinking that it looks like it has a different perspective than the rest.
Cool to see there is still love for the game and this mod in particular. Good job, guys!
Something makes me think your modeler made the tree first and deformed it later. Some of the leaves seem upside down/tilted to me. It might look more natural to deform the stem first and add the leaves later.
It's a really huge tree too, but I guess that is the point of a place called "Titanwood" (even though this is combat island).
Everything is looking nice, once again.
How do you make it look like this? I mean, this could have been on C64, which I think was the intention. However, I wouldn't know how to downscale anything to look this pixelated. Is it just taking down the resolution, or what is the process here?
Looks great! I love this kind of adventure, and I think we need moar like it!
One thing I noticed is that the shadows on the bolts on the vertical supports are on the up-, not the downside. With the kind of lighting you have they should be below the bolts. However, it's really no complaint, just something I notice.
How do you make all these bolts anyway? Do you bake the diffuse texture from a highpoly, so you get to have those bolts, or do you copy and paste them in a paint program?
These walls look nicely detailed, even without normal maps, so I guess there is a specular map in place? It's impressive how this model is nearing completion. What % would you say is done?
Hmm visually it looks good, but makes no sense. I suppose there was a fire which was hot enough to sorta melt the flesh of that skellie, however it left the wooden stuff in the room untouched? I'm not sure what you base your art direction on, it seems like it just has to look cool. I don't think realism is an answer to anything, but logic and common sense play a big part in how an area registers with me.
I do see that this might just be a test to show off particles and it could easily be made a more convincing scene with some "burned" models.
I'm a massive fan of the original POTC :NH. I'm always close to applying as 3D modeler, but I can't quite judge what 2014 will bring and I still need a proper job :(
I hope Hearts of Oak will be a blast and I also hope that I can find some regular work and still help this great game... someday! Keep up the good stuff :) Merry Chrismarrrr!
Yeah, sorry but I quit my Facebook account 2 years ago and never regretted it.
The sweetest kind!
10x better than GTA multiplayer! This completes JC2, amazing work!
Yes, great art, great lighting + tons of particles. And a Kickass protagonist. What's not to like :)?
So much hard work went into this engine through a period of what: 5-6 years or more now? I don't know how long I have been following, but making this engine is the most impressive one man project, I know.
Did you hate school that much ^^?
My old school is so ugly, I would rather throw a bomb on it than attempt to model it. Could you post some images of the building itself, so we get an idea of what it looks like?
The specularity on the rocks looks better already. Maybe I couldn't see it in the other picture, because it was a still. This looks great, maybe the water could have a cubemap, though. Nagging, naggin' - for the price of perfection is high ;)
And the deer has overdosed on iron or why are its horns sparkling? The movement is very nice, almost identical to the real thing! And from what I've heard the animation mixer in Cryengine2 is pretty complex. So - well done guys! (once again ^^)
Looks like he is about to squat a turd and waving to the gay community at the same time!
But yeah, I get it. I also love this mod, but more for the sailing than the fighting on foot.
Actually - it looks really weird here, and I am tempted to delete the image. I'll just keep it for comparison, for when it's used as an actual background.
Das Bild sieht aber mehr wie Sommerfest aus ^^
Aber cool! Glückwunsch.
Sometimes in my school I felt like all they were trying to hinder me from becoming a game artist ^^
This looks great, especially the lighting. You are doing a hell of a job on this project! You crazy bastard ;)
Cool, very nice model!
Will there be more colorful clothing though? I know this character from the concept art and he's not supposed to be clown colored; he's just right like this. However, maybe some of the NPC characters could have a bit more color. It will just liven things up a bit. You have a lot of dark/brown colors already.
Wow, this seems like a very big undertaking. The game mechanics may be limited, but this essence mechanic is quite a beast, I can imagine.
Visually attractive, so far. Some of this sounds a bit complicated for the effects you achieve, but we will see.
All these sub systems are impressive! It started with blood, animations and now this attachment feature. You can do a similar thing with UDK (KActors can be attached without any scripting), but how it all works in Overgrowth is amazing. All the features of the Phoenix Engine just seem so aproachable and user-friendly.
Looks excellent! Very good, informative update.
Those UV maps on the orange stuff need some work and the materials look a little flat, especially the stone. Also, why is the counter made from stone? It's not the typical material.
The design is good, but the material isn't. The texture resolution of the assets is too small. It results in unsharp borders between colors and makes the whole material definition difficult. I'd go with 2k maps for everything and half-size for production assets. This way, you can even release a high-res texture pack, as a patch (with fullsize textures for those whose machine can handle it)
Some of this could be brass ornaments, or polished obsidian, while others are probably granite or volcanic stone. A specular map would make a great deal of differences on those assets.
I'd also go with less original looking candles. They are pretty unique, but I had trouble identifying them as candles at first. Maybe add a few taller ones?
Yeah, I will make a walkthrough video to show the different jump pods and where they are. Unfortunately working with LDK is slightly different to UDK, so I'm gonna have to go change some things, before showing off ^^
(In UDK you can use every weapon factory/pickup, in LDK you use archetypes the team made, instead)
These are all assets from the UDK foliage map. Except this map has pre-made floor and materials to fit those UVs, so I made my own terrain and terrain material.
If you think this looks good, wait how it looks after dressing and color correction. It looks a lot different already.I tweaked the DOF by now, too. Thanks for kind words!
Is this already the Mobile Version, or is the test gameplay taken from PC UDK? I'm asking, because the lighting is very nice for mobile and the overall quality of materials seems pretty high.
Really good system. But how do you key the camera? I didn't see it move, so I guess that will be another thing to deal with? The whole way you use gestures and tweak important aspects of the character impression is fantastic, though!
Nice that you still think of the modders. Phoenix Engine rocks!
In the trailer, the narrator is constantly babbling grave sounding stuff, which sounds like it was taken directly out of Dear Esther btw. This doesn't always help build atmosphere, it just seems to fill in for lack of content. While it is always nice to have good narration, I don't see what you're doing in the game, except running around. And that is slowed down to pace the player. It's looking good, so I'll try the December release and hope it doesn't mimic Dear Esther.
Hey, where did his comb go ^^
Are these the actual Mafia cars scaled down to toysize???
Seriously - this is great work. Lighting is perfect, textures are fantastic and cupid is holding one of the biggest soft-ice cones I've seen to date. Simply delicious!
Ah, that's an easy fix then! Looks damn good for lowpoly, nice texture work man!
P.S.: Could you post a UV sheet of your model(s)? I'm curious how you split up the UV-space and what size textures you use.
I think there are different mags for AK. I remember seing those, but also seing plain ones that look more like smaller Stanag mags. I just wonder about the look. Maybe it's lighter but also tougher than a plain mag? No idea - looks cool ^^
I like the concept and the asset, but I cannot figure out what model you are making there. It's too high for the low and too low for the high. If you are baking normal maps from the current resolution doesn't it have shades/polygons showing? Unless smoothing groups and averaged polys will safe the edges. But stuff like the cross (symbol) is really not necessary to have a bevel, if this is the lowpoly. So I'm guessing this was halfway on the way to the highpoly?
Would be nice to see some highpoly examples, too.
wow. great to see you are still on this project! Incredible work!
What worries me is the amount of detail on the boiler. How does the engine fare with the polycount of your model(s)? It looks like some of these bolts and switches could have been baked onto the diffuse.
It's nice to see this kind of detail though!
I made this test with the models and materials from America's Army Proving Grounds. It's mostly BSP, so I couldn't vertex paint anything. I was also using America's Army materials (except for the UDK floor and my own meshes); I was gonna try out their shaders and materials.
I must say, I learned a lot from looking at the material compounds and mesh-uvs alone, so this wasn't a futile exercise. However, after I (made and) added some particles, decals and a camera , I couldn't bake it out anyway (errors, errors). So it's been yet another exercise on they way to better mapping :)
Thou patched fast! Excelsior!
Historic Fact: Telescopes were made from Whale Boners, back in the day.
Games need more historic facts like these!
Lovely first/second trailer, bye bye UDK, don't Cry...engine!
Not bad at all. I like annoying physics puzzles ^^
About the trailer: Not too sure what I have to do in the game, but looking forward to finding out;)
Does the game have a HUD of some kind? It would make it easier to tell what is a cutscene and what is gameplay. I'd like to see more gameplay.
So many explosions - I don't see what you are shooting at. Pretty dark game, but I like how little it looks like what I think of when I hear "Unity".
Lighting sure is nice, but you could bake a few more (small) lights into the walls/panels and floors, just for ambience and a little better view ahead. Beast rocks!
nice model. The rail system on top looks a bit strange from this angle
Lol, I use this stock UDK map for my showcase too! It has nice lighting ^^
Interface and effects are looking good, though it would be easier to judge from moving images.
I mean - I used to have problems before with these kind of models and UDK, but now everything is working as it's supposed to. Tss, correcting myself.
Was World Machine involved in the terrain creation, or what's the way to do it in Unity? I only know how to work this stuff in UDK, but all the nice work I recently see done in Unity makes me wanna check it out.
Surely there are better ways to survive in the wilderness than shooting fish ^^
One would think Bullets are valuable, since they aren't made any more; unless crafted by hand.
Interesting. His armor almost looks sci-fi. It's maybe a bit much armor for a ranger?
Oh yeah! Only the crude tattoo on the arm looks a bit out of place and unfinished.
I like how he's all mud splattered on the bottom. Surely a swift traveler, who is used to going long ways. Some jewelry would be nice, even if it is inexpensive and natural-looking stuff (gras bracelets, Iron/Bronze chains...)
lol- I didn't make this, I just placed the font. And yes, this whole cover had a 90's flair to me from the start. I know I should've taken the awesome chrome gradient!
Figalot found it. It's this guy:
Quite cool portfolio for environments! Have a look for yourself :)
Oh here you go, there's the light I wanted ^^
That's impressive art! I can imagine how awesome this will look in Cryengine.
The snapping isn't that much of a problem, just start all your meshes with the first vertex on 0,0,0 position and work with a grid (64 units, 128 units, 255, 512...). The problem for me is often the required lightmap UV on a separate channel.
UDK tends to create artefacts on open edges and causes unnecessary seams there. So modular is a bit of a relative term to me. Only the side walls are separate, so you can form double house, single house or 4x block with it. They all share the same textures, so I need only one material.
No, I realize I lack knowledge of the original. It was just an observation.
Wow, those two rock! Saturno likes big booty :)
Instantly bookmarked! Thanks for the links and good luck.
It looks like there was a fire.
I recently played "Underhell", which uses this board with different textures. I just realise now that it is originally from HL2. How did they change that? Must have ripped the model?!
Also, Underhell is quite impressive, you might like it (if you haven't tried already); it's good game design for the most part. Great mapping.
This one has emissive too. I probably should have uploaded and image from below, since that is what the player sees most of the time. I'm a bit unhappy with the edges on this one. It seems the normals didn't bake great everywhere. I might have to use more time on making smoothing groups before baking.
That may be, because I use very few or often 1 overlay layer. I use lots of layer and opacity masks instead. When I use too many overlays everthing becomes greyish to black and the colors use vibrance.
However, this one is really very saturated. But the whole thing has like 16 tris and baked really nicely even in Mudbox (without having to use Xnormal, which I usually do)
Thanks a lot for commenting guys! I know critical feedback is more helpful, but it's really nice to get some appreciation sometimes, too ^^
Nooo, this is 1k texture and may not even need that much. I just found it nice that there is still gravel detail when you are close up. Tiling is a bit of a pain, but since I paint the base in mudbox, I can just snap the mesh pieces next to each other and paint a nice border for them.
I strongly disliked Mudbox at the start, but since I have a PC that can easily handle it now and because the improved the painting feature so much, I really like it for all the environment work now.
Yeah, it has an emissive map for UDK too, so it glows in the dark, even without placing another light. That comes in handy, e.g. when I place it in the distance.
It's not very detailed though. I'd say this and the locker were the fastest models to make. It gets really had with the stuff I will upload next, which uses atlas textures and shared texture space for everything.
Yeah, it was actually just using the knife tool in Mudbox with a local mirror function switched on.
The lighting looks a bit strange on this one though. Usually it's not as harsh, maybe lights too intense.
Do not eat the yellow snow!
This is pretty good stuff. The models and textures look good. The level design is a bit simple, but hey - it's a great start! The lights, Bokeh and all the other fancy stuff looks really good!
What I don't like is the, kind or repetitive, music and the current voice acting which sounds a bit flat and emotionless. But all the rest is pretty great and already a lot of content to show! Nice!!
I just wanted to add that there is a HD Youtube channel, which is easy to find and has great examples and quality.
Holy ****! You've come a long way since I helped you translate some of the Batman game you made. I already liked that one, but you are really pro now!
I see the framerate issues and I wonder if maybe too many meshes use dynamic shadows? Anyway, this is looking great, considering its mostly you who worked on it. And knowing how much work it is to create models for UDK that look good and have no errors, I can only pay my respect!
What confused me a little was the sometimes heavy DOF and sometimes no DOF at all. I am guessing however, that some of these sequences are more like dreams or nightmares, so they have to look different than "real" reality.
Keep it up, looks amazing. I can hardly believe you made all this! Great job!
I think their office is just closer to the sun than other offices.
That is a really cool place, btw! How many people are working on Clark? And what is your company set up as? A limited(Ltd)? I always wonder how ownership works with indie studios. How it is split or who is responsible the most.
I'm really impressed. I keep watching updates on this mod for over a year now and it keeps getting better! This is one of the few really great mods left in the scene.
Big respect for making a big project like this and pulling it off the way you (guys) do!
No normal maps baked from highpoly? It looks like the normalmaps are only from the textures. The upper binoc looks like concrete to me and the other like cardbox. Why is there no specular map at least for the glas, for example? Not to talk down your progress, but with a little more work these could look a lot nicer.
People sometimes don't understand how much tedious work it is to replace and make new textures. After all, you cannot very well change the models. Well done!
Great job! Really love your attention to detail and dedication to your project. It seems like you chose a really good subject to spend years of work on ^^
Computer game trees are always gigantic, but I really like that and I think everyone has become used to it.
This is a cool shot. Sometimes this game looks a lot stylized/not real, but the whole thing has something very beautiful about it, so I'd keep going that way.
You have black lines on your mesh borders. I tried for days to resolve this issue. My solution was to open the grid editor in the UV-editor and create a grid of my later lightmap resolution (e.g. 128 res -> 1/128= 0,078). Then snap the uv borders exactly to the grid and scale them up as much as possible. Give them enough space to bleed, at least a quarter of the shell, between different UV islands. And all should be fine.
That doesn't resolve the fact that mipmaps are popping up when the LODs kick in. Annoying sometimes.
I have problems baking proper lightmaps with UDK, too. However, the bright line might be due to a small gap between meshes? And why is the ceiling so bright on the edge?
UDK really bugs me a lot with crap like that, especially the popping of mipmaps on lightmap seams.
Double sided materials are more expensive in rendering than making inside meshes. There's the double shading thing, but also something else about how they are computed.
What are you using to make these funky trees? I use UDK too and made a few trees with Speed Tree, but none looks the way your stuff looks. Also what landscape size did you go for the terrain? Surely this must be at least 4k?
I like this shot, and I'm officially out of witty stupid remarks. This somehow looks like it could lead up to a cemetary. Maybe one of those war ones with the many white crosses. Though I guess there are no American cemetaries in Finland...
No Return uses Stencil Std for its font. It also uses 2 colors. Can you guess which ones?
Win a Darwin Award for walkin' on water and tripping on waleshit!
I think the second bush from the left just moved.
Also, why am I the only one commenting?
sucks being a tree
Also: no, I didn't get the rules of your picture contest. But I'm watching this game now.
I actually thought there was a texture missing ^^
And before somebody else says it: WINTER IS COMING!!!
talk 'bout some serious redwood trees
Love is in the air... or something else.
This is no waterfall! Bigfoot is having a leak.
Vote for Sasquatch to scare the **** out of players!
I've looked up your other maps and environment work and found out you worked on Paranoia. I then went on to watch your showreel and my mouth stood open for most of the time.
If anyone wants to take a look, here is the link:
I still cannot believe you did that island map with Hammer Editor. That is stellar work! Congratulations to being a great environment artist! Do you also work with UDK?
bye, bye Defiance - not that you ever had a chance against this ^^
how is this double arch in the background so rounded? Is that cutout with an alpha? Because I cannot see the polygon edges and usually you kept things pretty low res in this mod.
Well done man! Glad I could make a small contribution to it.
I am superconfused. I could swear there is another mod out there, but made for Unreal Engine 3. Looks almost the same and had some recent update where they show the interior. I can't tell the two apart and I can't find it in the news. I conclude, it must be the same one and it looks awesome ^^
I loved the armada series and this looks very good and the darkness of Sins suits the game surprisingly well. Excellent work!
Now when will the movie makers understand that we want huge battles and not Kirk and Spock dancing around in their jumpsuits...
At first I thought your keyboard punching was part of the ingame sounds. Maybe turn the microphone off when recording?
Must say, for the time this was in development that's not a lot of gameplay. However what is there (and was there for a while) contentwise looks good. Hope you show some more gameplay in future updates.
His wife must be very scared of him ^^
Diving feels so weird in Arma3. There are no currents or anything and you can go up and down as if you are a submarine. As soon as you stick a head out of the water AI opens fire on you. If you are close enough to the coast and do the same they just sit in their boats watching. Weird.
Nice concepts, but these are probably easier to model in the time it took to paint them. They are composed out of simple shapes, so modeling would be an easy thing.
Hmm, how about rigging it and giving it some constraints for animation next? If you have a UV for it you could also render out a rendermap and get all of your basic colors and shading.
I always texture everything in PS, but to those who make materials in their 3D App, Rendermaps may be helpful.
you have an oxen's memory :) That concept was too good to let go to waste. I might work on a really detailed version someday, but this is good enough for what I wanted now.
Yeah, looking great! Very nice evil financial building :)
I like this mod, I wish I knew where my disk copy of Deus Ex is. Keep on working an I'll find it again ;)
Apart from the pipes the normals are alright on this. It does look a bit different on the render than in XSI. I might check if the green channel is inverted. Still have some trouble noticing things like that.
Also you see the effect much more in movement. The texture may be a bit wrong for the normal underneath. I am kinda struggling with the right texturing workflow at the moment.
I do something that is fast, but it doesn't get the greatest results. I need to find my personal workflow. One that really works from all angles.
