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.
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!
So you did model it, after all? I never though about this problem, before seeing your stuff. I simply cannot determine which part of something is your own work. That's a difficulty with modding, I suppose. So, in the sense of the word, you are far more a modder than I am, because everything I create is my own.
However, especially in your case it would be nice to know where the core material you use comes from and what the part you did looks like (e.g. the texture you made - flat, the model you made - in editor, etc.). I suppose you are kidding in your reply, btw. That's obviously not what I meant...
'cause the cow stole his chainsaw.
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 :)
Why does it still say this is a Arma II: Combat Operations Mod, when it is actually a standalone game, based on the "A Take on Helicopters" Engine?
I was confused about the latest news, wondering why there is so much work still put into the mod for Arma II ^^
That's a simple fix. I'm a bit puzzled. The modeler/animator must have used auto weighting for the character. These armor plates will need their own bone(s) and be weighted on that bone, not onto the rest of the skeleton. Sometimes I wonder how you can do that advanced looking Unity stuff with Mo-Cap and all the nice modeling, but fail at e.g. rigging basics, such as this one.
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.
Toilette ohne Tür? Welcome to the future!
Is the material unlit, but emissive? If so you can just turn down the emissive power and instantly have fewer stars. I have kinda become a space/star specialist with my current assignment. I had a similar looking sky at one point.
It's actually incredible to think that probably the entire night sky would be white, if these stars all had the same intense lighting. Seems there is no darkness in space, just not strong enough lights ^^
Dude, I had that problem and finally got my provider to send me a technician. It seems like these fast connections run on several "strands" (lines), so if some of them are severed, it keeps shutting off. Technician fixed it completely and I cursed myself for not getting it done earlier. If you have a similar problem, get it fixed now! You'll be happy, too.
It is often not clear, if you made the concept + model or just the render. Sometimes it is, but the Nato choppers, e.g. I thought you made. First thing to do is give credit to the creators, like you did with Bionicle.
Cocaine Crystals - worth a fortune!
Kidding, always love and loved your artist's work. Excellent materiality and lighting, great colors. Cheers!
^^ Aint much to reflect in space, I know. But Gold and such simply don't make any impression without some reflection.
Makes a lot of sense, how the weight is distributed with the VTOL. What do you do with these models? Are they just for fun and rendering?
You modeled these or how...what? I'm confused, because the last time I saw a model of yours it was Lightwave or some old program, but this looks really good!
It looks awesome if you find it in a future space station floating near a nebula. As an asset it isn't a bad model (unlike the watch, for example). But the watch is a far more believable asset and fits the game world better than this sophisticated syringe. The last time I saw something like this syringe was in the movie "Edge of Tomorrow".
This is the first time I hear someone say Cryengine is "easy". Sure it has an amazing level editor and tools, but the shader workflow and the proprietary formats (require their own exporter + setup) for models is a pain in the ***, compared to Unity or Unreal 4. I wasn't happy with Cryengine, but I use Unreal 4, which is currently combining the good parts from Unity (simple importing, good tools) with graphics on level with Cryengine.
You might regret this switch, once you have to deal with Cry's mannequin system and the proprietary Crytif export (and the proprietary model exporter) needed to use their engine. I'm not a fan. I want to make stuff in Maya and get it into my engine of choice without using any bizarre formats and custom exporters. Also the Cryengine documentation is quite lacking. There are actually several versions of it for the different engine updates (which happen often, before they are properly documented).
Sand burial is a great addition. Good stuff!
So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.
"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 ^^
Ah, in that case it makes sense. I apologize for not following the lore to closely. I had a feeling these guys might represent the old world order. Kinda the Conservative Faction ^^
Loved it, played the brototype and was hooked!
I never suggested using another engine, I just meant it from a 3d Modeler's standpoint. I know when I started using Unreal 3 and then UDK (ten years ago???), I was frustrated at having to work so low-res and tried to shave off polygons wherever necessary. That coined me very deeply and now that I work with Unreal 4 it doesn't really matter any more. What matters now is the material and UV-Otimisation in order to get fewer materials and more instanced materials.
So, I just meant to say that you can go pretty wild with the models these days, bevel every edge on a hardsurface and bake a normal map on top of that. It makes our models look nicer, even though they looked nice already on those engines that didn't have the performance of the current generation of Engines.
Looks more like the mechanics below a sun-shade roof than a bench to me. Whatever it was - I really like the texture.
Ah, there it is. That is the game I kept confusing Hanako with. Yeah, this looks good. Great lighting and textures! Are you gonna have DOF like this in the game?
We should send someone up there to build a giant spaceship out of all the junk.
You can share with yourself.
The donkey - such a smart tool when you are wearing nothing and need a recharge for your iPod!
It doesn't seem like asset production is a focus though. And you need a lot of assets if you are going to release in 2014. Which I thoroughly hope, because I have pre-ordered this game 5 or more years ago ^^
I like the new crossbeams, and I think you did some work on the other textures, too. Looks great! The wood is also nice, but what are those black dots for?
Have you baked lighting for the map, or is this the preview light/shadow? There is something about the light. It seems to me like shadows are too bright and surfaces in shadows are too bright, too. And AO seems to work in corners, but not between objects. For example, between sidewalk and around buildings (on the ground), there seems to be no occlusion.
Lots of tools though and all seem to work as advertised. I like it!
You say it! I bet a lot of people would love to just create what they have in mind, but in the end it will always take preparation to get something nice.
The hardest thing about 3D is that somehow you find out all the ways to do things wrong first. I'm really happy to say the "wrong" stage is over. There's always new stuff to learn, though.
Well, you still have to make the highpoly and work on the normals. It seems a bit futile to me to make 2 versions (at least) of the same asset, but that's how the technology is now.
I'm waiting for the day when I can just model the highpoly and paint right on it, convert it to game-model and have a play. A lot of time with 3D models is lost on all the work nobody sees.
Pretty clever concept. Maybe 10% painted and the rest kitbashed. Looks awesome, but maybe with another scope (or slightly smaller?)
What do you mean? This model is in Maya.
Interesting, thanks! I actually watched Making of Elysium and District 9 for research for another project, when I made the sketch of this rifle. And I watched the making of "Oblivion", which also ties in; I was dealing with environments though. Didn't concentrate on weapons and gear then.
I never thought about it that way, but clearly what I was doing otherwise affected this design and style a lot. Interesting, how we subconsciously work on design ideas, just because we are consciously dealing with these things in research. I never planned for a weapon though. That's the part that inspiration provides. Important thing to remember is: without research = no inner development.
Get it done already, so I can sink it again ^^
Good job, congratulations as usually.
Cool! I love the ceiling. And those reflections do a lot for ambience. Never heard of iRay before, either. You really got that Star Wars look going.
No, it always takes on the size it has in that level.
Lot of the questions you ask can only be explained through trial and error. You could just try out what happens yourself.
I also realized that nobody stares at the figure from really close up, as it will only be part of the greater ship. So if there is that kind of detail makes virtually no difference. As long as it isn't painted with realistic skin, but really authentic (which I have no doubt it will) colors.
Where you there with Worf, Data and the rest of the Enterprise? I think I saw you in that movie!
These are some great examples!
I'm just wondering how large you can make these "windows" and how well they hold up, resolutionwise. I've been thinking, instead of the usual parallax planes or mockup buildings in the distance, why not use this "window\" solution, instead.
With a good enough HDR cubemap, you could pretend, there is a starry sky overhead and a mountain ridge behind that mountain you start on. And then make the character walk towards the actually level without ever realizing he was standing right next to the border of the map.
This thing is so wild. it messes with my head. I would place a "window\" like that in the entrance of buildings that are very hard to model, e.g. cathedrals. Place a blocking volume in front of it to keep them from going in and make it plausible with some signs (e.g. "closed mass for Peruvian Priests only") Players would still get all the atmosphere and sounds and looks of it. They could meet their mark later, as he/she leaves the "private mass", and so on.
Man, the stuff you make opens up entirely new possibilities. It's great every time!
That's a great idea! This technology is so convincing though that people will probably try for hours to get into one of those "rooms"! Beats bump-offset and all UDK can do by miles!
Smart moves and yeah! I have lately been working a lot with the kind of modularity you describe. And it will definitely work with the ships well, because they are pretty high res models after all. From my experience engines handle more geometry much better than additional draw calls. I'm certain you are on the right track!
What about occlusion culling and distance culling? Doesn't CrySDK do that automatically (like UDK)? Sure tweaking LODs is gonna help. but there should already be some optimisation done by Cryengine itself. It's a lot of boats, but it's only one model/material and no animations, etc. So this should render okay (like it does), but I'd actually expect better frames by default.
Great effort, looking good! Wouldn't it be great though, if the characters turned towards the screen and player, instead of away from him, in the character selection? Seems like all you'd have to do is rotate them 180°.
Also: Selene! Nasty ;)
Hahah, I love the personalized 3D rendering image from the Kickstarter page. Take a nerdy white guy and turn him into big-bad-muthafucka, from... uh - another race ^^
Quite funny to make a white man black meanwhile talking about personalized 3D rendering. Though I do like where that is going. Mix my photo with David Bowie, add the Hulk and put that as my avatar face on an Asian body, pls!!! Mad stuff.
Yeah, those temple images are all amazing. It has a very unique stlye. Somehow what Fable coud have been with proper art direction. Of course you are a different game than Fable, but the saturated lights and colors mixed with areas of total darkness keep making me think of games like that ~ fairy tale nature.
Why did you upload all the images again though? The comments from the earlier images are all lost now.
This seems a bit small for 50 cal. Stock and mag look more like a combat rifle to me. But the shape and design are really nice.
So many seamen...
Or is there a lady? What's that in the white shirt?
Cool! Is that one of the cars from Mafia or did you model that aswell?
Is that a Zebra? (excuse me, I'm short sighted)
Overgrowth GTA San Andreas style! Can I workout and do drive by shootings, too ;)?
Fatties need their own animations, but they already look fun!
Guys, support this game by adding to their Kickstarter! It's really important they meet their goals and for some reason they don't advertise the Kickststarter very well.
If we all chip in, we can still save this game in the few days remaining and give some developers who really deserve it the credit to continue their amazing work!
Why does it say it uses Unity, yet I get it in my CrySDK updates?
Amazing! Totally Vampire Atmosphere :)
Also, I first read in the description "A small demonstration of the Vesuvius glory hole"
Thanks god I read that again ^^
I'm still waiting for him to reach the lever.
Wow, this is really great architecture! And can you enter this house, too?
How did you do roads? I tried various ways and using the spline tool seemed the best, but also had its issues. Did you make one mesh for the entire tarmac road? Or did you make it modular?
Every project and image I see makes me want to ask questions and learn from them.
It doesn't seem that large to me, but I don't know how big the main parts of the map instances are. From what I know, instances work like "going underground". Pretty much all rendering of anything else stops, it's like being on another map for you.
I wonder if the instances all load up at the beginning or if the engine can somehow stream the content. I thought for an instance to work it always takes some loading time.
also: new hud? I really like the old one for artistic reasons. If it would be upgraded it would sure look nice!
so in conclusion: life has become the internet.
I get an error when unpacking the 3rd part. Some file seems to be corrupt. Am I the only one getting this error?
Jesus - you know your planes! Up to now I was happy to know something called a SU-25 exists. Now I know its whole family.
Nice looking model and textures, though these models would really "shine" if you put a gloss map or specular and possibly a cubemap on the material before you render them out to us viewers.
Great concept art and atmosphere! With the demo coming already in December, hopefully we'll see some Unity screenshots soon :)
Yeah well, I am one of the people, who had a FB account and shut it down forgood (and what a lot of work that was...they were haunting me with mail afterwards)
I will check updates here, though. I'm glad you take criticism the right way. Surely you have more insight into what the art is about. I am just stating my points of observation.
Will they beam people up and anal probe them?
This guy surely likes Lions ^^
His head is too small, imho
This looks underwater or inside a cave to me. It's great looking piece at first glance, but most of your other art made a bigger impression on me. The forest aspects weigh lesser than the cave-like feeling.
It seems like Moonlight is coming from above, yet the light bumps (on the left) are quite saturated. I just don't know. Surely well done, but not as grounded/researched artwork as usually, this time.
add some ground fog perhaps? And a dynamic lightsource for contrast?
Cool! I really like watching people sculpt. It's so much fun.
I suggest Mudbox. It is so easy, you will kick your own nuts for not having done it before. You can bake all of these directly in Mudbox and get a 100% clean Normal Map. It's only difficult to bake a few things (like overlaps, cavities) directly in Mudbox. But then I just use XNormal.
I'd try using the full range of the pencil with these. Where there are shadows, go full pressure on them. You can also try to use and adjustment layer in Photoshop to turn out a bit more contrast (ctrl+M or ctrl+l work too). You will see it looks even better then.
My first choice for a pen is 4B or 6B. Never by HB!
Can I shoot a clown from it?
Strange, I thought you wrote you had stopped development of this project some months ago. Maybe it was just a bad dream ^^
Glad to see it's going, because I like the style and look.
These environments must be pretty fast to model and get ingame. Characters and weapons are a different thing, though.
I think it would be interesting to hear a bit about the struggles of getting a game on Kickstarter. I've always wondered about the "trust issues", since you need someone to create the account the money goes to.
How can you solve the problem of one guy just running of with the money made on Kickstarter? I always believed it was difficult to do, when the Project Leader is not US-American. I'd read that article (if there was one ^^)
Oh, and also: congratulations!
One does not simply walk into Mordor?
damn, this should have been:
sucks to be tree :)
I like "Crowbar - replaces Crowbar" ^^
Looking great, nice texture job!
Hey is that the ship from the Enterprise movie ^^ Is it the enterprise? Maybe it's just the colors, but it instantly made me think of that Next Generation movie.
Most of all EPIC's deal sucks, because they take 25% of everything beyond 50k. So if you run a kickstarter campaign for 100k, 25k already belong to EPIC. And from then on 25% on every other $ you earn.
It kinda sucks, but there is the option to get the fully licensed Unreal Engine, instead of UDK. I think for some projects that is the only way to go.
Yeah, but Unity is fine too :)
Knife catching is ace! I haven't played OG since half a year, but I'll download the new build and play around with the editor some more.
It still looks like you can die too easily though. I like fights with more than one enemy, but chances you're getting your neck snapped are too high. Well, maybe not anymore. Off to testing the new build :)
Van Halen Guitar on the shelve, too and one of Eric Clapton's old ones ;) at the bottom.
I like all the characters, but some of the clothes could be a bit darker.
Really? That's interesting. The reason why I thought it couldn't be painted is because the sides behind and below the arch have some depth. But I see now, how there are basically two cubers at the bottom and one big in place of the arches.
Thanks for explaining. Games are nothing but smoke and mirrors - and a ton of work ^^
Shouldn't it be Warhead-Ache ;)?
In my opinion Clark is a perfect fit for the Ouya. It's one of the most promising titles on Unity and I wish you all the best!
Don't have the witcher, can't use. Rage and this kit are more or less just map editors to me. I want to add and edit content. Then it would start becoming useful. As is this is more or less a tool to learn working with Red's engine.
Excellent models and textures. I suppose the triangulation is only visible for demonstration purpose and won't be visible ingame?1
Dangerdane - this is Unity Engine. You can find the engine for a project on the top right (in the Profile). Borderlands was made with Unreal Engine 3. It's a similar style, which is probably a shader. You still have to paint materials to look this nice, though.
I really like this game and its design too ^^
"Meesa happy to flyyyyyyy. Whatsa dissa button do?"
Great Gungan model, but don't they have weird feet or something, so they can't fit into these standard boots?
Looks great! Only thing that bothers me a little is that he seems to be wearing a modern t-shirt with a v-shape neck opening. A naked, tattoed chest would looks better, imho.
The material compound for the tank looks intriguing. I can't see that much of it, but it seems they use a different shader setup than I do when testing my textures.