They are where the mesh is open. It'S different parts, baked subsequentially.
Yes, it's UDK. The Wireframe of that model is the pic before this. I made the wheels yesterday, too. Will hopefully add them today. I've been thinking of adding an antenna, too, since I wanted this to look like a RC model or toy car. I have since updated lightmaps, so the shadows look much better now. I'll post a pic when the wheels are done.
Important for baking are your UVs. Their shape depends on the baking result. Once you start experimenting with Uv's you will see the difference. Before, I basically thought that any Bake looks the same, however, change the UV and you get new results. I'll post all the maps and UV sets when I'm done. The ext car I build, I will build in parts. This is all a single mesh in high and low poly.
or you can select it in the viewport, type f4 and scroll to "draw size" or something and increase size in UDK. However, I feel that baking should occur on the same or higher size and not be based on a smaller model.
Don't think the visuals became too generic. It's very clean and nice looking. There are no errors I found and I'm sure you can have some more varition with the use of decals perhaps; not sure how Unity handle and applies extra detail.
Yeah, I like it! Your work looks professional! Would be nice, if more people commented. Keep up yer good work, mates!
Cool you are still working on it! You know what would be just as interesting as the final product? -A making of. Something to inspire.
It's work in progress. I still have to work on the detail. It's mainly a texturing and baking experiment. Have to detail the rest next and then do the retopo.
And yes - XSI + Mudbox is my setup.
It's a fake! This oven just boils blood. You can then drink it, but be careful: is very hot!
The cool thing about the pictures - and this onein particular - is they remind me of something I can't quite touch on. I don't know what it is, but it's somehow like Quake met Biohock and they went to visit Doom 3 and had a baby together. My flawed logic is irrelavant, as long as stuff's that cool, dude :)
Keep it up. This is my favorite one!
I like how it's all underwater! Very interesting theme and cool and spooky realisation. Maybe a hint of the surface would add an extra touch on this one.
It's cool you are working on concepts and these look very organic and nice. There are a few tips I can give, concerning drawing:
-us a 4B or higher number pen
-be careful with your values/pressure at the start, keep it light
- don't be timid about applying more value later; try to cover the whole range from white to black. (drop a values layer on top of it in Photoshop and pull it down to see how much more value improves the piece)
- Perspective grids help. Even a simple sketch of your horizon line and vanishing points in a corner is sufficient. The strokes on the top half of the pillars and outer left wall should be going down (as they are on the supporting arches); the direction on the arches is right. Everything goes to two vanishing points and they are both placed on the horizon.
- sharp edge; something I am just starting to really understand: sharpness defines detail! Where there are sharp lines, there is detail, so the eye is drawn there. You can switch between the sharp and unsharp to define a field of view or just to make areas stand out.
You say I should make one mesh to improve the lighting? I am not so sure about that. Creating this as one mesh will significantly increase the polycount and add unwanted loops.
The current problems seem to stem more from the lightmap and possibly the way the specular is interpreted than from the geometry. Why I think that is the case, is because in XSI neither the shadows. nor the textures create that kind of problem. I think I will revisit lightmap and normal map, but first I want to finish another model and see how I can improve things on that! I think lightmaps are more important for an accurate display than I first believed.
I forgot to invert the green channel!I also forgot why it'snecessary, but it improves the display of the normal map.
I tried the first time and it worked on 90% of the sword, except the wooden clamp thing. I had uvs, which I had to modify again for the half-sword. Somehow these uvs got corrupted, so I unfolded the complete sword to get to painting. Now it has 2 slightly different sides.
Thanks man! But it's far from finished. I changed a couple of things too, to reduce polygons further. My current objectives are:
- polygon reduction achieved through normal mapping
- low polygon objects and detail textures
- baked textures (diffuse and normal)
- painted + picture/photo generated normals(basically just a blue grade painting in PS applied to planes, e.g. for walls, floors, etc)
- use of alpha and other masks
- importing to game engine, e.g. UDK, Unity or CrySDK
This would complete my curriculum and allow me to really create game content, no matter what kind and level or detail is required. First I have to finish the sword. After the diffuse map, the detail and reflections are going to be painted.
I suppose it's longer now? Although - it has new file cabinets and cardboard boxes, so that defnitely makes it contender for game of the year anyway.
Also, I hope you're working on a pun of putting a Stan Lee in one of his cameo appearances into the game.
Thank you! I suppose you clicked "view original"? Yeah, it was done while I watched the Blade Runner Docu (Dangerous Days). It was so inspiring that I made a drawing and then a quick paintover during most of the 2nd and 3rd part. Had to watch it again with pictures after :)
The thing about drawings like these is, they give a really good idea about perspective and light in a scene, for future paintings. Light and Color is exactly where this painting lacks any depth. I used layers in color mode for the finish. It's not the same like thinking about the way rays of light travel through an architecture. Yet, this one gave me a good idea of what I have to be respect in a future painting. I also learned that I should start from a black canvas for a painting of Blade Runner style.
What the hell are you doin' son ^^
- Planting a tree?
KICK HIS NUTS! Yeah!!!
Excellent. I recognized everyone down to their clothes. I'm just a bit confused with the white dress. I thought it was Michael Knight in his wedding outfit ^^
I do remember him wearing white in some episode, but this is supposed to be a different guy? Well done on all accounts!
He's done running. This could be the start of where the two Ghillies meet, I figured. The other comes in and shoots the zombies.
Interesting idea. It's a game I completely missed in its days. Watching your project now and hope to find out more in the months to come.
1. Interesting. I made this more square, because it is a different take on the design than the first picture. Perhaps you are right. I will try making it roundish again; it probably looks more interesting.
2. As I wrote - this is for the highpoly, so subdivision and number of parts are not relevant. This one is purely for baking the Normal Maps. The regular process is to build the lowpoly around and after the highpoly and bake the normal maps (either in Mudbox or XNormal, or even in XSI). The final polycount will be half or less of the polygons displayed in this model; it just has to be stable enough to be able to sculpt it in Mudbox (adding screws and scratches, etc).
3. I didn't plan to animate this gun or make a 360° around it. From the players perspective however you won't see that part of the firing mechanism, but only the front part, during reloading. So perhaps it would be enough for a game. At the moment, this is more an exercise of baking Normal Maps than for animation, etc.
Sometimes it looks a little like the board is floating on air, but I love the game. It reminds me of something I played on Amiga 500.
Flares or single shotgun shells, 20ga. It might be a bit short for the shotgun shells. Maybe I have to adapt the loading mechanism.
Alive and pimping, guys? I think it's never been easier to make realistic looking rifles. Thanks to PMG :)
lol what now? how did you get the camo paint.Is that also in the program? I just learned you can change color.
Beautiful Rifle, I especially like the lower version. Looks sleek
I think I'd like this one better as a pistol.
Of course I use all help I can find and that is a great tool.
The camo was a last second addition. Took me ten seconds to apply, so no, it should ideally be a bit more balanced. I just liked the concept anyway.
Theres also some mismatch on the clip, which we should see the bottom of. Messed up perspective a little bit there.
I know that wasn't the main point of the video, but the swordfights look amazing, even now. It just all works so well and fluent. The pacing seems a bit exaggerated, but somehow that fits the game. I sincerely enjoy every news update, and it's high time I install the latest version.
Also kudos for the SUMLauncher!
Looks very nice! It would look so awesome with dynamic light/shadow, but as far as detail and beauty are concerned, this is spot on. I wonder if this scene will cause any trouble. You have to take into account the resources used for AI, which might cause some lag here.
Thanks mate! This is lots of fun, too.
Great news post. A pleasure to read and look at. That's how it ought to be done!
I like your mod, but I never got to try the original game. It seems a lot like Dirt, almost like a predecessor but with cooler cars ^^
How come your're making free games. What's the deal with this, why do you do it and how do you survive in real life ;)?
Founded in 1909, lol?
Dejoban must be visionaries! Where have I heard that name before? Some game I played years ago was made by Dejoban. Was it the AAAAAaaaaaaaaagh game? Think so.
For some reason I took this game for Smashball:
That was a game high on ambition, but low on fun. Idk what made me think this was Smashball. Probably something about the color scheme or the mentioning of sports. Okay, so I was confused. I'm glad the two games are not related.
Agreed - the textures are a bit dull. The ship looks more lie concrete than steel. Yet, it is an awesome vessel and probably a great addition, gameplaywise. Textures can always change, important is that the models are somewhat inspiring, and this ship sure is. Cool thing!
masculine chin ^^
strange feeling we all have one of those inside...
Oh, I get it, this IS a concept. Very well done :)
I wouldn't use Serif Letters or handwriting. It's hard to read and more informal. You are trying to pass on information.
Yes, it's a piano version of the signature piece. Thanks. It's the most amazing thing, when you paint a picture and then can do stuff to it in After Effects. With 2.5 layers and parallax effect this will look a lot nicer.
So cool. This looks beautifull.
I doubt they had blasters that well-crafted in the original production :)
Is that the highpoly model or is it baked? The detail is crisp and outstanding. I wish I had that modelers brain for baking (if it is baked). Any chance of wireframes or a link to the portfolio? I'm learning ;)
why are the ataircases so short? I don't remember that being the case. Or is it due to the WIP state?
I like it. Everything looks a lot like NX-01, maybe the doors could have a little more specularity and gloss.
Mech happens ;)
Thanks man! It's not really dark and gritty Batman, but only a clean and friendly version. I'd work more on giving my characters character, but my goal is Props and Environments, so I'm not sure I need to take figure drawing much farther than this.
I played it. It's quite fun. Maybe a bit too easy, but then again you can decide to carry fewer turrets. Well done! Multiplayer would be nice, but I guess it would lag?
Couple of things with this:
- it' be best to separate head + body to focus discussion on the relevant parts (the head has more anatomical issues than the body)
- Don't sculpt that amount of detail on the higher levels if your basemesh is still not finished. Learn hardsurface techniques from this good site, e.g.:
-> if you have that much dents and errors you can subdivide the mesh and iron it out in the next higher level.
- be aware of clipping and animation. The kneepads will clip into the leg. They need some distance from the body.
- make separate meshes for utilities/props. I think that may be necessary to do for the shoulders and some of the leg armor.
Overall: a decent start, but done without much preparation. The body could have some more volume to show where armor parts are really sticking out. It's a good prototyp for the actual model and before retopology begins I would think about a few of those things that cause errors now.
And when you work on the head, use rotoscope options and look at a lot of reference. The shape of the head looks different from an angle, so I can't see much of it now. But it looks like you are sculpting too flat. Remember the skull with its bone structure underneath. I'd say you are about 20% done with your work on the character and need to revise some of your current work for fixes.
You really got that Anime style down, man! Very nice. I hope you'll do some variations of color on the same sheet. I always like that.
Supercool! This is just the right engine for Outcast (2)
I like the water in your engine. I don't like the trees and foliage. In my oppinion the environments are too saturated, which makes them stand out and pop into foreground, too much. Resulting in flat looking textures. Ambient Occlusion helped counteract that, but it makes everything too black.
It's amazing stuff though. My criticism is on a high level ^^ keep up with the development. It's a great game.
Excellent! Perfect coloring. Can you use normal maps?
I think it's impressive. You are doing very well, but on the long run this is a kind of rare game with everybody playing shooters and such. Perhaps, add a gameplay video to your next update, so we get teased enough to download it. Also: will it run on PC without any problems, or is it supposed to be played on Androids only?
You always kinda create your own designs based upon existing ones. So your work is recognizable yet has its own style. Part of which is due to your software. If you want to create ingame content you could learn:
- high to low poly baking
- uv-ing, baking textures
Wireframe renders would be good, polycount, too. Let's face it - modeling is not that hard. It's the big things like getting proportions right - which you do. And the small things, like following protocol to actually create in-game content, are what makes you fit to work in games production. I recommend Maya. Tutorials are everywhere and the software is nice.
You have to click "view original" on top to see the picture better. On the small picture the errors are even more apparent. Head and neck perspective is a bit wrong, so are some other parts. It was all done in one flush, just for fun.
Reminds me of Mission Impossible, back on my C 64. Nice! Sometimes it seems a bit unclear where the robot's supposed to go, but I guess that's just a matter of practice and experience.
Any chance to see more of your 3D artist's work? These are sexy textures and I bet the wireframe would be interesting. Lot of detail on that thing. If you have a link, please post, or PM me, if you are feeling generous.
how many screenshots did you take for this perfect moment ;)
I'm sorry - I put that the wrong way. This terrain is still in Mudbox, but it's meant for Cryengine. It's not the latest version and something is wrong with the detail. I'll have to search for the detailed heightmap and find out what's wrong with the textures. But at least these UV problems are getting sorted out and the workflow is ...working.
Hmm, I should really test this, because I cannot imagine the helicopters to work any different from Arma's. Which is quite simplistic and not hard to fly at all.
It's nice to hear some features that immerse you more in the cockpit, but I'm still a bit skeptical about gameplay. Maybe I'm just spoiled by all the good Arma games, where you usually either run to the chopper or from it. I even like pilotng sometimes, but the nice thing about Arma is that you can chose to do anything else, too.
Yeah, the spaceships came in at the very end and yuo're right about the values,too. I wasn't quite sure what I was trying to achieve with this painting either. The selling point would be in the far right - where it's the darkest. So composition is really quite bad.
I tried something new for this one. Painted one version first, used the exposure effect and made a bright, dark and regular version. Than I merged into HDR to get the final picture. I feel this way gives me some better control over colors, but it's difficult figuring out the right settings. I will experiment some more. I have painted a lot lately, but nothing of that kind. Hopefull I'll get to share some of the new stuff, soon. Thanks for commenting!
I like your work. How is the framerate on iOS devices? What follow up projects do you have and will you stick together as a team? How large is the team anyway?
...I'm curious ;)
The game that started it all for me. I didn't have a good enough PC back when the first OFP came out, but when I first played Arma, I stuck with it for ages.
However, I don't think many people are playing it online any more, since Arma2free is a better choice, gameplaywise. And who cares about high def textures. A2free is a 900 MB download for the entire, incredible game.
Still, if you are having some friends to play with, I think Arma can be great fun, especially since there are a few more mods for it than for A2. It's highly recommended and a game class of its own.
Would be great, if you could film the event, or just the presentation. I think this topic holds lots of interest for aspiring indie developers.
It was in POTC? Looks kinda ridiculous from the back. Well, if she sails good all is forgiven. Are you running out of ship models, or why are you recreating rather unrealistic ships now?
Yeah, stupid me -I realized that shortly after I wrote the message. I was just confused, since I am currently working with some animators. Of course you are right about rigging, and after I saw the lines cut from chimney to railing it was instantly clear what you are rigging here.
Amazing work man, really great the way you finish it, bit by bit.
Still loving the look of it! This game will be fun, fo sho!
And the Pantera is one of my favorite cars from the 70's/80'.
so all these little bolts are models? Or are they somehow textured. I just wonder how your pc holds up when you have every part of the model visible. It's really cool that there are a lot of repeating pieces, but you place them so accurately is must often seem like a puzzle to you.
That being said - nice eye for detail and interesting arrangement of whistles. It never occured to me before they needed different pipes to create a range of sounds. I thought ships just make a "phooom" sound and that's it.
Can this engine be used cross-platform? Do you have the intention of bringing it to other systems?
It's green, you idiot!
The guy in front of you hit the floor and will be reduced to "Nugget" status ;)
Really cool! It has a feel of speed and diving down. I don't suppose motion blur is a feature in FS2 engine? I'm so looking forward to this game - can't you release a demo mission sometime soon? It looks like you have crazy amounts of content created already!
Really pretty cool game! It took me a while to get into the flow and not steer against so much. It's great when I get it flowing, but some kind of indicators where to steel ideally would be a nice addition as a tutorial or option. Otherwise some people might never get how it works really well.
p.s. your link isn't working
I met Pieter Boelen in a tavern in this town ;)
I guess this kinda room will look mad with a lot of gunfire and explosions going on. It will be crazy :)
Very nice! good to see you're keeping up with the project. It comes along nicely.
great storyboard! captures a lot of atmosphere and displays some of the tongue and cheek humor Grim will deliver.
Grim is a huge buff already. Why not give him a snoddy little dog, or crazy looking Gargoyle, instead? Find a character (trait) you want to go with Grim, first. Then design it and iterate, until you find your guy.
My understanding of the English language is fine, btw.
Hmm, I find this a little bit uninspiring. It's all too straight and even to really fit the Grim style. Your modeler should let loose and forget about all the symmetry and same size ******** he learned at school.
This was a time when there were barely any industrial goods and most things you see where hand made. Also it simply will fit Grim's style better to have a less rigid approach. Allow for some variation, make the scenery come alive more. It's not that hard - and the start is here and it's not bad.
That's nice of you, thank you! I used a lot of different techniques in here and used photogaphs, which I manipulated from daylight to sunlight as well as a couple of filters and lense settings.
I might have overshot a little, but it was a great test run and I'm sure I can create fantastic pieces using this kind of workflow. So far, all the 3D artists I met were bad or just ok at painting, but I really come from painting, so all the 3D I use for my work is really helping me make a good beginner style become expert.
I'll probably make two different scenes to display how variable this way of making concept art ist. I like it a lot, too. Since I'm training modeling at the workshop I attend, I hope to find more and better ways to visualize ideas in the future.
Now I have to model it ;)
Thank you. We chose a green version. fits better with the overall Athena-theme.
Thanks! making fonts and logos is more work than it seems. Despite or rather because of the simple nature and the reduction you find in them.
I think I want to prototype more in 3D, since I use and learn XSI now. It would be easy to build similar scenes and render out some passes form different angles. Then I can add color and detail, if I like what I have.
Thanks for always commenting, often it makes me understand better, why I'm doing something I don't yet understand myself :)
yeah, I'm actually looking for a solution to place newer structures on top of old ones. I'll keep practicing, until I end up with something we can actually use. This is kind of a prototype.
I know what you mean. I figured the rifle could have a magazine where teh bullets are next to each other in a zig-zag fashion. So you get double the bullets in one mag. Otherwise we just have to make it longer. An SMG needs moar bullets, I agree.
The descriptions are priceless. Made me laugh longtime.
the natural selection Alpha works very well now. I download it from Steam and have no problems with it anymore. It used to not work right in the past, but it's playable and already quite fun.
In this map we want to test all the Athena features. It's probably our most important map at the moment, though we all see it as a necessary step in prototyping Athena.
My only criticism is that I think the industrial/factory building looks too small at the moment. It may not look much larger on my original concept, but I intended it to be.
Build it - sink it - real life is such an inspiration, eh ;)
nice work. Is this all in the engine or just render pics?
speedpaint. I kinda like the atmosphere. I just wanted to picture the hotel and its environment.
Smuggling cigarettes in these, are you? ;) Great work, very clean. Good for showcase of your customer.
some perspective errors on the sides, but not bad. The door does look a little small to fit people through, unless this corridor is really enormous.
This one is great! Something scream Tim Burton, but actually a lot of good is going on here.
It's still WIP, but I wanted to leave it for now. I have to deal with the dark side (!) :) a little more and model out the shapes. Thanks!
An Earthquake happened and there were bootleg Athena laboratories in the vicinity. When the buildings collapsed the Athena was set free, causing numerous hotspots and making the zone largely uninhabitable.
The dirty river is a clear cut, between where rebuilding started and where the area is still contaminated and controlled by the Athena Defense Force. Two rebels are scavenging for metal parts in the abandoned buildings.
Hands and arms look much better now than in the Counter Strike days. We are trying to make the most out of the engine, so our bare hands will look great ingame.
That would be fun. However, I really want to get my skills to a level where I can make ******* awesome matte paintings. What started out as a solution purely born out of need for a storyboard artist turns out to become more and more of a habit I deeply enjoy :)
Now where is King Kong? Lush, yet dangerous, hostile looking environment - great combination.
Looking great, except those three "dinosaur fins" on the right. Somehow the shape doesn't fit the rest of the rocks. They could be more concave at the bottom and perhaps made from another type of rock/texture. Also, they are too similar in shape and fan out too much.
That's really just to say what I think would make the shot perfect, it's amazing work, as usual.
Thanks! Yes, the seat is behind the other two seats and is only a "half-seat", which serves the rocket-launcher operator as support. It might look a bit awkward from that angle; it's been pointed out that my perspective is slightly off on this picture.
Lol, couldn't you find a worse driver to run into everything for the video? I can see no direction in the gameplay or reason why you would (want) to go anywhere on that map. That's not really how I imagined the mod to work.
Yeah - also it's 2:30 AM once again. Dang these things take too long time
It's been sorted out:
Instead of making this a distillery, I'll turn it into a printing press, where the rebels print their anti-government pamphlets. I hope we'll get the printing presses to work, so there will be noise from them and at one end printed papers will fly out ;)
I like how the barrel's shape makes sense, since it can be tied together in packs of four. I wonder about the small hole in the front. Is that on the other side, too? Because then I'd say that's the handle where you can lift the barrel - or have some machine lift it for you.
Looking good. A car like this will look great in the sci-fi city scenes. People will have to wait to see how all these styles come together in Athena.
Thanks man! Since this is entirely painted in values and I put a solid color layer on top of it I can change the color to anything I want. This purple mood was really a quick decision. In fact this was one of my faster paintings and took less than two hours to complete.
Lately more and more good concept artists find their way into mod projects. That's great!
Idk if the orange background is a good choice. Something less saturated may give a better impression of the concept as basically they all look very red and the tones tend to repeat in their clothes, etc.
If I was a cow I would eat that. Very tasty! Perfect detailgras!
Man, how do you make all these models so fast :)? The clip seems a little small, grip a little short - but hey: it's WIP.
hah beavers - I take that back! Alien beavers, if anything ;)
I guess there will be those snapping snakelike things that gave me a hell of a scare the first time I stepped on one in original Outcast.
Too red for my taste. Why would everything be red, if the primary light source is yellow? It doesn't look like the corridors are painted red. If so, they should reflect more yellow light (especially close to the opening). Materials don't read, except for the floor, which looks metallic.
Idk for me this game blows. Killer Landshark my ***! That's just the most laughable enemy I've seen. Not because it doesn't look menacing, it's just so absurd. In terms of design this game looks random and generic and even though I have been watching for a long time I know I'm not gonna buy.
Look at Overgrowth and Natural Selection 2 (both of which I pre-ordered). Those are really indie games to me. They don't look or play like clones of games we have seen done better in the past...also look at Depth. Yeah - you can make a better game with just normal sharks! Innovate if you're indie!
man, the possibilities of this mod are just great! You could revamp the whole "protect the VIP" and other gamemodes (e.g. escort a bus full of refugees through the city, clear the way) and it would never get boring. This vehicle addition has a lot of potential, and I think has been a long wanted feature in a FPS zombie mod.
Great, just great! (Also, it gives credit to everyone who ran around through the KF mod in its time, desperately wanting to unlock the police cars or enter the chopper in the swamp map. good times :D)
I made a first sketch and then looked at what I want to improve:
I searched for reference images on Google and then constructed the thing according to my first sketch. The warning stickers are taken directly from a photograph, the rest is painted. I'm a little bit surprised it looks so good myself.
A huge problem of my painting in Photoshop was that I was working with 80% flow. Now I work with 18-36% flow and have opacity set to pen pressure. This feels like a real brush now and I can massage the forms out better than ever before. Soft brush + hard edges = win
If you made this you should know a lot about color theory. Notice how the orange light bounces off the head and shoulder and also from the shirt of the lying guy. In all shadow areas the light is grey/blue, because it's coming from the secondary light source.
The bright orange throws sharp shadows, while the less strong environmental light throws soft shadows (compare to yellow/white sunlight and blue light from the sky). Also orange and blue are complimentary colors, so a painting with both of them in it will look very interesting.
The fish are actually a bit deadly. What were they originally called "Sankaar"? Cool concept!
Did you render the original Cutter into your concept pics? I noticed he appears in most of the concepts now (which is good, because it explains size). I like your concepts, they give good color keys, but most don't have a good foreground /background organisation. Your artist could get a lot more depth into his concepts if he organises them better before painting. Pretty good concepts though, especially for a mod.
cleaning his ears cop style :)
I got a tip for your concept artist. Make three layers: foreground, background, middle. Place the smoke only in new layers between them. This way you get more depth than when you paint it all in one and the colors stay clearer.
I like the red better, since there seem to be ironworks, etc around. Molten stuff is red, in my opinion.
Wow you're a Hoegarden drinker - respect! I didn't know it's available out of Belgium. You might like Leffe, also nice.
Who calls himself Fuhrer and thinks that's funny is stupid and disrespectful to the past. He also is a ******* NAZI or else would have chosen a proper name. Way to go to make a great bad impression on first sight. Take your **** elsewhere, mabe there are some Fashist modding sites.
I think you should get a concept artist. I respect your achievements on every other field, but your designs are almost always boring and flawed.
Seriously - you wouldn't hurt your game by making it look less generic and less symbolic. Everything else is fine. It's an impressive engine.
excellent painting. great mood, great light!
Glad to see someone join, who has some ideas about art and making games. Also glad, you are not 15 years old. Welcome to Moddb!
Toy Story 4
All environemnts and props I have seen for the game so far are totally underwhelming. Some of the wall textures make me think of placeholder textures on Source Engine. Characters and the rendering engine seem alright. All materials look the same. Either numb or shiny.
Got to say they at least have a lot of the bad props on each screenshot.
wow, you can see where the map ends on this. Doesn't impress me two *****.
This comment has been posted in a private group.
thanks mate. not finished yet ;)
I love the village. It looks very good now. If you add some vegetation to the terrain, it'll all come toghether.
Good stuff, very cinematic. The car with it's lights on and breaking through the fence only to get stuck gives this some nice story, too.
I like it. I think the font should still be horizontal, though.
I keep painting the handles into the wrong direction. Still looks good to me, but I'll fix that and do some touching up on the concept.
Nice description :)
If only I could fit all my work in there...
There is an updated version on my profile. Thanks, glad you like the car.
I have to put the handle part much more diagonal. Then it'll be good enough.
favorite number kind of thing. thanks for creds ;)
there is a first part? 3.5 years of development??? -you guys better find someone to manage your updates and commmunity. I have never even heard of this mod and it looks cool.
only thing: all your fonts are butt-ugly.
destroyable - funkeh!
looks like you're building blocks to have it easier building maps, later. If this was a full map, it'd be a bit tiny for a Mech, lol.
incredibly cool map guys. Wasn't expecting quite this much, yet. I always like the untextured models - looks so cute :)
******* hell, I love your style. You haven't been working on Borderlands, coincidentially?
I somehow don't get along with the safe buttons. In Cave 2 - do they drop down after a while or are you supposed to hit somethign as you fly by the button? I like the game, very nostalgic, but I can't save as often as I wish.
(could save in the first cave)
Great, I love it! Much spacier ^^ than on the concept
Look like Rubic's cube grenades ;)
yeah, where's the turntable ;)
those detached houses are a great thing. One model - 5 textures - worX!
Nice! The Landrover design goes very well with the whole Source-Style. Tires could maybe have some more of an edge, but the ambience is great!
This Commander Vehicle is so much cooler than the other :) Reason alone to play Brenodi all the time. The other one looks like a pimped Russian schoolbus.
Ronin is not a name, stupid
Don't you think it's time to make a choice between the cartoon look of the alien and the more and more threatening look you are (trying) to give it?
I think the character needs a redesign, which leans either towards comedy or supervillain.
Story reminds me a little of Vexille, just be sure not to screw it up like that film did.
And isn't that just a modified Z-Brush body template?
The head of your guy Edward looks a little small, the legs a little long. However, he doesn't look "just" human, so who knows what's hidden under that robe (RE4 anyone?).
One thing you can try is stashing fog volume (boxes) on top of each other. So in the first one you have 15% density and in the second one 10%. The fog might look more interesting, if it's not too uniform from bottom to top.
Looking forward to more updates. Subtle detial is always good, and no grave changes have to be made. It's more a matter of atmosphere than of invention.
looks a little bit like the Sims on Dominoes. You buy new gear with each level to make more difficult tracks, or how? This could be MP with different teams building their sets and an AI referee for the faster and more advanced team.
Domino Playoffs, yay!
(something fascinating about Dominoes outweighs the boring part)
Great session and cool pace. Good to see someone play, who knows how to handle the weapons and when to take cover (unlike what you see in most reviews). The only thing that worries ;) me is that the jetstream seems to be coming right out of the guy's ***.
much better! I guess the other screenshots were in-editor shots? They were lacking essential lighting information.
Yeah, I like this one best, too. I like the cadmium green, poisonous atmosphere in the picture and the materiality. Great artist behind this, no doubt!
That's prob because Dacia belongs to Renault. I'm just surprised to find out it has been like that for so many years.
It's an "additive" world, not an addictive. No crack and heroin in UnrealED!
that a yet engine powered airgun?
Thanks! Danke :). Freut mich, dass es dir gefällt!
nice! if you put in some lightning the number of havocs achievable are all in this picture (void of the iceberg) of course.
The shuttle driver will be arrested for drunk driving!
remind me of ticks.
We'll probably never get that close while flying a Viper...or at least we won't get much further.
I love the Phoenix Engine, the decal system and animation system. I forgot if you can freely move the camera during animating. I hope that's the case or else you can only get your 3D Characters to perform 2D moves...
The problem with Overgrowth is that everybody I know thinks it's silly to have rabbits and dogs engaged in kung-fu fighting. By trying not to be everybody's darling you lose appeal to the gun-swinging majority of players. Personally I think Overgrowth rocks, but it will have problems competing with Interstellar Marines or Natural Selection 2, because of their visceral qualities.
I think a lot of people will come to terms with the game, once they see how awesome the fighting is and when some ingame structures (temple of the dog, etc.) are ready for show. So good luck with the MOTY-Award, but don't expect to win it just yet.
One of my favorite indies! Great hud ideas, look like old nautical instruments. Best of luck for 2010!
I played Defense Alliance 2 when it was an Unreal 2004 mod. There was never anyone on the servers, despite the great game I thought this was at the time.
Releasing the same maps and content on Unreal 2.5 and with Killing Floor seems to defy the game's purpose (team versus). I hope at least it will get maps and gaming modes specialized for Killing Floor. I don't know what it has to do with Killing Floor, though. They are two very different games.
So you're making this indie now? Good luck, seems like a cool project and hopefully will have some more info, soon.
So that's how I look on the inside...
the magical mustard tube ;)
Brilliant Emo69. Obviously the right one is the new one, but since you only said half a sentence you leave it open to the reader, if you are right or wrong - simply brilliant. Yesno, noyes, yesno...
This is a great lookingmod with so much eye to detail! It looks fun to play and I'll definately get the next update. Congratulations on making it to the finals - student project, is it? Very nice!
- Boooring! Shoot with the dragon, Fire! ;) Hah, no - brilliant stuff. Very important and thoughtful update. One man and his engine! Good job!
Best looking game for Torque Advanced. I seriously think Garage Games should pay you for creating this game! Even if you don't sell it it could be a strong point to document the capabilities of their engine.
Instead of tumbleweed, falling brown leaves and stray dogs and ragged crows would give me a better idea of desolation. Put in a few bones and a dog A.I. fighting over them and you have a simulation of life.
when will there be an evaluation available of rankings in the last phase of MSUC? I suppose it takes a while to determine an ovwerall "champion"?
Good job for making it into the final phase with a new build!
I know this sounds stupid again, but I don't seem to get it installed. Can you link to the installation guide or refer me to a website?
I tried putting it in:
D:\Program Files\Unreal Tournament 3 (LG)\UTGame\CookedPC
D:\Documents and Settings\sinalco\My Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC
D:\Documents and Settings\sinalco\My Documents\My Games\Unreal Tournament 3\UTGame\published\cookedPC
D:\Documents and Settings\sinalco\My Documents\My Games\Unreal Tournament 3
None of these locations works, so I'd like to get some info, please.
Why do you use the symbol of Red Orchestra, if this is running on Unreal Engine 3?
Bike model looks good, except for the tires. All these smooth tubes will cost an awful lot of computing power, though. Not too much for Unreal, but perhaps it could be simplified a little and would still look good.
(and which engine will you use for the iphone version?)
Isn't that a picture from the original? Don't mean to be rude, but this looks pretty much like I remember it.
Why is this called a"post-mortem"? You developed a whole game and it was and is being played for years. That's a great achievement and I fall short to believe that you only had one coder for all the weapons, ships, characters and netcode. That seems incredible and I'd call this a "still-living" or "post-vita", if anything.
looks like some Huxley level - actually even better
Great to see an update from Diaspora! I'm really holding fingers crossed for this one and think you'll make the first BSG game that truly captures the spirit of the series.
Been following progress, checking your profile, every now and then. I think it's great work and still looks good on FS2-Open. If this one gets launched I'll be happy to join the fight!
Lighting is very effective in all your renders. I expect the renders are all done in the engine itself, or am I wrong?
Why didn't you drive through the loop? WHYYYY?
nice vid, lot of flipping
So once you jump down there you kill ~ 600 characters, or what's this about? Looks insane, so that's the only explanation...because if you're searching for "nuts" you won't find any in that screenshot.
This cries for a hat with rear-view mirrors, next.
How is modding for ArmAII? I think some great things could be done with the updated RV engine. I just wish there were some bigger mods, since it always seems to be about modding within a small group or clan and then you end up downloading ACE stuff, or whoever made the content.
Indeed, that's funny and I was really curious what you would reply to "cheers mate" in the comments where you only wrote "Cheers mate", too. We were working towards something beautiful there, but you just had to delete it, didn't you!
Why will nobody work with me on my Moddb standup comedy routine, why? How can I sell CDs like this, tell me.
the second guy on the right inspired the character modeler? ;)
Great to see so many different mods in the competition. This is refreshingly different, and I must say the final verdict for overall winner of MSUC this time will be hard to make.
I noticed your meshes are obj files, yet I cannot import any of my own obj-files into the editor. Do I have to change ini files in order to do that, or is this simply not possible or wanted, at this point.
I wanted to look at the light and shading for one of our Character Models for Mech Override, but didn't know how to open it.
Seems like the material editor works with xml files, but I'm not sure how to convert from obj to xml. Great Editor btw, Alpha 32 rocks!
are you the cookie-guy or do you choose chips? Or do you choose not to choose and just walk out slurping and impressing the sandwich-artist down to her silver negligé?
Tittyman's bakery ;)
Yes, very impressive Skills. It would be interesting to see, if you can render your images in color, instead of just shaded with pencil. Try finding some tutorials on color theory. That will make you a perfect artist!
Tacoo, the greatest artist...
The man who made Full Metal Jacket mod is back! You get a lot out of your favorite engine, Chris!
Hypnotic eyes! I like how his hat is almost as large as the body (should make it, so you can shoot it off with a batarang and the Penguin goes after it)
The penguin always has a monocle, though. Add that and a watch-chain coming from his pocket and he'll be good.
P.S.: Is this the penguin? I instantly thought it would be him.
That's unusual that you open your engine to the public during development. Hopefully this attracts some people towards creating/mapping for the game!
Great image, I love the spiky fur. The rest looks perfectly like cow skin. The head could be a little more detailed, but to hell - it's a great picture, very well exexcuted.
Jesus, I can tell you have been smoking chronic ;)
Super Hell, now where is that? Nice description, somewhat crazy, just like the model(s) itself. Nice idea, too. Very wacked!
That's an orbital station in the making? Looks very nice and fits well with the background. I just came here out of curiosity however, but RaGod already asked my question.
UT is OWNED by a lot of people that's what counts. They will probably make a singleplayer, if they win MSU, no?!
I used to think that was a ship...
I think it's unfair MSU does only acknowledge those mods made with the current engine. Concerning visual brilliance and presentation your mod should deserve some more public recognition.
Difference to any of the other 1000 Zombie-mods out there?
I know, I like Zombies too, but for Pete's sake, this is Moddb, home of original ideas...or should be.
That looks good, much better than your first version.
Matt, I happen to be in a fresh mod-team with Ambershee as coder. We have a unique project called "Blue" and want to enter MSU. Are you still working on Ghostwriter, or would you like to join us, perhaps?
Space - the final traffic jam...
A sick and twisted world and you need to find the way out - don't you read summaries? (above)
can you roll during mouse-steered manouvers (e.g. by pressing middlemouse on top of the regular movement). Cockpits are very nice andhave good detail. I wish there was a wy to flip to panoramic view, soyou can see the entire space around you and notonly the cockpit. it's pretty cool though, how the parts we see depends on speed and manoever.
look a lot like pens. In fact I would like to have one of them pens.