It's just so annoying, that (now) after replacing the wheel I had to do new bakes, new (partial textures) AND new smoothing groups, in order to reach my old state of the art.
It's frustrating to have to go back and do things over and over. But I guess that's how you learn to make fewer mistakes. However, be prepared to rage a bit when you are fixing assets ^^
Just a lot of Tris, lol. Soem rocks have to be prettier than others.
What's wrong with using Gmod to create a trailer/teaser? I don't know if it was used, but it's just like you're saying "lol, they used After Effects to make the credits." It's just helpful software. As longs as it helps set the mood, why not?
It looks interesting, the few scenes I see are well put together and reminiscent of other recent games (e.g. Prototype). Now you jut have to make the game ^^
Inspired by a tennis ball ;)?
Quite good concept, but on Source Engine this won't look as good as a model. I guess it is because of experience with Goldsource that people chose it over engines like Unity or UDK.
Very cool. Love the droid movement. Good designs at work here!
On the exterior the normal maps don't seem to work. The top floor(s) also look very BSP-like and plain. I don't understand the triangle part of the roof. Why is it there at all?
And finally, shouldn't the pillar on top perhaps use a different material/texture? It seems possible that it is also made out of bricks, but I believe the more common way to create pillars is from slice of stone on top of each other.
The interior, on the other hand, looks much better. I don't know why you call it a cafe though, when it looks exactly like a vinyard, or whine shop. I guess, more will follow.
I already saw the quicklook on Giantbomb and they were pretty pleased with the game. The only way you can tell a game is not AAA (in regards to its budget and team size) is because most of the indie games seem to be multiplayer only.
I'm fond of writing stories and seeing them in games, but I don't miss it too much in multiplayer games. I think singleplayer really only makes sense these days, if you can offer some decent coop.
So yeah, congrats on the Release, This, Primal Carnage and Natural Selection 2 have been on my watchlist for a while. So what are your next steps from here? Also, is there a way to read up on your development. I must admit, I didn't follow a developer blog or anything for Chivalry, but would be interested in where it came from!
Good variety of maps, some interesting game modes, lots of guns, bullet time (in multiplayer?). Awesome!
What I didn't see was the MoCap animation. Players just seemed to turn into horizontal position when shot. You could also show the images a little bit longer in the next trailer, since some of the flashing at start and end left too little time to see enough.
Good luck for the release on Steam.
That is impressive! Did you work a lot with photo of the original actor, or how did you do the texture/hair for the most part? Very good!
Holy mace, I'm amaged! :)
great design and mood. D3 engine still has something awesome about it.
Maybe call it "The Castle of Blind Souls". I like the whole atmosphere, but would appreciate a reason for the extreme short-sightedness of the AI. I like the concept, but with a catchy title it all suddenly makes more sense ;)
I think FOF is great, but when I tried to play there were less than a handfull of servers online and they all had a horrible ping for me. Which is weird, because the last time I played it was extremely popular. I just lost tracks of the mod.
So, you say you don't want it to be bigger, or you are doing it for the lulz. But FOF could be bigger, with decent PR, enough updates and more ideas from the community incorporated. It is already such a great mod with a very distinct feel to it. If you chose so, you could go far with this one. I know I'm not the only one who thinks that. Jump on the "Django" train. I have a hunch western games with a sense of humor will be much seeked for, in a short while.
Wow, it looks a lot better with shadows. They just add so much realism and depth. Would be great to see -if it is an easy fix. I not, nevermind. Your work is impressive enough as it is.
Also - have you noticed how that shiny Titanic Mod for Cryengine seems to have gone nowhere? Persistance is key :)
Sometimes I like the scaling, sometimes I think it's off. In this exsample, floors beds and table look alright, but the workbench and the chair seem overly large for the character.
It looks interesting to dwarf him like this, but it draws the intention/attention away from the char.
1. Too much lense flare
2. Lense flare comes from actual lenses (cameras), not from human eye. Admitted, it looks cool in games and it can be used, but be aware of the shape you use (round/square/displaced) and the amount/size of lense flare.
The latest Crysis (3) tech trailer shows how lens flare looks interesting, even when it is used a lot.
+ Colors and atmosphere of the game look great and really like a horror game. I can imagine it will be very scary. I hope you can bring some sort of momentum to the swordfights, to make it feel like you are struggling against the force/mass your enemies put into every swing. Good work!
Thanks. That mod is a huge inspiration, though I should really be doing something else, right now. In fact, I am - modelling butt ugly jewlery for my final school stuff. So annoying, so damn annyoing...
thank you, happy trails :)
I don't claim to be a specialist at baking, but from what I've tried, heard and seen so far, the state of the highpoly is pretty irrelevant. The only rule that seems to apply is that your Lowpoly has to resemble the highpoly shape, in order to display the detail correctly.
If the lowpoly has a too uneven and jagged edgeflow, it will cause errors (visual distortion, displaced detail) when you apply the normal map. I'll keep you posted on progress, but I'm busy with boring **** for my (final!) school project.
Thanks Cit! Long timeno see - I have MSN back online now.Would love to hear from you.
I too noticed that the edgeflow on the grip and some other parts isn't ideal. I usually smooth the model to see the problems.
Your spot on there and I'll try to fix those, thanks!
I thought a side-view would be good, since the concept is the same view. When it's more complete, I'll show some better views.
Hehe, good observation! I tried to make the grip the other way around, but it looked wrong. I guess that's one of the disadvantages of organic design.
So where did you get the camo pattern(s)? They look like a fairly high resolution and are very cool.
Pimp my pimp. Joined ^^
Hah - cool and original! The grip seems a bit unpractical to handle, but I like the design. Did you color this later? I didn't yet see any white/blue gun parts in Pimpmygun.
Beide Deutsch aber Englisch labern, lol. Wo ist mein Kommentar? Ich hab mir das Video 10x angesehen. Ist so geil!
This ship must be hells fast with all that sail and that sleek hull. I can imagine it is very manoueverable, too.
Thank god it wasn't a nude beach!
Geil! Hab ich gleich zehnmal nacheinander angesehen ^^
Thanks peeps, yeah he's kinda a ghost. Good find. You have sharp eyes ^^.
But it's different. The backstory is a lot like the Matrix or Vanilla Sky. Plays in a world where a lot of things are going flipside, and you can't ever be sure about what's real.
Great! Studying the wireframe on the link is a real help. I usually don't make enough separate pieces, so in the end I have problems when it comes to rigging/weighting.
I should create more low poly characters and get into the workflow. That really makes sense. I'm always fascinated by good characters, however I mostly stick to architecture, at this time.
It's a quick way to explain things. What I'm missing in the briefing and tutorial is the fact that everything in game-creation is iteration. For example, your art director is your senior concept artist and therefor controls his own work. Had he had an art director, he would have told him that humans have hips and to check his anatomy. The entire lower part of the body doesn't match the torso and lacks volume, except where it is unwanted. Iteration would have helped create a better low poly model.
If I'm not mistaken your rig isn't symmetrical either, so there are some small dohickeys. It also seems like there is not enough subdivision in the knee area, and I'm not sure if you modeled the shoulder armor seperately and merged the model afterwards (as it should be done with hard surface). As it is you might have trouble weighting. Also, most people model at least head and body separately to have more UV space to use on the detail skin.
It's a good tutorial, however the model is very basic, you should make sure everything is right about it, before recommending examples that may make people wonder if they are doing it right.
I think he wants to hang some paintings and dropped his hammer.
I like the textures and how you apply different lighting situations. These are impressive results, because of the clarity of your vision and flawless execution. You seem to like colorful, so I'd stick with the medieval theme(s) or something slightly cartoony.
I'm currently Concept Artist for Saber Rider and the Star Sheriffs. I'm not sure if we need texture artists and mappers (it's a small team), but I would recommend you, if you chose to apply. Gj!
I played and stopped. It was very nostalgic and nice, but I couldn't get past a certain mission and skipping didn't work; it's supposed to, though.