It looks good from the flow-theory perspective. I wonder, if you come to intersections can you chose which way to turn? After all, in the USA everything is divided into blocks so, you could still go everywhere you want on a lot of different routes. European towns are build on a circular grid, because the city structure is mostly derived from ancient (castle) structures; so going in circles into either direction and cutting between them should get you anywhere as well.
Side scrolling is good and the design reminds me of a cartoon version of Edward Hoppers work. Maybe it would even work with less saturated colors, but the toon effect/look is probably wanted.
What I don't like is that she's constantly pinned right in the middle of the road. If the player has that little space and can only move back and forth on-screen, at least for evasive moves you have to be able to move closer or further away from the cam. Even, if it's just 3 positions, it will make the gameplay look nicer and offer a lot more variation to gameplay. I'm looking forward to see how the guitar play develops. With combos and bonus, this could really turn out into a very special, challenging game. As long as people onate enough ;)
Emergency Room, Cloooney to the landing platform. We have an accident!
Oo:, this got to be scary. Do they make the Cosby moves for smokers next?
I know about the book club, though I haven't visited in ages. What I meant was we could start a collection of books that brought us to writing or are still influential or helpful to our writing.
This section is supposed to be more about creating story than about reading books. In it's optimal form this group will be about reading books about creating story, or even writing them :)
nice, though I think Arma is really not great as a flight simulator. I'd rather see some really cool infantry missions, but choppers are nice, too.
Your first release was somehow disappointing to me, even though you always had the coolest artwork ;)
I hope you manage to get better maps this time, because the old ones were pretty, but also pretty confusing.
Good to have you back - you can make it perfect this time :)
Give him an *** and some balls! He is well within the poly limits, but his lower body looks too small and childlike for a grown-up. His legs are too thin, maybe even too short, he has no *** and misses some male parts. Quite many triangles in the model, too.
Greeble is well-known to me, but the final mech will be smoother than this one and have an extra-nice texture. Also there will be lot more detail modeled into the final version.
Thanks! The concept shots are down to the right in this gallery, too. You can see how it looks there, but the reason this one is untextured, because it's getting a complete re-texture.
-ah, and I think we'll get rid ot the ironsight, which seems pretty out of place on a gun like this.
I know the problem. Can't reach the back, aye?
Good old Maoli Engine ;) - I wonder when this is gonna be finished. At least we'll see some impressive games on it. Can't believe this quality is geting realised by small indie-teams these days.
can you shower with your opponent, or is he a douche?
Those concepts look fantastic and the compound made from Japanese Samurai, Gladiator, WW-2 and Russian hussar works very well on the models. I'm glad to see some art from Iron Grip, as I always thought you have fantastic concepts.
Actually a guy like this should work on games giving more detail to and bringing forth the full beauty of his creation, but since Warlords is a blast, I think it's just a case of detail getting wasted for the greater cause.
that looks pretty much near amazing! can you actually get hit by those flak-explosions or are they just eyecandy? 'Cause if you can get hit you don't have many chances to evade them, it seems.
But nice, nice work. So refreshing to actually see a BSG mod update and look like it's going to happen.
Very nice, I have to admit I never heard of this engine. Have you created any other engines in the meantime?
is it green? it's nice and moody, but IS IT GREEN?
I think you need different uniform style for those urban battles. It looks a bit weird to have military fight in full gear inside towns. They need lighter, urban gear.
Nice job with the "Abbey Road" spoof. It took me a while to recognise the Beatles cover and I think this way of letting 4 people traverse a crosswalk is almost common pictography, today. Looks nice, though.
This is somehow a great mod, though you need time to get into its weapons-feel.
It's better than counter strike in my oppinion and has a completely different pace. Also your maps were often nice and I like to see experimental guns like the Jackhammer in a game.
I have to try this out, because it's been one of the mods I played quite frequently some years ago. Only complaint was that the weapons feel to light, especially the smgs.
Thanks, I didn't realise this newspost was gonna show up here. I just wanted to link my script with the writers club. hope it's not a problem!
Cool, this is indie now!?
I wonder, which engine you can use that's not too expensive, yet allows for the same impressive features like Cryengine. Maoli Engine, eh? Have to look that up.
After all, your game will be cinematical - that's what people expect from it's name already. So it has to look good - and it does, so far. Great even!
that's a good idea to draw inspiration from all the old media presented to change its visuals. I hope you get everything else done what you hope to achieve and we'll hopefully get to see Oblivion Lost in 2009!
****, I completely forgot I wanted to try this!
Noooo - this actually got released?! I was always looking forward to this mod, but kinda thought it's so ambitious, you won't make it.
As such: appologies for thinking that and great you made it:)
Reminds a little of Homeworld 2, concerning lighting and fog volumes. I think that's kind of what you are looking for and I like this style.
I'm much impressed with your concept art and wonder: Is it the same Peter Milligan, who draws for you, who worked on various films and for Marvel? You really can't paint much better with PS than what he shows.
I think the crosshairs are obstructing the view. Since they are all round, you can't really tell what's radar, crosshair, or status from far. Change shapes, or at least get rid of the central crosshair and make it appear only when you're aiming.
Good to hear you didn't give up, either. You're making progress that's what matters! Render is looking shiny and fine.
I agree. Even though the models use simple geometry they always bring forth their wanted expression. This one looks like a heavily armored freighter, or troop transport.
Well, this looks ten times more original and interesting than Unreal Tournament 3. Been waiting on a media update from you guys and I must say: very wise you waited with it. This way you could really make it impressive and show something representative. Nice work!
Way to go! I like the ground combat already! This is very different from your old material, wich reminded me more of homeworld than anything else! Great job coding all those vehicles!
guns and glory! is the chopper a static mesh, or will we actually be seeing the Hind in action? I remember nothing like this from the previous Tac Opps, but it could be cool to be able to call-in reinforcements occasionally.
Excellent Tutorial! I was aware of this technique as our animator uses it, but I didn't know it went that fast and easy. Will prove helpful with developing our modfilm-project, thanks!
"The shark still looks fake..." Marty McFly
Congrats on your first release!
Why does it have to be HL2? There are a number of engines, which either have more power and are a lot more user-friendly than HL2. Perhaps it will all boil down to just two alternatives - or just to Unreal, but still each of those engines will give you slight advantages over using HL2's Source Engine.
I suggest you find a dedicated PR- and Community Manager. The trailer could have been overwhelming, but you have had some spelling errors and simplistic editing that tore it down. Even if it's just a trailer, it has to work towards a peak. It's still about telling a story in pictures and it has to have its grip on the audience.
I can see this Mod becoming very popular, if supported by someone with the right talent for setting it in spotlight. Very nice work, except for the trailer ;)
Same here. Thanks for watching MechOverride! Maybe update your profile a little, eh?!Short bio would be nice, some pics maybe...
Thanks for watching our project and good luck with your indie game!
Yeah, same here. Thanks for watching and good luch on ModdB. Hope you find a home here, too and start creating!
Thanks for your interest in our film. I uploaded some images to my profile section now, so it isn't that dull.
it's SinKing, mod leader of Mech Override, an Unreal Film project. I have seen your sketchbook on Conceptart and it's very expressive and humorous! Really perfect in all regards, as you manage to hit the deeper colors of human emotions very well, too. The reason I come here though, is not to spill my sympathy all over you, but to offer you a position on our team of 20.
We are creating the most ambitious realtime-animation film to date. You may know (and hate) Machinima, but ours is essentially something different. Some key features:
- fully backup'd by a Motion Capture Studio (facial MoCap included).
- Musical Score by Nicholas Singer (http://www.nicholassinger.com/)
- Voiceover Sessions in London, featuring real actors
- First Realtime Animation Film to feature Digital Rotoscope (our custom made filter)
- all custom content, original script and characters
- full visual conversion
- 30 minute duration makes the film suited for competition in the "short film" genre.
This film is challenging the way CGI is presented to us by Pixar and other animation studios. We want to rid animation off its bubblegum style, created by Toy Story and others. Those were great films, but we feel it's about time to lift animation films into a grown up perspective and provide a truly unique style. Renaissance was a film, which tried to do that, but we think we can do better, cheaper, faster through realtime animation, using Unreal Engine 3.
I send you a PM to give you a choice of "trials" to produce.
seems great. time for a reinstal...
Which programs did you use to create the manual? It's very nice looking!
This is what I'd call a "well-produced" game! I never had any problems running your game, everything works and keeps frustration low.
On the other hand you don't have so many features as many other RTS and Glest's capability for terrain creation seem somewhat limited.
Somehow I always found this a cute game, but I'm getting a bit terrified still, when hordes of bugs are threading my base limits, unexpectedly, and I have to use up my last reserves to deal with them. That's the biggest fun SST:LD has to offer!
Hey Neuro! Nice tutorial, good detail and I personally like the downloadable map test to see and compare it to ones own map. Good work!
Sweet Videos. I want to give it a go someday, so I'm looking forward to a release. It's really scary in some places and I can't wait for the surprises you put in there for us.
Cool thing you can do this all on your own. Great work!
Pretty cool for a single man mod project. Impressive how the view changes at the start from closeup to total and reveals how small the character is in comparison.
I wish you wouldn't do this on your own however, as another person, especially a character modeller, could add a new scent to the same flavor. It would just make it richer, instead of spoiling it.
It's neat how it is, though. I'm just saying it could be even fitter!
Cool - the first Unreal III Tutorial! And its news to me the game is released here, in Germany. Got to check that out.
Comprehensive tutorial and a smooth read. Even though I hardly ever coded a line myself, I could understand it all. Thanks!
why do all the french mods have a better artistic direction than any other ones? They look avantguardish often. This one and PD source are certainly neatly designed. Let's hope this one's fun to play, too!
okay, cool model - but didn't that jet transform, too? I just remember it had some special abilities.
Then there are grappling hooks, lot of special moves and so on, which make Swat Cats a very hard thing to remake as a game. I'm wishing you lots of luck with it! It was a cool series, worth to be turned into mod.
Your mod is really cool, but I'd like to state that Sallycin is already webmaster on our project MechOverride. I don't know how much time he has left to start work with your site, but he'll be back from a holiday next week.
I don't want to interfere with your work, but I'd be really unhappy, if Sally joined your team and quit working with us entirely.
I just checked 3D-Buzz, which I had previously not searched for tutorials (I'd usually go by looking through google vids) and it seems a great ressource for any kind of gaming/modding-related issues. I was gonna take a look at the BlitzED tutorial they made about Matinee, but only the first part is free. The membership comes at a hefty 35$ a year - which you may say is not too much for a year. This, however, depends on the amount of information you can access.
Is their site really worth going for sponsor membership and paying the 35$/year, or would you say that most of the tuturials and what they are about can be found all over the net anyway? Did you get membership, or are you just following the regular, unlocked threads and forum? What's the best way to browse the site, can you give me an idea about it?
Thanks man, appreciate it a lot!
looks really interesting. I recognise some elements from HL2 (like the bridge in screenshot 2), but you put them into a different - a new - context. Promise to keep an eye on you, maybe even two.
I don't really know the purpose of your game, except that its about racing and controlling designated quarters of town. You will have tons of **** to code. Instead of using an engine made for this kind of gameplay you picked one, which has several fascinating features, but very few you might benefit from.
I don't doubt it looks good. Even your cars - whoever made them: cheers - are pretty incredibly detailed. Yet all of this will have to come together and all the high detailed **** is gonna have to work ingame. So I hope you planned some years of development time for this baby - years in which other engines will probably overtake. Hope you get it done, but I'm sceptical about some design choices already. Maybe you have got a coder genius however and a good plan how to make it work.
Oh the joy! This is already a classic! I'll download the next beta and get to play again.
seems awesome, gonna dl and try ;-)
head is too high, guy looks drunk, but okay.His shoulders look somewhat high, too.
Silo seems awesome. I like your approach to modelling, whichis much more artistic than what most people understand from it. Modeling has to be an intuitive process you are given the right tools for. With the very complex tools you often get confused and demotivated, even though there are many ways to learn how to use them quickly, too.
Fact is, I only need a quarter of what 3DMax can do, Silo is cheap and looks promising. I'll download the beta and give it a try.
Do you care to exchange details on our projects? Our team is making a (modded) Machinima on Unreal Engine 3. It might come handy to stay in touch and talk through some problems we'll eventually meet and have to overcome.
Funny how many programs there are for modeling and how your choice of the program determines much of what kind of modeler you'll become.
this is cool, ain't it? Nice things you show!
Yeah, you probably tried to go alone and played one of the maps, which are glitched (like WInchester). You gotta remember, people are making mods here, so nothing is quite perfect. Also Killing Floor ha recently been added a RPG system, which totally ruins the game.
Ever since that day, I don't play it anymore. So I feel you are partly right, yet KF used to be a great game and a Coop experience.
Hey man, are you from Switzerland? I know an evil squirrel running a Battlestar Galactica Cylon - Server and was wondering, if you were him...
Master Sword looks cool, I like gigantic games with lots of places to explore, but I don't have HL1 anymore. Are you making another version?
Great, finally some good guns for Unreal'04. It can get only better than the original! Looks like it gonna be a BLAST!
This mod is beyond the ordinary. If I didn't know, I'd have a hard time guessing its made on the steam engine. Really exceptionally visuals and a great looking interface.
Way to go! I can't believe how professional some mod projects look today. Really cool to see talented people work on all these promising games!
Mines, all Mines!
looks very interesting, but I can't access the pic link, because I don't have the authorisation. Looks like a game I'd want to play!
alright - I went looking for images of the old galactica and this one does look better. It's a far superior model and the texture is better, too.
If I click the link to check your engine I get rows and rows of neverending...I don't know? - Signs? Symbols? Alphabeticdunnos. And the water in the pictures looks nice, but its too blue and the tree is too green, but otherwise nice. I just watched Dawn of the Dead two days ago. If I was being asked, I'd think a game in black and white fits a zombie setting much better than one with such very expressive colours. Might look tooo much like a comic strip in the end.
I will watch this and let myself be surprised, I hope.
Sleepy now, g'night and g'luck, gluck.
I will play it and look at your creation to find out if your wack enough to make that flick with us. I'm doin' good writing, hope to have something for you to share, soon. It's great you got your own mod out and got the bugs under control. You keep on impressing me Myles.
And I can't drive. Nothing much happens, except I can lsten to some of the good music from your posse. I'm stuck a tstart and I can't see cars and nothing happens at all. Maybe a little early for a release? Its a bit frustrating when nothing works, so better wait a little longer and present something playable and serverwise active.
Killing Floor is my favorite mod of all. Its got nice people playing and its about supporting each other. True - the balancing issues were getting me a bit upset sometimes and I'm glad you changed the important features, so I guess this is now a runner-up for mod of the year. This should really be a regular game in the next release - you guys deserve it! I'd just like some more features like "Escort" where you have to rescue a group of innocents and lead them through a city while defending them against creatures. Also I like the look of the zombie on the startup sceeen. Why are they so greyish in the game, it would look much better if the had the same fleshcolour like the zombie on that screen (I like his grinning, too). Overall this shows how you have involved from a bugged 1.o to a near perfect version 2.1. I guess some people are gonna write their own scripts into this and there will be more, good custom maps, so this will be fun, fun fun, for a long while. Only issue I have is that there are some 24/7 servers up which I never am able to join . I don't know if that is a server based issue, but given the lack of servers overall, its a shame those things don't work for us yet. Maybe another hotfix, or more servers in the furture? This mod is so hot, it should get some more dedicated servers and maybe a good description (though its easy) how to make up your own server.
Thank you for the work and time you put into this, it has become a great, grreat game!
Looks very clean and has a distinctive look of its own. I like looking at your work a lot, because you know the limits of UT04 engine yet you master them and make very nice textures, too. I'm gonna playtest this mod someday and I guess it will be pretty good. Nice work!
I got a beanbag myself, she's not blond and I didn't win her in a competition, but sitting on her is very comfy, though she has a couple of holes. My beanbag doesn't have this red stuff in the background though, so I guess I just got an ordinary one, just like everyone else. Her name is Eva, btw.
I'm sure it is only the blink of an eye away.
Why did I have to think about South Park first, whyyy?
Will there be "cat enhancements", e.g. better vision in darkness, impossibility to receive fall damage ^^, etc? I also think you should have a night map and brawling for territory with other cats. I don't know, perhaps the game has such features planned anyway, I'll have to check.
The jump animation needs some easing in and a bit of weighting to give the feeling of momentum. At the moment the jumping looks a bit like playing a platformer game.
He's wearing his red shirt and the brown pants!
Well - I haven't downloaded the Beta, so I can't test it. I think you chose a difficult engine for an open-world game, because Unreal 3 was not really great at rendering wide open spaces. Cryengine is better for that, but it's a pain in the *** to work with. So my complaints are only about things that really bother me and stick out.
The procedural gras looks a bit too scattered, typically for Unreal. I'd maybe just try to have a better ground texture and use gras patches only in certain locations. After all, you have a lot of pines or whatever those trees are called. There isn't a lot of gras below these trees in real-life, either.
Why don't you make a real video sometime soon? I'd like to see the game in action. Then people can decide to download the Beta more readily than from just screenshots.
These sharks are damn fast, I guess the first guy will die a lot, just so the others get warned. The sharks are almost like some kind of stealth predator. I know there are defensive measures (used at e.g. underseas excavation sites), such as pierced tubes that evaporate bubbles of pressurized air from the ground. Sea animals hesitate or simply don't penetrate that invisible curtain. Stuff like that could be useful in order to strategically plan a getaway.
I also like the new Logo, Very sharkey.
What ideas? Concussion grenades are already in use and as much scifi as a Diesel car. Maybe you wanted to say "designs"?
That's an even cooler view than the top-down picture. I think, next time I have to design a sci-fi building I'll look at some ship bones, first. It's very inspiring.
I think with a game like this (where immersion counts) VR can be very interesting. What you have done there on your own is pretty cool! Good work and thanks for taking feedback constructively and always making the game better.
Hooked? Is he on heroine or something?
Isn't the movie "Damnation Alley" the one that his the infamous cockroach scene? I remember being scared like **** after watching that scene/movie as a kid. Never liked roaches much anyway. I guess by todays standards it is cheap and cheesy, but I think I liked some of the vehicle designs at least.
Strange that Zelazny had such early films while one of the guys who he worked with was ****-poor and had his first movie released posthumous. It was Blade Runner, by P.K. ****. I always wanted to read the book they wrote together and all of that came flashing back when I read your article. Congrats on the KS, too!
Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)
I like the conversation system though I'd look up some conventional framing methods (like full shot and close-up). It seems like you could get better angles on those characters for presentation.
I'd prefer a more visual explanation, because reading in games is always tedious, even if it just involves learning the control scheme. Just an image of the item and explanation of which functions are key mapped would suffice; more importantly those functions have to be available through either the main menu or a command key, so you can toggle them through or look them up again easily.
There is also some information that could be abbreviated. Unless there is reason to state that something isn't going to happen, e.g. the player will naturally assume that he gets off ladders automatically. In other words: if he had to press a key in order to that I'd state it, if not he'll figure out. Generally, give your players enough freedom and not too much dialog or your game character will come across as some kind of a crazy who talks to himself on every occasion. I know that is a kind of classic adventure mechanic, but it only works with certain kinds of characters and settings. Sometimes a little less talk means more atmosphere and more visual storytelling.
The materials look a bit too dull and the the same overall. I guess this was to some extend inspired by Elysium style grenades? I think the materiality should be more explicitly "metal" (see video link).
Even if you add just a few parts of blank metal and different material definitions, it would add a great deal of realism. This is a good example:
Kinda looks like Battlestar Galactica. Pretty cool spaceship you got yourself there ^^!
I really liked Underhell, it was a rare blend of good horror and metaphysical story. Glad to see it helped you score a job, too! How did that happen though? Did other devs approach you, or did you actively try to find a position after releasing Underhell Prologue?
So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.
That isn't the biggest mistake you could have made, but it's good you made the change! I recently updated my project files for my game prototype from our Server and realized I had forgotten to make a submit to Perforce, the last couple of days. So I received all the old files and my progress of half a week was overwritten. Yes, making games is partly so frustrating, because there is nobody else to blame when we do something stupid ;)
Oh yes, my bad. I wanted to write tilted there, but left out a "t". I blame my Microsoft Keyboard, which needs to be hit like a hammer hits an anvil in order to produce a letter on screen.
...at least I get strong hands out of it ^^
Hahah, I love that the other guy confused tilted with tiled. My comment must have made no sense to him at all.
Thanks for the info. I thought this might be the case, kinda like how roads have a "bow", in order to let water pass to the sides. And that is also rarely done in video games, though it looks much more accurate.
That must be a pain though, having to rotate everything to an exact tilt angle, so it looks grounded in those areas. Very interesting detail, good explanation, too. You are kinda my go-to guy now, when it comes to explaining ships ^^
I donated to this project last year and was kinda thinking it died afterwards. It's good to see you are still doing the work, and I encourage other people to send you a couple of bucks as some kind of recognition for the great work done here!
Why is the mail thingy tilted? Were the floors tiled or is it just a coincidence, or did you model that thing with a tilt in it? Looks nice though!
Ah c'mon, put some upside down, just for the laughs ;)
This is a pretty cool game. Keep up your great work!
The interface looks alright. I'd separate it though into one resource window and one stats window. So you can see on one HUD enemies killed, health, etc. and on another all your (camp) resources. Fog and snow, etc, should be in an options menu, imo.
What I'd like, would be a tracker to keep trace of time. Maybe there could be some makeshift calendars. Either by drawing a mark every new day (like in a prison), or by finding actual calendars that will work automatically.
As for the fire - it looks a bit extreme, like pressurized gas is shooting from the ground.
"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."
The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^
sure looks good for iOS. Nice lowpoly car models, too.
Nicely done! It's a much faster game than I anticipated. Only thing visually that I'd like would be if the sword trace was actually white, instead of black.
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.
This is a kind of heavy atmosphere I would connect to a very damp, warm place. What I never get about fog volumes is why they can't be gradial. In a real situation you have all the hot damp air up in the room, all the cooler, clear air below it. The fog volumes/particles however are always evenly distributed which creates the kind of "after-shower" effect.
These new textures give the room a whole different vibe. It looks more "brown", y'know like stuff used to look then. Not so lively colors, oldschool patterns on cloth and the whole yellow/brown look of floors and ceiling tainted by thick cigar smoke!
This looks really good for ingame! The lounge and boiler room are my favorite parts of the ship so far.
So this game is gonna look really superslick and clean, right? because a lot of what I see looks fabric new or has hardly any wear. This model look a bit empty, but I guess it's WIP.
In my country the square Batteries are called "9 Volt Block", maybe this is a reference to that kind of battery?!
How would you know? do you think the prosthetic arm is an in-game model? No - it's a render, and yes it looks good. RPG's don't need to be that detailed, because you aren't close up. And I'm also sure the game will look great, but don't go confusing beauty shots with realtime content.
Thanks for confirming the mod works!
Of course I unpacked the whole folder into sourcemods. Didn't work for me. Like I said, I have a dozen other mods installed and all work. But Steam has been a bitch lately, crashing and generally not working for me, so maybe it's something with my Steam installation.
I put it in the sourcemods folder first, then tried putting it in the common folder (where my other mods are located). Neither of them worked. Confirm a working installation, please.
I restarted Steam and this is about the 100th mod I install, so something must be wrong with your build. sorry.
First time I see a project use the Sketchfab viewer. I think that's awesome! The game looks cute, too. Good job!
What's that thing on the end of the Grapple Jack (the "hook")? It seems so familiar to me, but I can't pin down where I saw this in real life and what it is used for.
Maybe, they just wanna play ^^?
looking good. I remember this station and it is a pretty cool thing.
Why is this called bow? I always wonder about the names on ships. The thing I wonder about the most is the "poopdeck". It seems like this is the deck on the back of a ship. I wonder if it is called like that, because people poop there. Seriously, I do :)
Looks very good man, but with GI these pitch black areas would light up, too. It would be awesome if you could get it to work with the engine, but if it is too much a hassle, do it with the next project.
Darn cool mechanics and features!
I want idividual suitcases for all 1307 passengers, or this game is a complete disaster!
Just kidding. Looks awesome. Bit much haze, eh, but nice :)
Excellent! The updates sure kept me playing NMRIH for years now. Great to see some new maps! I hope the servers will upload these, soon.
That sounds awesome. GI would also be interesting for the exteriors, since you have a lot of reflection from the ocean. And you could have animated day/ night cycles. I'm sure current computers can easily shoulder the load.
It's still cool without it, but if you have the options to get a big feature to work, why not?! :)
So these areas will be a whole lot darken and irregularly lit, or are you gonna bake the GI lighting into the textures? That's a bit of an oldschool method, but might work fine, here.
These would look a hellofalot more interesting, if they were textured, ya know? Just saying. Tilt them 90° and you get a group of skyscrapers. Without textures everything is something else.
BTW. New Qixel suite is free until September. Maybe good enough for a quick texture pass?
Sooo many folds! Must have more folds in clothing, moaaar!
How will these rooms be lit? It seems like there only are a few small lights on the walls, yet the room is lit bright, as in daytime. Is lighting your next task?
So they took a lot of mail to New York and sorted it on the way, to be delivered there? It can't be the passengers mail, right? First of all it's too much mail and then again - how would the passengers receive letters, on the ocean...
Excellent work as usually! How nice it looks when everything is populated with tings :)
I wonder, does the engine have capability to use decals? You might use some decals below the chair, as an indication to where people put their dirty feet while working. Since the ship is on its maiden voyage, I suppose there won't really be much wear and tear.
You've come a long way with this and it is really a beautiful project. I'm glad to be watching it!
Btw - what's that white round machine behind the table? Looks like some kind of generator.
A boring machine? Really? Does it tell boring stories?
What's that white stuff up in the image. Looks a bit weird.
^^ Aint much to reflect in space, I know. But Gold and such simply don't make any impression without some reflection.
Looks promising! Reminds me of all the great adventures from the 1990's. Will there be spoken dialog, or is text planned?
This looks really cool man! Great update, fun stuff!
Also - what's on that pizza? Sausage and steak? ;)
Pepsi can launcher?
Quite a good model. I suppose the textures are gonna change or will it stay this uniform colors?
I'd say these shaders are pretty perfect! I really like the game camera, at this time. It would be interesting to see the map in different lighting conditions and with changing weather.
That is surprisingly good depth of field for a game engine. Not sure why the video of it laggs though. Did you use a lof of individual and large textures? This whole castle structure could probably fit on a 2k texture atlas. However, since GFX are standard 1GB these days, and they will probably be standard 2GB within the next 20 months, this development is probably geared at a high end pc (today), which is the budget PC of tomorrow.
Awesome! These models are getting better and better. And now imagine working with a recent engine - you can have 4x the polycount and it won't as much as cough.
I like the individual detail and that you made more than 1 bag model to keep the diversity. Aren't you sometimes afraid to lose track with all the models and textures you create? I am working on a spacestation, interior and exterior and already get so many textures. And that is despite using Master Materials in Unreal 4 and having many shared Texture Atlases (is that the right word?). I imagine if you switched to Unreal or Unity, you would have no problem getting to work and feeling right at home. But the amount of assets and textures you have for a project this size must be overwhelming, sometimes.
Also: I like your little guessing games in the updates. Cool feature :)!
Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.
I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.
I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.
Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!
Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.
Kitteh! Are you a kute Kitteh in siz gaim?
I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.
If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.
The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.
Not of all of it. It's meant for an adventure game, so there will be several sections of the station you can visit. These I'll have to build. The rest will be fast-travel in-game.
Excellent work! Only think I think is you could scale up the size of the fire effect inside the palm. It really looks very tiny, as if it was far away. Maybe blur it a little to avoid that scaling effect, too.
Wow, cool! This is entirely in Unreal 3 (except the rolling text, I mean)? I didn't know you can make this kind of stuff in-engine. I would have probably used After Effects or something like it and made a video file.
Lol who wrote this article. The technical difference between baking a normal map and uv-mapping should be clear to the person who wrote this. The information here is simply wrong. And 1.000 000 Polygons isn't really much for a highpoly. Characters in games like InFamous are baked down from 80-100 Million Polygons.
Destiny was a pretty strange ship. It looks better in your render than in the series ^^ How is it rendered? In 3Ds Max or in which program? I like the light.
It would be nicer, if the archer would actually grab the bow when he's holding it. He's not exactly asian looking either, but I think that won't be much of a problem in-game.
If I might suggest: please don't use red/green as a color contrast for your teams. People who are colorblind cannot keep them apart and it is just as easy to use a combination of e.g. yellow or blue with red. Textures are looking good but a bit uniform. I'd work some more on the specular map or as Unreal has it now: roughness map; to separate cloth and hardsurface a bit better.
It's alright to update often, but you are overdoing it. I want to get game updates and that's it. Stay in memory by memorable updates, I'd say.
How about simply overlaying a dirtmap or something like that, instead of distorting the actual image? Just so the mirror has a little bit of texture to separate it from identical backgrounds.
The short video could have just the main features without explanation/voiceover (maybe type the features and blend them in) and the long videos could show everything as it is now.
Lot of updates lately! It looks like the first release is not that far away now. And it's looking great!
The video is a bit long and technical. Perhaps you could make 3-5 minute edits from the long videos you produce, so the common artist like myself just gets a nice overview; people who want to could still watch the long version.
From the very start it irritated me that you use a non-tiling texture on the walls and the stairs in center of your testmap. I know it is not relevant to any of the features you show, but could you just use a tileable material there? It would look so much better and give my eyes a rest.
That's supercool! The scale of that thing may be a bit large, from an artistic standpoint.
I think one thing about mirrors is that they are never perfect. So you could make them a bit uneven or less uniform.
Cool, I have just seen it on Polycunt, too! I really like the aiming, looks like a ton of fun!
Definitely easier in-engine, because you have your lighting, models and animations all set up. It may not look as good as a fully rendered scene with all the high quality lighting and effects you can get through unbiased renderers in a 3D program.
UDK had a function that would dump any image rendered into a folder. So it would create image sequences, which you could then compile into a movie later. That meant you could render with more detail and higher resolution, because the movie was rendered out in frames anyway. Mass Effect and a lot of other games that use "in-engine" cutscenes use this technique. It still looks in-game, because it is using the same models (or slightly higher res versions), but it is actually a rendered movie.
With Unreal 4 it is still unclear if there is an imagedump option. If not, or if there is no lag at all in the final version of the scene, I can just keyframe a camera that flies through the scene to create the cutscene.
Lots of pictures, but nobody wearing any bermudas...
Lol. What an idea ^^
Right on time for the World Championship. Planned that way?
Visible tiling. Either change the texture or the UV.
Ah right. We all know the horrible collision in some Source games, so that's good to hear.
It's a Linux first engine? That's interesting. The Linux user group has been the most generous throughout the bank when it comes to Kickstarters. Even in absolute numbers they often give the most to a project that supports Linux. So this makes DragenGine a perfect candidate for a crowd funded "linux first" game. Interesting. That also means it will be made iOS compatible sometime in the future? Apple use OpenGL from what I remember.
That's an eleborate rig you got there for your fox. It can probably be nicely animated for cutscenes. Would you rig an ingame model with that many bones, too?
What do you mean by "it doesn't support triangle meshes"? I thought the principle behind Direct X is that it works with triangles, thus splits my polygons in 2, unless I already triangulate a model before importing it. Maybe you can show some wireframes ones in a while. Does your engine not use Direct X then?
Excellent idea! I only changed the header images once and wondered how people create entire custom pages.
Well the problem is that 35k won't allow you to make the game and make a living. The trouble starts when you have to buy licenses for the programs in use. Most of them are single seat, so it can be a pain in the ***; that is if you create a real, physical studio.
If you just create a "virtual" studio for now the problem is "who owns it". You need some paperwork done and the team agree on everything. Then you need a loyal team (which to my knowledge doesn't exist) and stick to a tight production schedule.
I'd say take the money, concentrate on the smallest possible vertical slice of the game and produce that. Then shove it up a publishers ... and try to get them to fund the rest. I really don't know how things work yet myself, but so far people told me I was reaching too high or too low. It takes a shitload of time to figure out the project that is right at the time.
Personally, I would like to develop a 3-part sci-fi game not unlike Mass Effect, right now. Scripts are written, story pans out. Instead I am thoroughly preparing a very small adventure game that can even be ported to mobile. So sometimes it's better to keep that big project offhand, until you can oversee the costs and problems. Rethink it into a prequel or an episode perhaps. Give some idea of your game, but don't intend to produce anything at 35k and don't hope for another successful Kickstarter. Because those things will never come with any guarantee and you may still end up short of the goal and lose the team. Kickstarters tend to **** things up more than they help. Unless you are Doublefine or some other known studio...
That's good, I hope the kickstarter works out! What I wonder though is, aren't there huge chunks taken out of the budget by banking fees, Kickstarter itself and what else may leech?
So if you are saying you want to reach 35k, doesn't that imply 40000 or more as the real goal, because all of the stupid fees? I find it very annoying that all those fees are put on top of the budget stress every team has during startup phases. Why can't they just give it a rest, until the project starts making money? I guess it's because the banks don't care if you succeed or fail, as long as they make their cut, first.
Not true! Both engines are so different to use when it comes to shader and project setup that I more and more refuse to compare them. Cryengine has proprietary formats (Like CryTIFF) and exporters for all of its crap. While Unreal works perfectly by dragging and dropping textures and models in the editor. Cryengine is a decent engine if you plan on future developments with the engine (and have a budget for it). It takes resources and time to get into. The same goes for Unreal Engine to some extend, but it is in comparison the much simpler engine to work with and now it actually has comparative results to Cryengine's lighting.
Crytek make nice demos for their engine, but they don't show you the pain in the *** it is to work with it. Today I can safely say that everything about Unreal Engine is better than Cryengine. I would not have made that comparison between UDK and CrySDK, but yeah - Crytek pretty much suck now. And they wasted an oportunity to present their own marketplace and/or indie engine. The Crytek subscription is a joke.
Awesome looking, stylized environments! You have continued developing that original style from Lastknight and now it starts to really feel like a whole world. And it looks pretty damn cool!
Good start, must have been a pain making the BSP surfaces at exactly the right angles. There has been a thread on Polycount of someone making the same map, so you might want to look into it for inspiration:
Dalek - the mightiest space invader of all. Tremble at its sheer appearance!!
Incredible improvement, much more believable and convincing looks and lighting. Did you add a new skybox, too?
Excellent progress man, congratulations!
Of course we are going to fake the gravity transitions. Basically, you will never see the inside of these connecting pipes, they will take you from the zero-g to the 1g sections through a cutscene; it's an adventure game, after all.
It's the same with the rotation of the station, while you are in the center, the ring revolves around the station, but while you are in the ring, the station center and skybox rotate. This way the player is always in a static level.
Yeah, the 2001 Space station was about the first on my list, but this one is much, much smaller, as it is a small research station. I'm looking at ISS images for the interiors, but I guess I will compromise between realism and computer game realism. I just don't want things to look too sci-fi and futuristic.
And blood is so hard to clean off floors! On the bright side: at least they aren't all over the white carpet.
Gibs, Gibs everywhere. The road could use some depth. Aren't eh normal maps working?
Putain! C'est en Paris? ^^
Doesn't look like London to me.
Not sure I can imagine how that would look. The thing is, the small round piece on top of the left crew module already is an airlock and the station can have another one on its main body. For the story (this is for an adventure game) the station doesn't need to be larger; this is in fact a re-design from a much larger station blockout, I had made before.
I redesigned it completely, because I wasn't happy with square tiles and artificial gravity that is somehow magically generated. I want this to really work and be fun for the player. Even though there are only a couple of rooms for him to explore.
What I'm thinking is more: how to make it visually more interesting. I'm more about cosmetic improvements at this time. Thanks for commenting!
I take it you made new terrain with U4? Looks good. It also blends much better than before.
How did you make those lovely arrows? Much nicer than my handpainted arrows in storyboards (I try avoiding those now).
So they are gonna use this as backgrounds for greenscreen? If so, how do they get the actors to reflect on the floor? I guess one way would be to do it exactly like with fake reflections - just mirror the actors and have them walk upside down.
If you wanted it really badly, you could make a semi transparent floor and mirror the scene on the other side ^^
Of course if wouldn't be great for the framerate, but still cheaper than creating a material that reflects everything in realtime. IDK about BF2142'S engine, why wouldn't it be able to reflect objects? Cubemaps are old technology and to my understanding most engines (even older ones) can use them. If there are no reflections in BF2142, it was probably for optimization purpose.
Did I convince you, or was that planned anyway?
I thank you, and remembered to hit "track this game", which I forgot during my first visit.
Beautiful and smart work here, good article!
Can you tell me which vehicles that are in the moodboard images? The one that looks like the Beetle on monsterwheels and the van on those offroad wheels both look awesome. Is that an S1203 Van perhaps? I'm always looking for cool stuff to model like that.
Wasn't5 it cool they gave Unreal 4 for free to all us guys, who had bought UDK? I still can't believe I am subscribed until the end of 2015, just for my support of UDK. You'd be fools not to upgrade engines, seing all the ease and power Unreal 4 adds to making games. I congratulate you on the switch!
Also, this house has nice attention to detail! These rocks look like they make sense there, but you could probably do with 20-25% fewer rocks; it would still look good, perhaps better. And those woodplanks on the roof look very thick+heavy. Wouldn't that bend the roof slightly, due to weight? But honestly...who would remodel that? It looks alright as it is and I'm always criticising things that don't matter much when it comes to gameplay. Nobody goes around inspecting environments, during a fight.
Despite the original concept, I am going to make a straight magazine, like the FAL has. This curved mag looks somehow not sci-fi enough to me, though I'm sure we will still see that shape on modern rifles. It makes sense, it just looks a bit too "banana" for this model.
I get no video here.
Thanks, everyone who commented. You've been a great help!
This was an early render with Octane Demo version. Interesting renderer, but a bit unnecessary for me.
This looks interesting, albeit not realistic again. Would be nice for a stylized game in the stlye of "Walking Dead".
I still wonder what look you are going for. Of course it is a prototype, so the models aint up to snuff yet. But is it gonna stay that way? I'd rather see you take a more Dayz approach for the environments. Not as many cities or such, but a more realistic style of everything. Those extreme color settings are all a bit cartoony and abstract looking. Some of them look really naturally and clean. I guess it's in the mix, how it comes out later.
Winter is the best looking setting and works great with your trees. The blue versions all look horribly wrong; go for 10% saturation of what you have now and pray. I wonder if in winter the lakes will freeze up so you can take shortcuts and go ice-fishing, provided you have the equipment.
1:33 Min - how are rifles rigged? To the chin? it looks like that AK goes over the shoulder and through the body.
You like your colors saturated, don't you? Some of it looks good, some of it looks too strong. The blue (night?) setting looks like an alien planet or some gasclouds, instead of atmosphere. Looks overpowerd
I like most of the winter and swampland settings. Looks great when it works. I'd just pick the 10 or so LUTs that work the best for you and go with that. Some stuff is too extreme to work with the more "normal" looking environment lighting.
You are sticking with UDK? It would probably be annoying to migrate to Unreal 4?
Looking nice, I like the look of those skeletons.
Kuhl, das hat ja alles gut geklappt für dich. Nice game, next one on Unreal 4? :)
Hmm, you should be able to get a job as "case designer". These are all lovely! Keep it up.
Heh yeah, there is a "bit of everything" on that rifle. Like I said, I wanted to keep open to all kinds of influences. It's very hard for me to do any 3D detailing without visualising what I want to do.
A District 9-ish look is definitely the goal though, so I'm gonna keep some of that. I made a new grip in the meantime and must model a new magazine, too. The Lowpoly is 60% done, all of it unwrapped. Couple more days and the first texture should be in. I agree it should get a clean version, too. So, hopefully I'll make one funky, one "regular" looking texture.
All I know is that Max users have been complaining about Maya getting all the attention from Autodesk lately. I've used versions 2013-1015 and 2014 was the best of the lot. 2015 is not yet as stable, but has a few features, such as a new peltwrap algorythm, which I needed.
The cool thing about Maya is, I don't have to do stuff elsewhere. I always hated saving everything multiple times to bake, backup and view in other programs (such as XNormal). So after getting used to it, it's pretty good software; as long as you save often.
Ah btw, I switched from Softimage to Maya about a year ago, and I get along with Maya very well. You need a bit of time to get used to it and create a custom toolshell with your main tools. Once you know where to find everything, it's mostly fun working with.
Gee, another great idea, thanks! I must admit I don't know much about guns. And I just add more detail gradually.You rattle that handle when a bullet is stuck or what's it for? Seen it on the SCAR and that may be a great idea, I can make one and see how it looks. I really need to get a basics course in weapon de´sign, it seems.
Yep, Dipo sure was an inspiration. That looks awesome, kinda wish I had made that rifle instead, now.
I'm working on a movie with him, but I was tasked with making a rifle and really liked the bullpup design. So I made my own version with these features.
Lots and lots and lots left to do. starting with scaling that ironsight and putting it on another (longer) rail in the middle part; I haven't modeled the front ironsight yet. It's funny how much stuff I still think can be done with it. Good call about those switches. I thought about something like that, looked at some SCAR rifles. They are the masters of switches.
Also thanks for the concept from Dipo. I am actually working on a film project with him, so this gun was inspired by one of his pimpmygun designs. Not the one you linked though, a simpler one.
The goal here was making something my own, and I consider this my own. Dipo will be named for his work on the movie, accordingly. His concept there is awesome though, I kinda wish I had gone with that. I'm gonna keep working on this gun. It's fun and a lot of tweaks and changes come along the way.
The one on the picture reminds me more of a Steyr than anything. Perhaps its the bullpup type weapon with magazine on the back that has this effect.
I'm thinking of using another scope or ironsights for the time being. This current one will need some work and I want to concentrate on the rifle.
Only thing now is to talk about some general aesthetics. These trees would look better if the branches were split in middle and bent, for example. I suppose you used some textured triangles there. It doesn't look bad, but they look a bit abstract that way. The game is somehow between realism and Mindcraft at the moment. Needs some design to make it perfect.
Awesome art and style, but it all becomes a blur when everything is in motion. I do like toon textures, but I think in fast paced games they are much harder to read than more realistic textures. So artistically this is awesome, but it seems confusing as a game. Looks great on the stills, though!
Does your water have a color depthmap to make it look so milky or how does that effect come to pass?
Those ripples are too large, btw. Did you shrink the character down for the game? It always seems like they are tiny in comparison to the rest of the world (even to water ripples). This looks really cool sometimes, as they seem lost among giant trees and empty lands. But sometimes it looks just like the scaling is off ^^
I made up for it, call me the Equalizer. You will be known as the Nullifier from here on, Keen.
I think he should have rendered a force field and stars outside that hangar, too. It's a bit lost in void now, when it could be grounded in a convincing scenery without much ado.
Thanks man! What bothers me is the low division on the wheel. It's okay from this angle, but I really need to change that. I wish I had some better idea of lighting too ^^
This a female handgun? I can't see how men can fit a finger on that trigger ^^
But awesome designs overall and cool looking weapons with an "Oblivion" vibe!
Looks awesome. I love the detail on surfaces and the variation of shape. The thumb looks a little strange there and the hand seems a bit small, but as long as it doesn't drop any big *** weapons that's fine.
Nailed it. Those steel supports are already textured? Maybe throw a little rust into the crevices or bake an ambient map from a copy of the lowpoly (use as highpoly). With some AO in these crevices it'd look less computer-made.
But overall it really looks great. Even just the unique shape of the room is fascinating when we mostly just get generic corridors in games. I hope you make some walkthrough videos, as I don't own Mafia anymore and would still like to see what you did for myself.
Yeah very nice! Except the bloom is a bit hardcore on some assets. But come to think of it that may just be caused by their (missing) specular map. It really looks a step up towards a final game, good update!
magic, magic, magic
Is it? In my understanding it is an excuse for nor writing a story to begin with. If you make an adventure game, but don't have a better story than "you wake up in a space station, not knowing who you are", why make an adventure game? This "noman" archetype works better with FPS than adventure type games.
I have a better story yes, because it grew over years. But story is structure and cannot just be tagged on, as you infer. If you want to make a different adventure with a story I wrote, I'll gladly share something with you. I too would like to make an adventure game of the kind (Dig, Full Throttle, etc), I have a story, even a license for Unreal Engine 4 (until end 2015), but I am not a coder or anything else. I can make assets.
Nice project. I think "The Dig" holds up pretty well even today, since it had nice paintings and decent character voice-over and music. It wasn't the best adventure of the time, though, but it was one that played in space, which was nice!
Waking up alone, not knowing who or where you are is the worst beginning for a game ever and the pinnacle of inability to write a proper plot. Do this again, and I will come and skin you. It's the one computer game plot we don't need any more of.
Any assteroids in sight?
Lovely colors there! Stoner planet N°1!
What does she say at the end )"Thank you all for chosing your... enjoy your stay")?
I think you should make some static meshes around the doors to cover up the harsh angles from BSP/CSG. (Maybe make the subtractive geo a bit smaller so it doesn't cut in the floor?) Also something might be wrong with the normals on the floor tiles in the beginning. They don't really pop.
Generally, this is a really nice exmple of what you can do with good materials, lighting and even just mostly CSG. I really like the look of these rooms and floors towards the end. The obligatory light flicker and a few color light spots would add to the atmosphere. Also, you are using a lot of Alpha Masked materials on ceilings and could throw some light through these. Always gives such nice patterns on the walls and floors.
It has comparably high subdivision, because I was going to vertex paint/deform some of it. However, I am currently struggling with exporting the shader (settings) to Cryengine 3. Not the easiest engine I worked with...
I got ants in my pants, and I got to dance!
Interesting idea, looks a bit raw now, but I like to concept.
Terminator is blue alright, but man this is really blue ^^
All assets produced by your team? Looking good! And promising idea.
Bit extreme with the baked shadows (on the flag), but otherwise neat textures.
It's smooth alright, but it's not "turbosmooth" like the lady is. You can still see how the wood was carved under the thick coat of paint. It's what makes it look hand-made to me:
This kind of detail could easily be added with the normal map when baking the character down to final resolution, though.
Coming together really nicely. I think enemies attacking during cutscenes happened in quite a few games I played, and I usually found it funny.
The language looks like it is mirrored and hadn written poetry ^^
Strange that the normal maps for the "housecubes" look so badly. The cylinder doors/windows have enough resolution, but the shadows are in the wrong place. It could be done very fast by adjusting the vertex normals/smoothing before baking a normal map.
Cudos to the modeler! The ships are really beautiful. And I love the boobies up front, though I'd like the statue to be less smooth, more like chipped/carved wood.
That's the spirit ^^
You can also do trade and stuff in the game though, in case you wonder what else there is ;)
It's a hut goddammit. Stop looking at it!
So you work on the Nautilus, do you?
in reality this is a portrait of a coffee mug. Composition says it all.
How cool! Is this an actual blueprint from the era? Great detail!
final. added some roof trims, too. It really worked. I still can't believe how much time I'll save from now on.
Hmm, I did change the painting on the main trim 1x after that, though.
This looks amazing. All these ropes and masts are very nice to look at.
She's a beauty alright! Only problem is there seem to be some gaps in the mesh.
Actually cool to see - this was posted the first night, after I started the house, so I can build stuff like this completely with textures in 3-4 days now. About the same time last year it took me almost three weeks to make a smaller house - and it wasn't very modular.
And the best part is the vertex paint material I'll apply to it. I love this technique so much and can't wait to see the final results and get some feedback!
Actually, it does have lightmaps now. I edited the image and put in a newer one, as this is the finshed base texture for the diffuse. I'll just have to work on normal detail (make the trim more interesting) and work on thos corners, which seem too massive to me now.
Gonna start vertex paint next!
You can use a one polygon plane for the whole size of the window and bake the highpoly down onto it; mask it with an Alpha. Saves you about 64 polygons/window and looks identical.
Those ships are sexy! I just wonder if, instead of modeling the windows poly by poly, it wouldn't be more efficient to use one polygon alpha masked with the window pattern and put it on both sides (or make a double sided material for it).
This has the advantage that the window is 1 poly instead of several, it is easy to unwrap (planar) and if you tilt windows, the alpha will follow and you need only make one window for all your needs.
yes, much better, clearly better. ^^
Are they truly dynamic, i.e. are you using wind as a simulation? Otherwise you could just bake animnations for the different stages of no wind, little wind, heavy wind, storm.
I really like this project, I can already imagine your reply ^^
Funny you'd say that, as the stern of this vessel looks kinda wrong to me. I bet the modeler lost some sleepless nights over this one.
What? I just commented? Oh okay, it's not here, so search for my comment somewhere else!
This is a strange, but beautiful thing! I don´t know why the limo would turn all the time, but it keeps things interesting. However, 9,99 is too much for the game, you will sell more at 4,99 pricing, even though it's nearly half the munnies. This game isn't yet in the 10$ branch for me.
yeah sweet! If anything the problem with this game is there is too much to do ^^
I think I'm not nearly through half of the campaigns available, and I certainly never did the Master + Commander story.
Great work on the animation! Sounds may need some tweaking, he doesn't sound heavy enough. I'd also like some "ooomph" from his feet (e.g. dust swirling up) when he stomps along the land.
But hey - great work. Good to see updates on this very original game.
It has some lighting errors due to these meshes being planes/open. I could think about making them double sided (the usual way). Planes may work for some areas, for straight ones. It's a pity they don't work everywhere.
I used Unreal Development Kit for the visualisation. It is UDK without weapons, just walking and opening door(s). I had to remove the weapon and HUD, as well as the player model. Next, I will start using a custom character as the UDK character doesn't really chime with "normal" human interiors; it grunts and double jumps and all that :)
Whoever authed this file, thanks! That was quick work!
Clean lightmaps, accurate shadows. Two things that feel like an achievement with UDK...
Much darker from this side, eh? That's why I think I need a fill light, maybe a directional light on the dark side of the house too. It has a nice silhouette this way, but the material definition got lost and it simply doesn't look right. I could also increase the number of "bounces" in global illumination, but then it takes much longer to bake and the effect is only minimal. Better to put in some more light!
It is really hard to see exactly what is going on here (for an outsider). I'm sure you have it all planned and I can see somecolor code (e.g. yellow for police man). I think more colors could help identify objects in the game easier.
You should think 3 dimensional. So you start with pen+paper design, but you put another sheet on top and using it for e.g. stairs and first floor. Even a warehouse has some verticality. This keeps your layout tidy and orderly.
Some questions remain: why do you turn off all the valves to get to the scaffolding? Why are all the valves turned up in the first place? Who puts valves in places where they don't belong anyway (I usually expect them underground)? Isn't it easier to come from one of the other three available sides and just climb the scaffolding?
I love the look of these textures!
That's so impressive! I wish more people were watching this engine's development. Every feature any of the big developer's engines have - the Dragengine has it too, just better ^^
So now you're on to web features. Great!
That sounds good, if Ryan and you can work like this.
One thing I noticed on the prop example is that the proportions are different. That can often happen when you put models into grid spaces to make them tileable. However in this case I think the assets is just a bit too tall. It looks better balanced in the concept.
Add an extra edge to silhouette objects. The pipes looks squashed with the sudden 90° change. And normal maps would do wonders for all the bolts and bevels.
If you average the smoothing between certain polygons it means the polygons on that part have no visible hard edges between them. The smoothing is "baked" into each vertex when you save the model, so it is not on a separate map but the smoothing is in the geometry.
If you can keep the polycount low and still get a nice silhouette the result should be a smoother looking model. Had I planned these models better, I would have made more separate parts, i.e. build them almost or exactly like they would be in real life; it gives a better edgeflow. My final model was more or less a refined version of the blockout. That's why I'm complaining a bit... about myself. On the other hand, the polycount is still fine for a vehicle.
That's a nice stylish trailer! After Effects or what did you use?
This is really fantastic work. I love the clarity of the main structures combined with the many different details and the great lighting.
He's too big for the doors ^^
Red and Yellow and blue - I like those contrasts. Loving all the work so far.
No doors yet and no windows yet. The material is just a constant to check for shading errors.
You will enter this house coming down a sloped path from a hill. I imagine this house to be located on a clearing, surrounded by jungle. Can't wait to sculpt the landscape around it.
I have this awesome idea how I'll make a cubemap for reflections for this map. I wonder if anyone has ever done it that way:
1. create a cube, unwrap box style. Then smooth the cube into a sphere (pressing 3 in Maya, no geometry change)
2. Bake to texture using an HDRI panorama
3. Create a cubemap from the texture that has been baked. Without smooth it should be baked perfectly onto the box' UV.
4. Probably stitch together to meet UDK conventions for a cubemap or use as is, if there are no problems.
-> I could use a cubemap actor in UDK to bake a cubemap right in my map, but since I am going for a higher quality than usually, I can get a much better result in Maya. It will be very sharp and several times the size UDK can bake out (UDK limit is 2.5k pixel) + it is faster!
You select the polygons you want to appear smooth and go into "Normals" and then "average normals". That will make all selected polygons become smooth. It's nearly as good as a highpoly bake, but not quite. Depends on the kind of model too. As you can see later, UDK rejects a lot of this information, even though I imported my "tangents" and smoothing groups.
I remember you use Blender though, so you'd have to search for the option. I gave you the Maya solution. If there is no option for polys, just select the edges you want smooth and soften them.
I really like the angry eyes ^^
I've seen this thing on youtube, it's actually really cool and seems less vulnerable than tanktracks. The poster is cool too, I just think it doesn't look very Russian, but maybe that wasn't the intention.
I put the garage/hangar scene on hold, because I realized it needs better preparation. Instead I started work on an architecture visualisation, because I need to find some work in my beautiful town of Hamburg. And seemingly nobody uses Unity and/or UDK here, or people just don't want to hire me.
I still dream of working on games, especially adventure games, but until then I need to find something that allows me to become better at 3D and pays the bills.
This is just the blockout. I hate these square polygon designs in games, so I will make sure to concept each asset to achieve an original look.
The (new) concepting stage is my next step. I hope it will all have a cartoony style afterwards, like e.g. "The Fifth Element" was cartoony yet realistic. Saturated Colors will be important, too.
How is a fully colored and rendered concept image a "sketch"? I guess the round lights on top were an afterthought, because they are not reflected anywhere in your polished surfaces and they are slightly out of perspective, too.
Gameplaywise it could work for me, because even though space and underseas are similar conditions, only the sea gives me that claustrophic feel. I therefore hope that the station won't offer this widespace luxury (as in the concept) everywhere. It has to be narrow and damp in places, too. Even if it's just condensation water + airlock splash.
Lightmaps - if I ever find out who is responsible for the system in UDK, I will strangle him with my feet. I hope this horrid way of rendering UVs for lightmaps will be better in UE4.