I might touch this game again, after it's patched, so skipping missions works properly. It's a very hard game with some great moments. Overall a fantastic achievement, but story and acting didn't exactly thrill or surprise me. Gameplay did.
OMG - what happened to the other apples? I have to find out.
the real name of the engine is Waynetech and you are Batman°^!
I like this engine, the LOD is smooth enough, though it could load faster. Idk how the lag is with a lot of meshes turning lods at the same time. But the doughnut is a good example too. Round and shiny on the outside makes it easier to spot LOD shift, so the result of this rant:
Wayntech Engine is very nice, keep it up!
Thank you guys. I think I need to paint over the smoke, since something went terribly wrong there. It looks like this chimney is blowing up a large balloon :)
Thx for comments!
Great work! I like this engine.
That looks interesting. I see things I never notice while playing the game. Like the cubebox reflection on the car, showing a city street. In the middle of the forest.
I love SA and would like to reinstall it. There's so many great mods for it, I should really do that. Your mod seems making it worth even more, now. But what's up with the mayhem and the insane speed? Did you tweak the cars to drive that way?
Looks truly great!
sculpted in Mudbox. the size of the map is determined at importing the heightmap into CrySDK. I made it a little bigger than I wanted :)
Great pictures, nice to see her afloat and getting manned ;)
cHendler is right though, it would look better with shadows, maybe you can bake them into the texture. That is, if the weather situation is persistent. Otherwise you could only try baking AO to the whole ship.
I like this clean look though. It's safe to say this is the best looking set piece for Mafia, ever. And the biggest.
Lol, since when is Doom 3 a bright game? Have to try this out though.
This looks like an RC-car I used to own as a kid. I like the stockcar design :)
Yeah, suspension is looking good, too. I'm a big fan of Initial D and always hoped someone would come up with a racing game that is accurate enough to let you recreate some of their driving styles. Good job.
How is this connected to Bohemia Interactive? I'm a big Arma fan, but it's even greater to find out they support some original games, like this one.
Will it work with the free version of Arma2 or only with Retail. I only bought Operation Arrowhead, but I still want to try this mod. Great update to the original.
There is no engine like Cryengine. EPIC will lose a lot of indie games to the better conditions and software Crytek has to offer. If there was a mobile version, I'd already have switched to Cryengine, entirely.
That's UDK's last plus now - though I actually start prefering Unity, lately. UDK feels like it started strong, but Crytek learned from EPIC'S mistakes. This is great! I want to see a lot of new games made with the best engine available.
Cool, so this is a heavy storm, but not the heaviest? I like the improved lightning, don't know what's different with it, but the whole storm feels more violent.
The craziest thing is when you are getting into storm during a sea fight with another ship. I had two of my ships sailing against a pirate convoy and suddenly we are in this heavy weather and a twister circles right next to the ships. God - that was scary. I actually lost a ship there, but at least got away alife. Love this kind of variation. Twister was the highlight, so far, but I think some kind of wale-monster or tentacle attack would add some more insanity. Maybe mark a zone with "There be monsters", like they did on the old maps ;)
Anyway, cool game, great updates - always! I'd like to know if there is any chance for coop, or online play, in the future. That would really put the lid on.
nice, good luck with the interview!
What's next? The very large room? This is so exciting!
Whoah - she's looking just great! Are you sure this will run on Mafia's engine? The model looks like it's a lot to handle - and there's still lots more detail to come.
Here comes the crocodile. Or am I the only one thinking that? Looks great!
isn't this just the human beasemesh with too big a nose and lips? I'm not impressed, this time.
Good! Touch up either on the cloth or his face with a little yellow/orange, so they don't look like the same material, I'd say. He's very ghostlike as is.
Also, was that a deliberate decision to make the arms so unproportionally long? I know I asked before, but I can't help thinking that looks odd. And finally - why are you rendering in Marmoset and not in UDK?
Add blue to an image and it looks Sci-Fi... why is that so?
Perhaps because of the muthafackin' spaceship ;)
Doomstag, can't you take a bit of constructive criticism? I'm fed up with players harassing others, as soon as they have a different idea from someone else. This picture is put up for C+C, so learn to take an opinion for what it is: a standpoint open to change.
Fine work. I love that map! Any chance of giving us some video drive-through of the maps? Would be sweet to see the cars in motion. The only downside is that they are lacking an axis for the wheels. Otherwise, cool stuff!
Gives new meaning to the phrase: Smoking can kill you!
Cool creature, I'm awaiting the release. I pre-ordered a year ago.
Should call it Granny Death Race ;)
the light would bounce differently, even if the air is heavy with particles. There'd still be some dispersion, but the lower part of the wall would also be lit, as would be more of the ceilng.
I agree wuth Mreza
Very good observation. It's actually not the same as the first pictures, because I made a mistake while setting up the drawing. It's shorter than supposed to and also I'm not sure if it's loaded by clip or single bullet (from the side).
Is that a good or a bad thing? At first I had it all closed, but then I thought that a court needs access for the criminals; also to take them to jail from there. It seems right to me to provide a high security environment, though I have to scale some parts down, or the gates will just look too enormous and diminish the realtive size (huge!) of the entire building.
That was quick, moddb! Thanks for authorizing newspost and quickguide!
Everyone else: don't forget to watch Athena ;) great things are coming your way.
I have no one to work with on a projection piece. I have a Dylan Cole tutorial about it, but haven't looked into it, yet. Thanks for the comment.
Most importantly about this paint is that it lacks correct perspective, which makes the eye wander a lot. If you know about a perspective lines Plugin for Photoshop, please reply. I could really use something quick and more accurate than drawing lines toward a point.
There is actually very little detail, though I'm glad it gives this impression. If you establish a setting and put a single tree or bush somewhere your eye makes you think that every other dot on the painting must be a tree or group of trees. I used the scatter funktion quite a lot and just sampled colors from sky and trees over and over.
The downside is that there is far too much saturation now, because I started out with a too colorful palette. Yet, this could be an easy fix in Photoshop.
Thanks mates! I feel I should bring some more contrast, if only color contrast, into the painting. However, I'm always looking forward to the next painting. I'll have to learn to separate my layers better, so I can make adjustments to them on the fly.
Teeeth! Well done - and finally I understand how you solved the problem of sharks not being able to look straight ahead. They look through the mouth! Makes sense for gameplay.
is the scope really that high above the weapon? Somehow it looks a little too elevated to allow for accurate shooting. Nice selection of rifle models, though.
No, it's all about the design - and there is zero design, here.
If you make maps five times as large and put in vehicles, you have to think about the selling point of your map. If chaos makes it good, okay, then maximize the chaos. Killing Floor was always about the claustrophibic narrowness of its environments, though. Even in the open maps you quickly ran out of space and places to retreat to.
grat AK! People will love it with the special texture.
Got to love all the content that was created in so little time! Way to go team :)
Hah, cool Master! Good job!
Nice, good choice of colors. I guess this and the red piece were painted over simple geometry renders? Looks a bit dead that way. In this case that's a good thing. It amplifies the atmosphere that teh structure is so monotonous.
wouldn't fly. It needs a thruster at the back (where you removed them :D)
This rifle has all characteristics of an assault gun and none of a sniper (except being long). I suppose that thing on the left of the optics is a screen for the scope, because it's impossible to look through the scope itself. It's still nearly impossible to look at the screen, unless you have a head grown on your shoulder. Snipers have supports at the front and back, so you can put the rifle in a stable position.
Good thing it's only promotional. The design is pretty nice.
good idea, yo!
That's some good mapping. Great use of materials and specular maps. Some things are a bit too shiny maybe. It looks good, even though it's in the "old" Source engine.
that's cool, wonder if it requires all new maps and objectives, though.
great drawings, especially characters
symbolic = when you draw a house you draw a square for the body and a triangle for the roof; that's how you see a house. Same happens when you start picturing a company: little flags on the roof, big windows, revolving door, etc.
- the problem with that is that you are constructing and making design decisions at the same time, resulting in a boring and generic looking building.