Took me longer making lightmaps for this one than unwrapping the entire thing. Thanks EPIC...
Give the man some balls and a healthy piece of junk, my god! First I thought he was a chick with a beard ;)
Nice modeling, but some of the stuff like the gaiters make him look less "manly" to me. Some of the attachments also seem a bit too percectly shaped, for example, wouldn't these plates on the armor sides be more extruded into a kind of plating/convex shape? As it is - concave - they look too smooth to really give that sense of a protective layer; not sure where his shirt would fit below that. Perhaps it would be nice to have it sticking out under the armor.
The same kinda goes for the ammo belts. They would look better if they wouldn't be so perfectly smooth on his body and so thin. This isn't suede leather, but manly, coarse stuff.
Tt's a good looking model from a technical standpoint and I guess it serves its duty already. I just think it could be made to look better by making things a little less perfect, as strange as that may sound.
Why make a reflection on the floor when all the attachments are not getting reflected? It doesn't help with the realism. Perhaps you plan to add reflections for the rest in the future? The reflection is also bouncing for some reason.
Ogre Engine - that's cool. Long time since I have heard from it and your version of it is looking nice!
I'm gonna deal with the scratched metal parts later. Basically all the grids are gonna be solid metal, not painted. I'll also add some more dirt+rust to the texture. At the moment it goes straight from paint to primer below, but there should be rust, too.
I'll also start working in Ndo2 now, in order to add those many small details that add to the credibility and look of the model.
Cool! Good new feature, very usable. I can think of tons of applications for ingame use, starting with a really nice game intro and movies projected to billboards throughout the city.
I guess what you might be working on is HDRI-lighting? Thats something most engines have, but don't do as good as it could be. It also makes those fancy shaders that, e.g. UDK uses superfluous, just look at Cryengine and how nice materials look, even though they just have the 3 basics maps and no crazy shading compounds.
I'm looking forward to the next release. This engine is becoming truly great. And I still can't believe you are doing alone what EPIC pays dozens (if not hundreds) of programmers to do worse ^^ (Okay, now they have UE4, maybe this time it is a flawless engine)
Looking good guys! I wonder if we will see other games release with this engine soon.
This has a split window in the backdoor now and some more detail. I'll upload new versions once I optimized the smoothing groups and made Uvs.
I'm really wondering, if I should make a highpoly at all. Most of the jobs on this thing are NDo2 jobs and the smoothing can be adjusted by making groups and averaging. It seems like an unnecessary amount of work to stabiliz the mesh for Mudbox/Sculpting, when all I do is make a few dents and scratches.
Most likely I will make a UV set for it and make smoothing groups and then run a test to see how much detail I can get out of it. When it's not good enough, I can still make a highpoly, but I think it will work.
This is excellent artwork! Great job all around!
Great tutorial and cool artpiece there! I always struggle with bringing color to my concepts, because I often feel like the value painting gives me enough information, so I stop there. But how much nicer does it look in color; it adds a new dimension to the drawing!
In (6), when you chose the gradient, do you go with the most important color first (which is probably the skin, since all focus goes to the head and bright areas), or do you use the predominant material color (which is probably brown, because most of the dwarf is earth-color?
I can't really tell what you did first there, but I remember using the gradient method myself with some earlier concepts. I just forgot how to do it properly, because I do too much black and white.
#What an amazing mod, so well put together.
The reflections look really nice. And the scattering of assets is good, too. It's a bit strange of course that everything (even the garbage bags) is superclean. If you could add a decal system or some way of painting dirt on assets (some kind of meshpainting) it could solve these issues; or you need more versions of one asset, so you can have clean and dirty ones. Still, very nice shot.
I do like this concept and the idea, but I decided to work on a different model, because this one is a little bit boring from a design point of view. I'll post concepts for the "Fallout Vehicle" soon :)
Impressive. I hope you add some dynamic lights and particles to make the scenes visually more distinct. The Beast Renderer physical lighting does a lot to enhance the mood already!
Also, nice style and good use of Unity Engine!
I agree! To me this is an important piece, bc it shows the sky in Titanwood for the first time. I complained about the lighting in earlier shots, as it wasn't clear why it is so dark, even during daytime. Here we see that not only do the trees block most of the light, but it is also heavily overcast with low fog and high humidity.
It's a "blue" environment not because it is always night, but because it is so water-rich and dense. It also seems to be located in a canyon or crater, surrounded by tall mountainsides.
The only way to get a good impression of an area and expand on an initial idea is to draw concepts of it. They don't even need to be this good, but that's where the mood comes from. It's a good challenge for the mapper to recreate a similar situation ingame.
Sweet! And I don't have anything to complain, this time ;)
With some particles and ambient sounds this will be perfect. You guys are really on fire!
Great model! Did you bake as one or did you explode the mesh to get a clean bake? Why do you use both and not only XNormal? I sometimes do that too because I get clean results on one part of the mesh in one software and on another in the next. So I can mask and combine them later. Same for you?
I'm confused - I thought you had migrated to Unity engine. I was gonna say: This looks just like in UDK! ^^
I'd suggest not using UDK'S night template, because it is simply too bright and washes out the color depth on your nice assets. However, this street is looking great!
Doctor with a Banker's shirt and a terrible tie. (Nobody wears blue on blue) Where is his stethoscope? Poor research from the concept artist, the rabbit was better.
"Left Hand usage Flame External Side. "
And here some guy once said a picture says more than a thousand words... totally not true
Demons have everything!
No wait something is missing...
WHERE are his shoes!!!!?
YES! Model the important assets first, right! RIGHT? :)
Are you reacting to me? Is this because of my seamen comment, or is it just coincidence you are showing sealadies now? ^^
Models are looking good, but the girls are pretty doll-like. I'd rather play some funny looking old crow of a woman as a pirate. But let's keep that for Hearts of Oak, shall we?
It would look better, if not everything was rotated 90° and placed straight on the grid. This level design looks lifeless. The same goes for the models in this environment. Boring to look at and uniform.
These waves look huge even before you see the tiny people on deck ^^
Weather + splash effects and the texture on the water really sell this storm. The height fog is great too. Looks amazing and I bet it tastes just like raisins!
Hell that is the best AO I have seen computed in realtime. Compare this to UDK and it'S terrible ambient occlusion, for example!
When I learned rendering with Mental Ray I used a wide and a narrow AO pass. This has the effect of sharper edges and greater depth in crevices. I wasn't familiar with this technique before learning to render with Mental Ray, so perhaps you can also adjust a second layer for the sharp/narrow AO.
That is just a thought though. With the results you are already getting it's not really necessary to change much. This engine is really looking great!
That is extremely cool with the fist holding the lantern on that boat. Bright little light, considering all the overexposure from sunlight.
Imho, either the hand is too large or the lantern too small though. All of the environments so far are beautiful and coherent, even when they are from disparate regions. The style of this game is fantastic and I still wonder how this team found together. Did it start with the story, or how?
It's just high quality all around, very cool!
lol, it wasn't that bad. But yeah - see how much manlier he looks like that?! ;)
I'm impressed about how much actual knowledge about ship-building you put at work in this game design. I'm also most impressed by the original engineers, who had to plan this kind of labyrinth without having a computer or an "undo" button. Nicely done and thanks for the explanation!
Ahahah! I just saw that on the recent update and thought "Hey there's the blob again!"
Thanks for telling me and yeh - work on that logo and scale/color. It's not very distinct at the moment.
"Rallye the men", he said, standing there, waving his uselss arm.
Just curious - do you know what most of these pipes were for? It seems like you can only have so many water pipes on a ship, so these must be for something entirely different?!
Oh no! Now you ruined Titanic the movie for me ^^
Just kidding. Great job as usually. If I am not mistaken every update us getting better. Love your textures, very clean work!
This looks EPIC! Who was the poor guy who had to model all those plants though ^^
If I can make a suggestion: play with the specularity on the leaves. This is obviously a H2o-rich environment and very damp, yet the plants look completely dry. Similar thing goes for the stones. They don't have to be mirror-like, but the specularity map will enhance the detail even more!
What is the white blob on the leaves on the right (in the water)? It's the only thing that is looking wrong to me.
I might go over the textures for the model again. I tend to make them too noisy and rusty on the first pass. After the modeling I usually just want to try out some colors and materials to figure out a general direction for the materials.
I forget to say the rest of this scene are stock UDK assets.
Wasn't RoboBlitz the first game released on Unreal Engine 3? Is this somehow related or is it just a coincidence they sound almost the same?
This strip is so detailed, hair and all. What's next? SHOES???
Inspection on one of those can cost you 15 000$ ^^
But yeah, they overhaul the engine. Regular inspections are only 4000.
Much nicer to own it in the game!
Lancia Delta Integrale?
That really looks good! Great details!
Yay, Golf country, the world's first SUV ^^
For some reason I always loved the look. Cool!
Imagine all enemies in the game bouncing around and attacking you from all angles. It could actually be something refreshingly funny, even though it would make the game quite silly.
This is highly professional work! Serbian Troops on Vespas are only one of the highlights ^^
I'd suggest to work some more on the specular maps. It makes a huge difference, especially when the normal isn't very strong. I could imagine, for example that the yellowish stripe could look like thick, glossy paint. The light grey could have a granite structure on the specular map.
You might also think about beveling some of these sharp edges. Unreal Engine 3 can cope with a few more polygons per mesh. In fact it barely notices any meshes that are less than 600 polys.
It's still a bit uniform looking, but I like the improvement. What's with the big grey floor tile, though? The rest of the floor seems to have a surface structure. You can work some more on the shader network/material in UDK, too. It's really amazing what you can achieve with the materials.
You've had some really nice work lately (always, actually) and an interesting game. I don't know how you are financing the project, but all the members are really creating great, professional-looking content.
And great looking concepts are really important for the modelers and for motivation, too. I always do everything myself, which is not top quality, but at least I have only myself to blame, if I'm lazy and don't make nice stuff ^^
Looks amazing! The Taiga landscape will probably allow for insane races. This mod is sick! I have no idea how you are doing all of this without an SDK ^^
If it looked remotely like this in-game it would be crazy! Cryenine is pretty good at those long drawing distances, but it's always a risk of lag.
Really cool concept though, strange signature - "Mojo" - or is that the place? ;)
Cool! You are doing a good job, man!
Lot better proportions and anatomy than the first try! Howewver - he looks taller than the concept and is a kind of different personality.
In the first concept drawings these characters have even less natural proportions and I like it. Depends on the game you want to make though. The charactermodel itself is looking great!
Isn't that the HUD from uh, oh Pirates Vikings and Kinights or some mod? It looks so familiar!
About baking the lightmaps! Looks awesome and much better than Source's normal lightmapper (though that isn't as bad as the one in UDK). Did Source just let you use custom lightmaps? I have been trying to use them in UDK, but it seems there is no option (that works). So Source just let you do this?
I might switch to either the next version of Source or Unreal Engine, since the stuff the lightmapper from UDK bakes is often just ugly.
It's an unimaginative design. Reminds me of 90's sci-fi. I can see no entrance, mechanics or anything else in the lowpoly blockout. The outer material looks like concrete, the inner material... I don't know what it is. Glas? All around?
Overall this thing just looks like a blockout and not a final model. That means back to the drawing board or getting a concept artist.
Very intricate Hitpoints system. Is it supported by animations, or do I shoot a guy in the hand, get 10 points and he drops dead?
Also, did you bake light and shadows? It's looking good!
Unity seems like the perfect engine for cartoon shading and this is another great example. I like how you leave the cel shading/black outlines away, but I think it could use some ambient occlusion, if possible.
The effect of having great looking 3D characters and creating a lush world, rich with particle effects, is like watching an animation movie. I like where this game could go!
I wonder why the reflection on the surface is so much darker and more saturated than the real sky. On the close ups of the water it looks very dark, almost like a stream of oil. Maybe you can work on the transparency some more.
About the 3rd image: The castle is situated nicely. I think instead of creating the entire mountain from terrain, you should make some rock meshes to stick out of the erroded mountain. Also, blending with another material (rock) seems like a good idea on the mountain.
On the same imaqe: a second ridge of mountains before the skydome could help increase the depth of the image. Also adding some height fog would create a better atmosphere.
The ground texture looks pretty low-res. If it had normal maps, it might already look better. But why not use a slightly higher resolution texture?
How are you doing on performance with all the gras rendered? If you plan to have battles with lots of enemies on those plains, do you think it will get laggy?
I was hoping you'd say that! This looks like the start of a great engine, much better than what I'm known of voxel engines. Reminds me a little of Outcast(the game), simply because of voxels. It's s step forward again, congratulation!
Time to make the world's biggest Chicken Fajitas!
Chicken Code! Run!
The concepts still have some issues with perspective, cause I don't like using grids to start. If I'd do it right, this would be my speed drawing/thumbnail and then I'd remake the whole thing properly and with perspective lines.
The center tree, the zipline and the foreground house have an Escher-esque relationship ^^
You are right about concept art though. It helps with everything prior to modeling. Especially when you're looking for a distinctive style. I still have some problems making things look "one way", because I'm still trying out different ideas.
If you cannot concept yourself, you can always go to Deviantart and browse some of the awesome art for inspiration. And then start researching assets to be build with that art in mind.
If you are gonna continue producing assets, you need to look more at reference and get a better understanding of the assets you are making. Dimensions, material, textures are all wrong on this asset.
The overall shape is nice. If you haven't already, I suggest doing an introduction to drawing/perspective and maybe light+shadow. It will help you a lof with refining your ok designs into outstanding ones.
haha, yeah I know that. In fact, I haven't had a printer to date that actually prints straight on a sheet of paper. That is unless you pamper it and hold hands with each sheet separately to make it go in straight.
It still looks and feels a lot like generic UDK. Movement Speed and animation does a lot to add to this effect. I'd say your character is a bit too fast, as is Unreal custom, too.
Idk... PS4 and XBox seem a bit far fetched (do you even use DX11?) It seems like this game has potential (cool name, too), but lacks the manpower to develop high quality assets and environments. However, maybe that will change. I won't make the mistake of judging an early proptotype for its visuals alone. It just seems like it is a bit too close to Unreal gameplay and speed at the moment to set it apart from others.
lighting wasn't build in production quality and not updated. Thus the shadowy blobs.
As in Alice in Wonderland?
Is that Angelina Jolie in the movie "Hackers"? Or is it Frodo Baggins ;)?
Love your arcades, good design, nice lighting. Cool idea!
Why is he walking around on a stone wall texture in your video? And how will you ever make that mirror work with DX9 ;)?
Good Updates - I'm learning kinda the same things, but concentrate only on Kismet and 0 on scripting (I hope to find a coder). What UDK books can you recommend?
I really like the "Unreal Development Kit Game Design Cookbook"
Ah, alright. I only read the first sentence and watched the teaser then. Yeah that's legit and one of the best reasons to mod - to expand the games we love. Good luck and hopefully the fans will be pleased!
He's a strong runner ;) Looking awesome!
Is there a gap between walls on the upper right, or is that a lightmap issue? I presume this was taken in Unity?
Btw, I am a huge fan of Lonewolf + Cub. If you haven't already, try to get your hands on the Manga; they are astonishing! There are also some not too shabby old movies, but I like the Manga the most.
...just in case you are looking for some inspiration or amazing story-writing in the Japanese feudal age. :)
Pretty good mapping with all the exits on this tight space. Respect! I just wonder if the regular player is gonna find his way. But I think if the rest of the maps have similar gameplay, players will learn to look for their exit.
I had never even heard of the original game. It looks like something that's not usually modded. So, is there a reason you chose "Chaser", instead of some other game for this?
Great trailer :)
I only recently reinstalled the game and didn't find a lot of servers or different maps. Is that maybe some Steam glitch where it doesn't find all the servers (I saw only 4 I could join).
Had a great time on these servers though. I just would like to play all the maps.
Would be nice if they would blink. In UDK you could probably do this even just by changing the texture. Source, I don't know.
The walking looks a little bit awkward, like something is pulling them around rather than muscle movement. Maybe the stepwidth could be smaller?
Yet, this scene looks really nice, once again!
I lol'd! puns, puns, puns :)
Niceties! I played this mod when it looked like **** ^^ This is a big improvement and everything I see really makes me want to see more!
Cool job! Why do AK mags actually have that peculiar pattern on the outside? it looks cool, but usually that's not the reason, right ^^?
I notice some black lines among the edges. You might want to bevel these edges on the lowpoly or make the highpoly mesh less dense and give it a bevel there, too. I'm actually not sure if that is just a baked diffuse texture or if it actually uses normal maps.
Normal maps cannot interpolate the height at these 90° angles. This may not be as bad with the Mafia engine. However, it would be a perfect model if it had a better normal map.
Thanks god its wood! When I read the video's name, I thought of something else, completely.
These ship models are so funky! Love the accuracy and detail. Hmm, the engine change surprises me. Surely things will take longer with Ogre and I don't understand the licensing options for Cryengine. Can't you make a prototype, get into alpha-funding and kickstarter and buy Unreal Engine 3 for this?
I'm quite sure EPIC would not be impossible to negotiate with and lower their prices a bit for a project like this. Plus Unreal Engine 4 is coming out soon, so that prices might drop on 3.
Whatever you do, keep this vessel afloat! :)
Hehe, sounds unique. Onion rings are probabably a good propellant ^^
I actually like them both. The new one is bit more colorful, higher resolution texture and detailed, but the older one looks stronger/bigger. Both are pretty cool characters.
"As you can see, we're going for a less realistic approach than the photo-real, historically accurate art direction ..."
Say wha... See where? If you make a newspost of something, perhaps add an image of it, too? ^^
Yeah! Go Mega ^^ I use it too.
2,3 GB of data is quite a lof for a demo (on the other hand, it is probably a pretty "big" demo). Wasn't there a way to bake this project down a bit more? I will try it and give feedback, soon!
That's good to hear! It can really be hard to find jobs in the industry, though I always presumed it is easier for a programmer than for a 2D/3D artist. I also always feel like I have to sell myself cheap, even though there are people in the companies I worked for that do nothing and get paid very well.
- double-sided material? (extra shader + rendering time = - performance)
- the resolution (looks good, but seems to have 24 edges = too high res)
- normal map on it? (the diffuse texture is nice, but with that kind of light on it, I expect to see more normal map)
- screws could have rust and scratches. (or be bakes into texture/normal)
- great textures + cool design. Would look crazy good with some lights working; that might give it more uses than just as prop, too. (light in dark corners, complementary contrast, etc)
- does it have red tires or is that just the lighting there?