Like every coder, a concept artist has a way of prototyping things from shape to rendered image. The idea of art is to create diversity and compose old elements to the effect of creating something new. If you stick with your shoebox "everything looks like this in reality and RTS games" attitude, you won't get a unique style for your project.
Right now the designs are boring, but the engine is great and interesting. If you would team up with someone who knows as much about concept design as you know about scripting, you would achieve a much better result. It's amazing you can do all these things by your own, but they don't make up for skilful designs and atmospheric settings.
Also - I know criticism hurts, but it's the only way to get better.
best thing is they get puked up by an enemy and grow. Gets me laughing everytime I see it.
he's out of ink ;) (middle bar)
Cool ship, it looks larger on the concept, though because there is some smaller detail on the ship in concept. Weird how that works.
Is this (concept) the only one your modeler worked with or did he get any kind of additional info, or even a blueprint?
I want to see the Tatra supercar (sportscar) in the next demo ;)
Seriously amazing! Sorry about me comparing it to Arma or OFP all the time, but the driving already looks better than in those games.
that's a nice logo. new?
These concepts are really pretty good, but that's one ******* ugly background. It looks like Elephant Paper from grandmother's photo-album. More shadow and contrast would give your concepts a ton more depth, too. The nurse could also use some more bruises and cuts in the flesh. She looks like my sister on a bad hair day, atm. Add some Zombie attributes!
yeah , it does look toxic. Originally the entire ocean was orange liquid, but that just felt too extreme. It was good practice, and you can see in direct comparison between this and the prior image, how much better balanced and more interesting this pic is, just thanks to a little light and color.
Light makes a big difference. A little light enhances a gloomy,dark atmosphere. As can (hopefully) be seen on the next pass of this image.
I don't really see what changed. Aren't you building this mod for five years now? Hope you'll make it to a release someday!
@ bloodraven: about 1 day for the line drawing underneath and three days to correct and paint in greyscale.
great work. Tech 2 looks like a recent engine, now.
why can't I find this trailer on Youtube? It won't play here, I don't know why.
I like your engine. It reminds me a lot of the Real Virtuality engine, but your smooth roads and early development make me think that Outerra is going to be a whole lot more thought through.
Are there already any games in development, which will use the engine when you're done? Would be interesting to hear what they plan to do.
actually made me laugh a bit that comment. Obviously you are just trying to be nice. nothing bad about that.
no pokets in the future. All the money has been spent :(
good concepts, I like the redhead (or brunette).
Wow, the scandinavian countries do a lot to support indie developments like this, whether it be in music or game creation! Wish we had something like that in Germany!
Here, we have funding going into agriculture, etc. There are statistically as many artists in Germany, as there are people involved in agriculture. If our stuid government would just spend a fraction of what they blow into those dead industries on the arts, there would be a whole lot less artists with problems to survive in this rich country.
Congrats on being Swedish ;) ...and on this recognition!
it's the first concept for a light assault vehicle, which is one of the very first units you get in the urban RTS game I'm working for. Later on you get a different version of it, which uses a similar body, but is build to go all-terrain.
Yeah, sorry about that. I thought they were all crazy in the future and go faster than light :)
The sadistic alien is forcing the Marine to eat his gun! Scandal, down with the Kohlar!
it's pretty cool that your concept artist uses Illustrator for the images. Vector based concepts are so accurate in style with what you're doing.
there is no other Knight Rider (to me)! Well done :)
wow, the last time I heard about Oo was many years ago.I think they wanted to port it to Gothic's engine then. Good job on the Crysis part! This is themost progress I have ever seen done on Oo. And it seems to stay true to the original. Now, if only Molaar would run, when you do ;)
you plant pot on a spaceship? -don't get lost in space ;)
Well at least your team works double-time. That's good.
I'm kinda at loss with The Ball. Whenever I tried it I liked its ambience, but I never felt to keen about the gameplay. Maybe the reason is that I feel like I'm slave to the metal ball, instead of being its true master. However, the quality of this mod - now indie development - is amazing!
cool? German sub? Lighting and colors are much better than in previous pics.
David Bowie eyes, nice change ;)
Why do all the models have the same stare? That makes them look like they are from the same family. If that's intended, quite cool. If not, try to blend in some other ethical backgrounds.
Great textures though. Maybe the scars are a bit overdone and the generic scar across the eye is actually pretty cool, because only now I realize that he has two eye colors, since one of them must be an artificial eye. His real eye couldn't have possibly survived this deep and straight cut.
well, one thing is that objects don't throw shadows.
this kind of diffuse light only appears in the early morning, it almost looks like the color of the light is a pure white/light grey. Maybe try increasing the overall intensity and the color of light(s.
lol, the front end takes the curve and the back end takes the "shortcut" straight on. I wouldn't drive in that Ukrainian Pimpmobile!
Seems to me you are addicted to BSP, though ;).
You're right about using it. Even if it's just one part of the mapping you can pretty much do anything with it. A mapper, who doesn't use BSP can't make balanced maps, imho. If you use only BSP the maps look like in UT2004 - which isn't a bad thing at all. However, I'd use it to prototype a map and see with how few 3D meshes as possible I can build the map.
Thanks for sharing those vids! Maybe the "Unreal" group could form a tutorial group, so the entire mapping process is represented on Moddb.
realistic tires are a challenge for your prop modeller.
the style reminds me of Titan. I'm not sure about the red color. That implies some sort of atmosphere - well not necessarily - but my asosciations tend to go that way. I think a moon should be using cold colors.
That's a really great postmortem! Did you write it for class or specifically for us guys to enjoy? I didn't yet read it all, but I wish all the postmortems and design documents, etc. would be put into one group/place where they are easy to find.
This stuff helps avoiding downtimes and is genuinely interesting to read (to me). Thanks for sharing!
Looks amazing, great designs, great screenshots!
Only thing I wonder about are the "girly" colors in space. I suppose that's just the planet's atmosphere and there are other particle fields, which have different colors.
Really cool. Kinda monster shadows sometimes p:
Would it be possible to make fog, too? Not all over the map, but in some places where it can give you can extra scare?
I'm not sure how this works. I get two seemingly alike packages and they are just booklet and 2x tracks for the vcr player. Are there no single tracks in your download?
very nice indie development. Ogre engine is a great choice for this game.
What's that? A T 72? How much armor can you fit on a tank, lol.
That's a great idea, infact I think there should be a blueprint group for all kind of stuff, not only tanks.
Technically this is getting really good. Great thing with the tranlucency and dynamic shadow. However, I'd be looking for an artist to give the game more character. Right now it is unique in its idea, but not in the looks.
Of course this is still early, but if you get a good artist on board he might create a much better scenery to fit with the mood of the game. It can all get a bit clinical at times.
However, Gutta cavat lapidem, you're doing impressive work here.
Arrows are okay, but you need to distinguish between character and camera movement (e.g. black arrows for characters, white/outlined for camera). Basically it would make more sense to me to see a scene instead of unrelated pictures, but these are will drawn...almost too well for sb.
You guys are really motivated - I like that!
That's your best environment sketch! Only thing that's a bit odd is that one (or two) torches would give that much light. Cool stuff though - we should exchange some Photoshp brushes. I think I have some that would help you bring out the textures, more.
That's a fun idea and could make a great horror mod! Only dificult thing about is is pronouncing the name, really.
Your ships are really the best! I would buy shares of your company, if there were some. I'm convinced this game will be a huge success. Especially since you have really been working on this for at least half a decade.
It isn't just a rushed project, but an utterly intelligent and beautful design. That goes right down to every single ship.
What if freelance contributors create ****-looking or comicky ships, though? Not everyone should be allowed to upload their creation.
Damn, everytime I see this mod I remember that I want to buy that Pirates game (for the mod)...and then I forget it again.
Have to remember!!!
Imperials ftw! That was one of the...longest videos I have seen. In my life! So I can't give you guys enough credit for that. Also, the map and the gameplay are really amazing.
How can a mod be so much better than the original game? What is this world about? Why is there a space between this paragraph and the one above it? Keep on being heroes to my people! Great work.
Who's been smoking?!
looks good, so simple but good effect - maybe a bit much fog, but hey it's post-apocalyptic time! Will the mod have depth of field, too? It think that would complete its visual appearance.
How do you find time for these articles? Amazing! Do they go to other websites - if so, which - or is this moddb exclusive content?
Yes, it is much better than the original. I like the desaturated environment, since it is not only more realistic, but also displays the dire state of the island (and his mind) better.
Indie game development reminds me of the old days, when just one or two guys would make an entire game, e.g. Bitmap Brothers. It's just a lot more work today, demanding different skills of all sorts and I pull my chapeau-claque at anyone undertaking such measures.
I consider myself an independant writing and editing professional, but I wouldn't want to contribute more than story and some basic drawings to a project.
P.S.: I like your garden. I never saw the point in cutting them down. Why try to trim nature for a hobby - it's just a waste of time.
You could check your English. "We haved hardly worked...", means you didn't do anything, yet you came up with this update, so it can't be what you've intended to say. "We worked hard..." is the right way to say this.
I have the highest respect for this Mech Warrior mod. It looks ten times more interesting and mature than the new commercial game - even though (or because?) it uses original models.
Crossover with the first Stronghold game would be cool. So you would build castles and defend it against opponents. It would also mean that you could expand into different areas like scripture and magic, while new guys would do all the grunt work of collecting wood and forging weapons.
if you have to be so specific, call it an aimpoint allright.
great implementation, looks very realistic and überzeugend ;)!
love that shot! great work, once more
can you use that headset for games? ;)
Superfuntime! I have been waiting for this one so long, always knowing it would be better than what I expected and it is even better than that! (at least that's what I expect!)
:) confused? Exited!
-Should release on Steam! Valve puts on a lot of weaker mods!
Isn't it somehow amazing that you developed the game for seven years, I played it for three days and only three months later I have already entirely forgotten what it was all about?
ah damn Episode 2 required - now that is why it won't work...
A bed, a bed, my kingdom for a bed!
Looks comfy, but fieldbeds are usually foldable.
Man, your mapper must have bad dreams! Really nice to see it work in action and those videos put a large smile on my face. When I watched your first ingame vid for the first time, I didn't have a clue what was going on, but the concept is just great!
My Nr.1 for MSUC, so far.
I like the strong contrast lighting! Are your meshes emissive,or how does that work?
I can't identify everything on the lower pic. Is this the gibbing of a slain enemy captured, or what are the lumbs around the (enourmous) sword?
This is the value study, I suppose? Are you going to paint it over in color?
The reflection isn't entirely right(almost though). It should be a bit closer to the viewer (lower in the image and you wouldn't see that much of the windows). Nice start, though!
Not bad! You're becoming a master of shaders :)
Did you use Combines from HL2, or what are those soldiers?
I really like the desaturated outdoors and the white rain. Gives it great atmosphere. I'd scale some of the wall textures down though, because the bricks are sometimes man sized.
We still need a level designer for "Blue" btw, but I guess you want to continue development on Sin City most of all.
I know the film and remember it a little (not much though). Nothing I see in these images reminds me of anything in Labyrinth, where is the actual labyrinth and how do Henson's cool creatures look in your version?
I'm gonna make a Top-Gun Mod now - without airplanes ;)!
It doesn't seem like you could actually memorise constellations with so many stars around. Is it possible to later highlight them, or outline them briefly, so you remember which part of the galaxy map your looking at?
Nothin' spectacular to look at this time, though when you realise what this means ingame it surely becomes spectacular. There are a lot of stars out there.
I know "D" is going to be my favorite gun. Makes the world looks small...
I know - and Red Orchestra won! I'm saying it would be nice of Epic, if they would still acknowledge people are modding for their prior generation.
At least the Sonic game, this one and a few others still stand out from todays mods in the competition, and are equally well produced - just on the old engine.
Should be some "oldtimers" awards for dedicated teams like that (though that doesn't sound very nice. sounds old :( )
You know how often I hit a building, because I was looking at any of the many tit adverts you placed around the maps ;)?
I think things are very hard to hit in the air (birds, e.g.). Some automatic targeting system for highest value or most prestige could be included. That would also go well with the evasive and aerial moves I suggested the player should be able make (at least a roll, C'mon!).
I think multiplayer would kick ***, if the maps were larger and you could fly "alternative" routes (you can already, but they aren't different,they are just somewhere else on the map). Multiplayer doesn't necessarily have to be competitive, you could try to get moves done in air or propel each other towards certain goals, etc. Coop basejumping, here goes.
Spider webs and slinging may be fun and a good idea for some games, but for AAAaaa, I think it will break up the idea of continuous flight. I play the Alpha at least once a week and it's surprisingly more fun to me than I thought. It's great, because I can enjoy the game over and over again, even when it's only a couple of minutes I have.
I also love your writing style and sense of humor. The end of the alpha had me in stitches. Yes, I am that easy to please.
The Watson Ice guy has pretty small feet, maybe part of the design, though. Didn't make out, if the brick is supposed to be made of ice, either.
Seems like a great game idea provided the interface is good. They look cute, too. I love it when something cute is designed to look evil or mad.
Does NASA know you've been to space?
Neat! Just the transitions from like 3 asteroids to 3 billion seems a bit sudden.
Cool Tank skin - except every commander would use desert camo in a battlefield like that.
Glückwunsch mit Haunted!sieht sehr gut aus -es wird Zeit, dass ich's endlich mal spiele :)
Ich hab' übrigens auch wieder ein Mod-Projekt für Unreal, namens Blue. Schade, dass du nie MSN benutzt, falls doch kannst du mich ja mal wieder hinzufügen. (firstname.lastname@example.org)
Alles gute beim Wettbewerb,so wie's im Moment aussieht wird Haunted einiges abräumen!
So this is Mario Kart? You just give it a new name, or what's the difference?
Hope this guy wears conctact lenses.Imagine making him a pair of glasses...
is that an easter-egg, on top of it ;)?
Audiosurf was a smart idea. It usually takes a while to have one of those and you can hardly plan upon having one. However, I do think smart ideas are what mods should be about, because that's the thing commercial games don't have very often
ALONE? You make this alone?
- I'm jealous! Find a team and make it perfect! It shouldn't be difficult for you to find more people!
the question is: will good ideas count again? The last years it seemed like teams were just getting bigger and bigger and production of games got more and more expensive.
Apart from blowing it on the storytelling side, these past years games are getting really generic now and can be summarized under "Zombie-Shooter". Eventhough sometimes they were spirits,sometimes they were in outer space or under water - always remained Zombie-shooting to me.
So hopefully developers will be forced to cut down on the generic titles, because they are too expensive. I think there are some great games developed by Indie-companies and I hope the success of e.g. IsoTX and others will be permanent.
Really looks incredibly good for Tech2, even though you rewrote so much code. If you hurry up a little you can actually release this as an indie-title, provided you get a good gameplay going and write a story full of plotholes ;).
Oklahoma isn't working for me. Don't know why I can't stream the video. I was gonna praise the graphics in your game :)
Wow - 394 mb of development material. That's nice! I started creating a "Design Document\" Group, where we would upload (and discuss) all the different design docs we could find.
IsoTx from Warlord were interested in contributing, as were the Zeno Clash guys.
I thought it wasn't quite worth creating a group for just two projects, but now I believe we can actually find more mods and use some material found on the internet (from older games, like Grim Fandango, e.g.), as well.
I think such a group would be helpful to people, who start writing their project over and over and never get a grip on design at all.
Thanks for the bonus material, gonna dl and look into it.
Wow, sounds great! I might get Pirates just for the mod :) Have to check the pricing. Is it online play, too?
Your next mod will be for virtual skipper, I'm sure! Remember: good food will give good wind! Always.
they didn't take the power cable - it will be ueseless!
my gamecube was much smaller, but I couldn't backpack it.
this looks kinda cool with the bent handle, but a shotgun like that would break your arm and hand really easy, because you wouldn't be able to handle the recoil.