- can't see much of the normal or specular map again (tires = same specularity as carpaint ~ could be, but a specular map/gloss map could give better material definition here, too)
- image too small, not really much to see.
Design of the newspost:
- overall nice, except the black backgrounds don't help presenting the models. You could easily crop those in Photoshop and make a "frame design" just for your updates.
That's a town? Looks more like a sawmill to me.
How are you gonna make roads, btw? I looked into UDK and roads a while ago and it seems there are no proper tools for it. Unless you want to paint a dirtroad on the landscape material. I'd like to have better roads.
I like this motel. It's a smple building, but it has a lot of nice detail and good proportions. Maybe some of the stuff on the roof (chimney? airconditioning?) is a bit too large?
Wow, impressive review! I wish more indie developers would give us this kind of insight! Very interesting and inspiring, keep up your good work!
looks decent. I like the back wall with the yellow lines! I can't tell if you are using normal maps. Close up detail would be nice.
too repetitive and bland. What is the cut on the floor?`Where are lights?
Okay, it is WIP, but it seems like a lot is missing.
Your avatar is awesome! I can't figure out if it's a very fat cat or a cute dog below the mask :)
oh - I forgot to write (apart from it being obvious ^^): this is the ground floor. I'll add more modules soon. These are 3x the same module with 512x512 dimension.
I used to have lots of problems with lightmaps and the seams would show.
Hah, I love hte wackiness of your game. Puts a smile on my face and makes me wanna play!
Great job with the new trailer. It's the best to date!
Why am I using UDK, whyyyyy?
This looks like Rye or Wheat. Corn is the yellow stuff you make popcorn from.
why is the floor black? Forgot baking lights?
At first I thought that deer was wearing a hat ^^
Clearly suicidal animal, walking in front of an Ak-74 like that.
Today you are gonna make a buck or two, son!
Hmm lecker. Menschheit Schnitzel :)
Rat is like: Yo what up!
on the first picture ^^
cool rat, blank bone and all. dirty wet thing.
simple, but funny idea and could get really interesting. For example you might be able to put them down again somewhere. If you manage that they don't remember anything you get a bonus, etc.
It would be kinda cool if you could only use your airplane at the beginning to fly somewhere and set it up as base. Then you could add stuff to it you find "on the road" (like plastic planes, barrels for water supply and all kind of equipment, possibly a makeshift workbench, 1st aid station etc).
This would give the airplane the purpose of giving you more or less free choice (depends on the fuel) where to set up your base + it would simply look cool to have a HUB based on an airplane. If you crash it at the start or decide to parachute out you might get the option to build the base around some other wreck or building on the map.
What game is this taken from, anyone know? Looks Crysis-ish to me, but then again, I don't think I saw this scene in Crysis.
Ah, nothing beats big gates going into a mountain! :)
Cool, your artist(s) rock!
Well congratulations! I thought your game looks awesome last time I've seen an update and that didn't change. It's a fun take on the endless runner theme and nicely done. Great to see one man can achieve such quality work on his own.
Also, nice gifs, but why the green background? Maybe some more fitting/fantasy backgrounds would be in order?!
This starting plaza or arena has a renaissance or arabic flair to it, while the rest of the map looks Tudori-ish or medieval. I don't know if that was the same in the original, but the arena seems a bit out of place to me.
I think this is actually my favorite model of the new ones, because it really does look nice when you see it close up in realtime. The wood is specular in the middle, where it gets touched a lot. The edges of the metal look nicely worn and reflective and wherever there is dirt, there is low or no specularity.
I am always very impressed with your concept art. Well done. For some reason the president looked like Arnie to me at first glance, I guess the bushy eyebrows do that ^^
Does your concept artist have a deviantart account or something where I can see more of his work?
this texture is WIP. I didn't add dirt yet and there is too much wear at the moment.
the shake-things? stuff needs a better name ^^
damn, I thought it was a duck at first ^^
Gold isn't really all yellow, it's more a combination of reds and orange and a little yellow and a strong highlight. I see you are doing fine work, but you could start with the research into anatomy and materials/light.
Also, some fonts are harder to read than others. Try some different fonts, until you have something that is the same size as above and readable from 2-3m distance.
That's a truly interesting and meaningful concept in times where games are more about lol moments and who can shoot the most zombies. I am impressed!
These videos would be awesome in HD. In HD you can read everything, which is blurry in this version. I'm gonna check your Youtube channel and see if I can find HD version.
Even if you don't need to read everything to follow a tutorial, I find it helpful to see what else is in the interface. I like reading as much info as possible out of a tutorial.
cool! I suppose that's what's inside the lake ^^
All the concepts are pretty awesome, because they are original and have a great mood. Even though they are black and white.
Interesting concept and blockout! Some of those rocks seem unnecessarily high poly. Especially, if you are not going to get close or on top of them.
I guess it's because of the A.D. reference (Anno Domini)?!
From a gaming standpoint I'd say "Reset" is a better title. You can still let people say A.R. in the game dialog.
F4 - world properties, search Ambient - turn off Ambient Occlusion!
I don't know why they added it. The AO in UDK is one of the worst abominations I have seen and the engine looks better without this blurry crap.
Otherwise, nice content! I guess you will use some Speedtree Models, too? Or will you model all your plants?
Really enjoy these dev videos and voted for your on Greenlight. With all the dedication you put into it, it's a strange thing this game isn't greenlit already!
Keep it up, good work and better every time!
pretty cool, the flying looks smooth. and the ship has the big satelite dish, so I guess it receives at least 250 TV stations ^^
great looking car, clean and nice detail.
really cute tank. I still like the design a lot. So, this is the highpoly AO render, or is it baked?
the meat kinda looks like the boulders :)
And the boulders kinda look like a pearl necklace.
Textures are nice for the rocks and wood.
This mod looks like it was a lot of work. Well done and great to see an international version of it!
reminds me of Summer. good job!
Is the water getting yellow? Big boy can pee without using hands. or dropping pants.
Just to make sure this is a Russian mod you put a bear in it!
I "heart" writing comments
Good looking car, but why are all the people glowing?
I know what I want to do there: jump!
with a car
I was gonna bet this sign says "Forest". But no, it's all serious. Protect Nature! And RIP Ryan Davis!
got to be a dungeon down there, right?
follow the **** episode?
fire the tattoo artist! The Leopard is sniffing in the crotch and she has a tramp stamp between the tits...
Great atmosphere in your game and a one man production - I am impressed!
Not bad, here are some things I'd do:
- put a cubemap material on the shuttle glas and scratch the specular map. Everything about the ship looks used, but the cockpit glas is completely clear.
- take the pistol down while running. It doesn't look good and doesn't make sense to have it in front of your nose while running. The pistol can come up when you stop or move slower than running.
- fix uv on small door
- make specular maps for blood decal. check scaling/resolution
- Check normal maps. They don't seem to work right on some walls and the large (bright) pipes.
- make areas more unique to provide a better spaceship feeling. The staircase for example looks more like inside a bunker.
I like how big the ship is going to be, but maybe it'd be better to concentrate on smaller areas with more detail. The bridge, for example, could look really great with better assets, and I think a preview of the final quality would help sell the game.
I played ETS2 for a while, because I really liked the first part. And the second is improved when it comes to AI and driving. So the reason it became stale after a while was that there was nothing left to gain, except opening new garages and pimping the truck.
Adding multiplayer is really a great idea and would lift this game to a whole new level. It would be awesome too, if you could work together in one garage and compete for fastest delivery, etc. And working together with other garages to transport entire shipments would be cool. For example driving the different parts of a windmill to its location with 5 trucks.
Cool project! Good luck with it.
Looking good! I followed Wenda's tutorial for making rocks, too ^^
One thing though. The horizontal lines on the big rock - where do they come from? I'd expect this kind of line on a sedimentary rock near the coast. So rather on sandstone than on granite.
The smaller ones looks very good and clean. Using one master material on them is a smart move.
Screenshot: can't really see muuch, but it has a good atmosphere.
The conversion process for FPSC sounds really annoying. One of Unity's best features imho is that it let's you import your assets out of the box, without saving UDK-like packages. Pro also comes with a toned down version of the best lightmapper (Beast) and has HDR support.
Only thing about it is you have to dig in and do a lot yourself. So, when you're saying: all depends on the game/love and dedication, I'd say you can't be more committed than using Unity's full potential (like the guys from Raindrop, e.g.).
I'd also say it really depends on how original your game is and what features can be done well enough in other engines/creators. Personally, I've tried CrySDK, Unity and UDK and still like UDK the most, simply because I use it the most. So that may be the reason, why you lean towards FPSC yourself. It's a habitual thing and as long as it does what you need, go with it!
I really like this fractured state at startup, since it fits well with the theme of a dying mind. I think it could be an interesting mechanism to make the world break apart around the player in some levels.
The model looks great - like a young and active rabbit. Maybe you could have made him a little bit fatter/rounder on the rear, though.
I noticed the seams between the normal map shells and even though they are probably not visible in 90% of the shots of the rabbit you could simply try the program Handplane to get rid of those for good. Nice work on this model and the animation.
One thing I'd like to suggest is adding bones and animation to the ears, since some animals communicate their state of alertness and curiosity through the position of their ears.
hmm, how do you use HDR in a map at night ;)? It's more effective for sunlit situations, methinks. You are using spotlights, so where does the HDR come in?
Screen looks nice though, but you could light all of that traditionally, as far as I can tell.
cool light ;)
can't you make the character dynamically lit? That would add a lot to the feeling of immersion! She could look a little flat otherwise. It could also be an idea to have some deeper areas, like a cargo deck in the background and blur it out with depth of field or simply by blurring it ^^
Really interesting texture work. I appreciate the hand painted work, because I think it's easier to make something from photo reference.It also looks unique!
Some very tall guy brought a ladder to tag that building ;)?
Good looking characters!
This game has a really good flow. And those people from the video really play a nice match!
Impressive! I haven't seen a voxel based engine since Outcast and that is still one of my favorite games. So your game doesn't require a GFX card to run? Wouldn't iut be possible to combine voxel and polygon into one engine? I know sometimes tools are voxel based (cave in Cryengine), but I think your way would be to make a voxel based engine and some tools that use polygons. Probably for those detail objects you cannot create with voxels.
Love the engine! Watching!
Trees ain't bad, but it would be awesome, if they got slimmer towards the top Perhaps toy around with speedtree to see what I mean.
Strange, I watched the trailer and knew it was a French game. Something about the artstyle and characters is quite unique. Looks interesting, and I think there is still a crowd for these Final Fantasy-like games - provided it has a decent story.
Sounds more like Brian is a massive Teenage Mutant Hero Turtles fan ^^
Excellent addition to the game and a nice introduction to the game builder. That's pretty quick building/publishing. I wonder if there are other games licensing this engine? Spark Engine is pretty cool and seems to have excellent tools.
Very cute. Especially the shark part ^^
I can see many happy children faces, when they are playing this game. But why don't you enable dynamic shadows? It would look a lot better with them. Even faked shadow maps would look better than no character shadows.
Cool! I love the style of your game. The thought process you put into making a believable and interesting world, reflects in the way the game looks and feels. I really like Clark!
I do forget the name all the time (Clark). Even though it's easy it's kinda not easy to remember.
Interesting background info. I always thought the Slave I was his only ship. In retrospect though - why would it be called Slave I, if there wasn't a Slave II ^^
Slave II is pretty big too, but looks like a flying brick. It's funny how a lot of ship shapes in Star Wars seem to be/are based on letters. In this case it's "L" shaped.
Why indie-gogo? I have heard of some people who's projects didn't get noticed there at all. What's wrong with Kickstarter and why is Indie-Gogo praised so highly, of lately.
Your game looks creepy ^^
Will it be playable on tablets as well?
Whatcha looking at? Is that an Elk turd? ;)
Talking about Realism, Crytek won the game. Even in the "older" Crysis 2 it beats anything UDK. Despite the Beast Render Engine (which costs a lot extra and on top of a professional Unreal Engine license anyway).
I am not downloading it, but I must say this is very nice thing to do of you for the fans. I hope everyone who downloads this pack and uses the models remember to credit where they go them from.
Great to hear you are getting a lot of recognition and feel motivated by it. I think, creating a successful project depends much on the attitude of the team towards it. It's great to get constructive feedback and also some feelgood comments!
I watched your asset creation process video and it looks good. What confuses me are some obvious errors on the environments. That very picture you show in the news has some texture issues on the wood. I don't actually understand how there can be shading errors (unless the upper parts of the wood are a seperate mesh). They also don't fit the width of the woodplanks below them.
These are just small issues, but with a game like Gloria Victis you want the immersive experience to be as complete as possible.
That is a brave decision - turning down a job offer like that. How will you live, though? I'm in a similar dilemma, I want to work a part time job in 3D, so I have enough money to live and continue developing my own game. The goal is to put it on Kickstarter by the end of the year. And yes, I don't show development in public, yet.
I'm having a hard time finding a job that leaves me some time on my own. So, I'm not sure if I could resist a good job offer, since I need to make a living and I don't want my family to think I'm a bum. Somehow they have a hard time understanding why I'm always working on projects that don't throw money at me. I still hope to find the job that allows for both, work + game dev., though it's a compromise.
Also: I really like your game and I hope to see more cool pieces like the barge. Sometimes I thought your stuff looks too plain, but this may be due to the early stage of development.
Can you maybe make the player get thrown back some more. After all the bullet hits him with full velocity and it looks like he's just ragdolling. If he would "fly" a little more to the right when he's hit it would look more realistic to me.
I'm certain you know of the movie/book called the road. Since it's the same thing minus zombies, you might want to rethink your name for the game. "End of the Road", for example would imply either that humanity reached the end of the road, or that there is something waiting there.
Otherwise great thing! It seems like a take on the Dayz gameplay with some narrower maps. Cryengine would be the obvious choice for large open areas, but Unity is probably the better choice, on the long run. It leaves you more options to change the game.
I think your Titianic looks better than the real one did ^^
To be honest, most of that hurts my eyes. That happens if you just change color values and hue to crazy amounts. It looks interesting for a second and then it just becomes random.
Ideally, these features should be to enhance the different aspects you want the player to see. Right now it either confuses me or just doesn't look appealing enough.
I like it, but the biggest problem to me is: it doesn't feel like I'm on a spaceship yet. It looks more like a basement in most places. Also, it doesn't seem like a big *** spaceship in places where it does look like one. It seems small and narrow, mostly.
At least you are doing something and have balls enough to put it on sale. Kudos for that! Maybe find a (better) Concept Artist and Level Designer for those kind of spaceship aestetics. Also, watch Alien or Aliens - narrow corridors, but still instant spaceship feeling, there.
Just like someone else said: all the weapons look great
Good looking! Seems a little much text on the back of the cover.
This game did also remind me of the Journeyman Project. It has that vibe. Very nice, though technically 20 years behind times :)
However, that is what makes it original, now. I'D advise to make a more fitting DVD cover, since the designs look more like a modern FPS. They need that retro vibe, too.
Driving physics look ok. Some problems with scaling the player character on top of the ATV - he's clearly too large. Also, character models need replacement. I can see you used a lot of free and budget models, maybe you need a modeler to fix some of them.
Why make it so different from the (great looking) concept? A lot of originality is lost in this adaption of the concept. Plus, the front windows look odd.
Imo, the lack of functional normal maps and the too low resolution of the model take away from the nice design. Also the textures are much too saturated and have a to clean/uniform look.
Excellent concept, nice lighting!
I think some HUD elements will receive visual upgrades to make it more "in the farm" mood, right? Sounds like a great game for kids, good luck with it!
Sometimes I look at this stuff and wonder: When did I learn to do that? But then again... it's been some years.
Hmm yeah Unity is cheap and you own what you make with it. What keeps me away from it is the lack of proprietary content. Even if you want something simple as a double-sided material you have to buy it from them. I'm also only interested in the mobile license, which it seems I can't get without buying a "normal" version first.
I think for your Project Unity3D is the king of engines. You have a capable coder, definitely show commitment to creating the game. I'm glad to see things are still on track. It just shows what a long-term development games really are, unless you are blessed with making yet another clone game/ sequel. This is original - and it takes a while to get done.
smoothing groups and lightmap uvs are an issue. As it looks like your UV-space needs work, too.
weeeeell - cool! At first glance it looks promising, but I see a few problems. One thing is howto make this game feel like you are (working) on a floating structure and not on a static asset inside a skybox. So I see that as quite a big challenge.
Also,do these barrels spell "Arse", or am I misreading code?
You write the game will make more sense visually, so I'm looking forward to that and future updates.
This is just an editor preview. I didn't bake lighting. With baked lighting there is a lot more specularity on the iron/copper parts.
What's with the seams on your UV maps? Push up edge padding , so you don't get those lines where the uvs are. It also seems like you cut a bit more than needed (e.g. shoes/vest)
You made this? Last Year? Some textures are a but clean, but most stuff looks awesome, I like the cloth and momentum in this still. I wish you'd do more awesome stuff like that!
Keep in touch. I'm on Skype a lot.
Might add some dirt to the diffuse map. It has this rallye look. I think it would help. I'll also have to figure out what made the paint look so dark.
Next step are proper specular maps and touching up the diffuse, perhaps. I don't like the back lamps.
512x512 texture resolution 680 Tris. I feel with the low level of detail I have, I should be able to make this look good as low as 400-450 polygons. Yet, first of all I have to figure out the errors.
needs a phatter ***. I kinda forgot to pull out the shape there.
I think my next iteration will look nicer. I'll do a different color for the inner and outer shell, first of all. I didn't realize they look so simlar.
My hopes are that with lightmaps fixed, I'll no longer have these ugly black seams. I'll surely tweak the texture in a few areas.
oh, this is the model, where I missed to triangulate a few polys on the bottom. That was all fixed in the final model.
Nicht schlecht, deine Concepts! Wäre schön ein Endresultat zu sehen, denn das meiste ist ja noch nicht ganz fertig. Die Kriegerin sieht zum Beispiel super aus (bis auf den Kopf). Das ist schade, wenn so was nicht ganz fertig gerendert wird.
They are all pretty good. Albeit in terms of games you have to think in "classes". And some of them look too much alike in terms of their body. The black outlines make this a cartoony style immediately. Don't know if that is your goal.