Also, it looks like there is a pump-mechanism in place, aswell as a Winchester-like reload function. It's a nice-looking model, but perhaps research wasn't stringent enough on this one.
meet the Spartan of today: one arm in braces, one arm open for PSP carriage, both legs and feet used to play e-drums, and mouth and nose for playing the piano.
Dammit, I just installed the 0.82 a couple of days ago. After reading the manual I was too scared to try it out. The amount of detail and general options put into this game is incredible.
Maybe I'll download this version and be able to overcome my fears of the real Battlefield ;)
So, did anyone try yet, if this mod works with the free version?
Jesus Christ, how many ships do they need for this game? Koshime already painted dozens and still there are more, new concepts. Got to be Epic. Space, I don't think it can look any better than where Infinity is taking it. So I can go there, after all ;)
finally a church I can believe in ;)
It's a very funny mod and the idea is as simple as it is crazy. Playing this always gives me a good laugh and I'm curious to see what enhancements you can come up with in the future. Deathmatch of a new era!
Way to go! Good Work!
my favorite infintiy ship. it's also on another great concept, where it doesn't have a large dong hanging out of it's front yet ;)
Looks well made and executes all the information Hourences gives through tutorials, too. The net can be a wonderful place for people to learn from others and here we can see height fog, slime volumes, triggers and camera actors in kismet trees, all neatly tied together. Good work!
So, what's new? Is it longer, different or why should I download the new Hollow Moon Beta? I liked the old version, because it took you out of the hassle of being placed against hundreds of visible enemmies and having to shoot them. In Hollow Moon it went as a surprise when you met one and as a shock when it starts firing on you.
I think you could have a real adventure story to this mod, Horror in it's own rights and reduced to emtiness and no way of escaping. I really like this style, but already looked for a story in the previous release.
didn't they upgrade the physics system, too? It was pretty weird and weak in the previous iterations.
Great mod! Will always be a keeper.
Quite funny, but why don't you make a longer film, which isn't funny for a change?
this is hair - on the thumbnail I thought it was a cape...
More people being excited about a mod don't help getting it finished. I actually believe the fewer people are exited about your project, the better your chances of making a quick release and the less stress you'll have with a community hyping a couple of nice models.
So my philosophy is to be very strict about making early public releases in order to avoid disappointing the community and future fans of our project. You got to make some advertisement, of course, but seeing Half-Life 2 as the one game with most unreleased mods, makes one think about, if it's worth or not working with Source. So unless you have a brilliant coder, who's got it all figured out already, I would seriously think about porting this mod to a proper engine.
Thanks for watching us and have good times on Moddb!
Maxim's working on the blueprints and it turns out much nicer. The legs and feet are much more defined and less crude than in this first thumbnail. This one goes to Toast for modeling next week!
Aren't you gonna use Unreal's textures and materials at all?
All your weapons and the particle effects look really good and feel strong in the right way. I love some of the frags I have seen in the video and that's what a cool FPs is all about - awesome frags.
The new maps look good, but I would prefer to see these guns used in more wide-spaced environments, or capture the base scenarios. Anyway, looks like you put a lot of thought on weapon balance and got a great mod finished!
One of the few mods to take advantage of Doom Physics! It looks very interesting and quite polished.
I personally just don't like being on fire, while running around, so that might be a downside, to me. Do you have any cut scenes? Are you guided, by some kind of story-frame, or is this all hack and slash and run and gun?
Nice mod, bit strange tailer, but overall a good impression!
Hooray - you have a long history with Unreal and you made your mod shine with UT2004. I liked TO2 a lot. Even though it's somehow just a Counter Strike clone, you managed to keep your own touch and feel to it. Some of the many cool weapons really mad the difference to me.
I hope you find a better aiming system, gunning felt kinda recoilless in your old game (at least the versions I played).
Looks fun! Power ups sound cool and the combine soldeiers always made me laught - they are a strange breed between funny and dangerous-looking.
I have never seen more believable animals. Are you gathering extinct and legendary animals for your game? Are animals going tohave character?
Most interesting animal renders. The buildings seem less refined. The Nordic Long house is fine, but the temple's upper stories are much too small(unproportions) to make a perfect match with the base ot the building. This is an exceptionally interesting mod for me none the less. Watched.
PLEASE! Create a new, complete installer. For Killing Floor you have to get patches galore, at the moment. I jut want a complete installer with all updates in one.
So that, after installing all the Unreal Patches, I don't have to spend another hour installing all of yours.
Way to go, Myles! I'm downloading now.
Yay! -It's up. I almost completely forgot about this little wash-up I made without really giving it a good document structure or anything. These were just ideas I wrote down in a single writing session and found good enough to share. I'm thinking about making a more complete "tutorial" in honor of our newest beloved modding site: gamecore.grblftlxxx
See you there!
Yeah, I sniggered at your little video. A one man strike force, eh?
Good find Jacksen0!
I really like the mood of your mod! It always looks very much like the adventure games I enjoyed so much, before FPS took over. Looks a little like the first part of the longest journey, but I'm probably just saying that cause of the snow.
What I'm wondering about is why you always post the same two images with your news announcements. Why don't you show some other pictures? Is it, because the quality of the maps is getting better and better all the time?
It seems like you reached the limit for beautiful graphics on that engine and I'm looking forward to playing the game soon. I also tried to donate 5 bucks to your paypal, only to found out that my account got suspended. I'm kinda worried what's going on, but I hope to send you this huge amount of cash later ;-).
Good game! Great you could hang on to it until perfection/gold!
#Yeah Myles - all on Unreal 3 now, since they finally announced the release date.
Well, turning those concepts into good models will be a tough challenge. That's the problem I often have when the concepts are too good: the modelers can't take them as rough guidance for the meshes any more and try to stay too true to the concepts (going mad in the course of progress).
Nonetheless this is pretty interesting stuff, but you will have a looong development period ahead of you. Perhaps I can help at some point, but I'm no good at character modeling just now and I need to deal with my own mod (MechOverride) for at least one year.
Best of luck, thanks for replying and I'll keep my eyes open for people who might be able to help ya,
I keep saying this mod is great and you prove me right with ever update. It is even greater than great - and its standalone. I'm very impressed by your work and the way you improved upon Wing Commander Series, without losing the feeling for the series. Good work, as expected!
When's the beta coming out? I played the prologue and it was excellent down to the story and everything!
It was Grace Jones, Top Sexy thing in the eighties...noone understands that today. I guess noone either understands why Brigitte Nielsen was another sex beast (except for her big boobas), Somehow the taste in hot women has changed significantly over the past ten years - thanks god!
The head is very nice, but I wonder if this was made with MakeHuman (I hope not). Why aren't the arms outstretched, is it cause the model is already rigged?
Really? I thought Iron Grip has quite a community already and quite a lot of people play it, but I have been away a long time. I haven't been installing the several updates, because I was waiting for a big release. This might be a good time to give it a try once again.
I'm leader of a team producing a machinima on the Doom3 Engine (or Tech4??). I could really use some more ressources on the game. Is there anything comparable to Moddb for Doom3 modders? Most of the modding sites feature only other games and I'm really looking for a place the Doom3 community meets at.
If you are interested in a mapper position on our team, I'd be glad to talk to you about it, too. We still have some vacncies in mapping and animation.
Thanks in advance,
another feature? can it transform into a giant robot and smash puny humans on the fly?
It's a nice supplier, although it would be really nicer, if you could actually see some weapons in there (or on the inside texture)
I'm always watching your updates with interest. One step follows the next one precisely and in cold logic, enhancing the engine and multiplying its power each time. Quite impressive!
Will the Draggine one day support normal maps as well? I wonder where this project is going to. Is it possible to compare the final built to any other engine you had in mind while creating the project? Really curious about this. It might give "standalone modding" (I still find that expresion somewhat contradictive) a whole new stand!
Thanks again for coding this treasure chest!
It's getting better and better. I can really see and improvement over the past updates - even though I enjoyed those, too. It looks like your mod can be able to draw us into his atmosphere, but you will need to keep up prop modeling 40's style. I hope this will ultimately become a really cool experience of the time it draws its inspiration from.
It's probably used on a swamp planet, thus the moosey gloss. This thing doesn't fly so high, it's a fast glider. Recon Vehicle my arse - have you ever watched Star Wars? It's not a Tom Clancy novel you know.
That looks devine!
Was surprised you left a comment on my profile! You deserve every kind of praise for the mod you are making. I don't won BF2, so I ain't gonna play it, aber wenn, würd' ich nur euren Mod zocken!
This project has really caught my attention now. Some impressive dino models and a lot of ambition is what you got to show right already. I hope it will all be as great as I imiagine it. Welcome to Moddb and thanks for making this great mod on an ok engine. Certainly it will be nice to sit on a hill and watch dinosaurs down there chase each other. I hope it will feel alive and that the animals depend on each other and hunt each other like in a real circle of life.
This is the first Total Conversion for ArmA I know of and I already can tell its going to be a hell of a mod. Just keep up this impressive work and give us something to play with soon. Great! Carry on, please!
I don't know why, but I took literally minutes to see this guys face is a watermelon. I like the way you put a lot of vegetable into the screens without making them look "unnatural". I don't see any sense in this project, but it's deep shakingly fun and I like it.
I hope you find a better name for your WIP. "The last stand" is true calling, but it's been used for all other kind of games and films, so its nothing like original anymore. Leonidas is the king's name and could be used in the title. Leonidas' Men of War, or sth. I'm not great at inventing titles but the last stand thing just doesn't qualify for a mod which starts out with so much original art and many great models.
Make it big, you will need a very good animator, but Unreal Tournament 3 is the perfect choice for your mod. I'm afraid I lose our entire team to you, if you keep up with the great work.
Lots of respect for your work done already. I wonder how people can be motivated to work on a mod for a game that may not even be released this year. I find it hard to motivate myself on it sometimes...
skimpy underpants and a really buff body - everybody would like that!
Would you agree that it's easier to model a muscular type than just an average-looking man? I'm quite smitten by the render, this is fantastic work and I hope it will work as a character model for UT07/UE3. Looks like a lot of polys to me.
The only criticism I have is that, in my opinion, the belly-button is too high, it should be lower down the belly in mpov.
If you feel like linking to some tutorials that would really be great, but since you seem to use mudbox and zbrush, they won't be any use to me, because I don't own them.
I think I need a bigger tablet. I always mess up on the details. Which type do you use? And also a nice drawing! Photoshop or Corel?
You really got an original look. I like the plane models and I should try and model one of the gunships, if you don't mind. Just for fun, of course.
despite the 695 megabytes I'm downloading this baby. Had a lot of fun with the first releases and I wanna see what's changed and improved with the mod. I always liked how you can combine so many great guns. I love your gun models, really admire the guy's modelling and texturing skills!
Great mod! It distinguishes itself from CS:S by having a very different feeling of gameplay and a much faster and direct feeling of control. I love going into it again. Hope people haven't gone all pro, since I last joined. Gonna deal some headshots now!
looks terrific. I must admit I underestimated what will still be coming from this team. I see how this mod is gonna be real interesting after a few more updates...well not to say I didn't like it up to now, but its good to see some new content coming. Keep it up, it's getting better and better!
I love Coop games and I think Starship Troopers can give an exellent atmosphere for it. So will this be like Killing Floor with enemies coming at you in waves? I hope you incorporate some traps and gadgets into the game, so its not only shooting and throwing nades, but a bit more strategical. Gonna modwatch and inform myself anyway.
Hey, I played the first two missions yesterday and I'm getting back on it today. I almost forgot about how things looked in the WC universe, but everything you built looks pretty fithful to what I remember. Some things (cockpits, space, planets) look a lot better than in the "Tiger's Claw" and this is something I cherish.
Who made the 3D-model of your ingame-avatar? These head-models are wonderful and make one tempted to find out how Freelancer2 Open works for FPS games, too.
man, modelling lego stuff must be fun! Pretty basic shapes, but looking great and very much like something I still wanna play with. Especially since they can shoot 4 real now!
FUNmod of the year?
Your models are really looking cool. More like drawings - badass ones - than 3D. Really distinctive style. What prog do you use for textures, PS? Looks really sweet and promising. Keep up updating with more beauty!
grrrftblx! not galactica - colonial one.
Can you limit the sky? Strange question, I know and i never played HW2 (except a demo I think - I played HW). I always felt there is a lot of space in homeworld, but its not always really needed and can getconfusing at times when you are trying to keep your ships together. I ended up making groups out of everything and this organizing my fleet took to long and you have to redo it when you lose ships. So can you somehow limit the size and make it more detailed and with a planet surface underneath? I think this won't make much sense if its homeworld with blimps. It must have some other benefit. The ships might not rise as fast in the higher speres or the likes. A lot may be done, it just mustn't have that out-of-space-fell that Homeworld has.
I like the carriers. I will model some more, this time with XSI. Hope you will like it!
How do I get Spring games to play online? I only get single-player missions seemingly without AI. I know there are some settings for this, but I can't find a setting that says "Online play" or something in that direction. Its my 1st time with spring though and if its more difficult than "push that" I will check the forums, otherwise please post!
So you're not gonna run around here and get your helmet shot off when a bullet hits your head? And your not gonna get medpacks thrown in your face when you feel dizzy? I alwys felt the Medic should get some more attention in war games, because a real squad would defend their wounded and not just run on and die.
These pics look very good, I'm really interested in this mod and keep following its tracks. It has always been high class, but it will have to compete with some other very good warmods, some even WW2. I wonder how special this is going to be in the end. You have raised the xepectations high and I think it will be justified. Much better than DoD from almost every point of view!!!
I can't wait to playtest this mod. The flaw of Empires for HL2 is that you got a comm and a team - which can be nice if everything's working - but too often people just run by their own free will instead of letting the Comm boss them around. Here in Iron Grip this problem is resolved and there can be no more blameshifting and bad blood at the end of a round, since either the entire team played badly, or the commander made some mistakes. This is a good concept of a new style of game and I do like it alot.
Great work, fast work, too!
I played the lottery last week, but I didn't win a mod at all.
I'm gonna cry and tear my hair out when I see any more of this beautiful artwork. I can't figure out how you do it, but I will practice until my cuts and brushes match the power of my sensei!
Haaai - konishiwa Koshime?
is that with antialising on the floor? Looks blurry on the left image. Looks very stylishy Star Wars, yet uniquely new. Really nice screens and good loook. Only floor concerns me.
The best thing I noticed about your mod is the music so far. I'm not gonna download it again, because last time it was so bugged, I couldn't even move or see a car. Does it maybe have something to do with the HL2-engine? Shouldn't you change to the Episode1-Engine altogether? I don't know, maybe just bad coding, but until I get some positive remarks about this mod as beeing a working game, I won't download it again. Its good you show some progress, but I think there are different issues at hand with this right now than getting more maps done. I like the style of it, but it sucks when I download it and find its all bugged and don't work.
I really wanna join the kf-forum, but whenever I get an activation code (I tried 4 or 5 times) and enter it in combination with my user nam sinking - which should be SinKing really - I get an error. I'm onbe of the regulars on this game and i know most people on the froums from reading their posts. I don't know, maybe I did something wron initially, but I don't know how to get rid of that problem. Until then I will post only here on moddb, maybe you could find out what Imdoing wrong or just kinda authorize me without the activation thingy? I'd appreciate it gentlemen!
Load your barrel! Sin
Warhammer series got me hooked early. I always liked the designs and you did your job very well, since all the models look really cool. I think I'm getting a bit old for the warhammer-style now, but I will give this a try when it comes out, because of the good times I had with the warhammer franchise. Its nice to see it in full colour, but I hope the final game will be a little gritty and dark. Looking mighty good! Nice mod, good luck!
Well this looks quite like the Atlantis Setting from the series, the problem is the panels look fake in the mod as well. Why did you choose to make a mod out of SG Atlantis, since every other Stargate mod I ever heard of was shutdown in the end? SG Atlantis is such a cheesy Sci-Fi, its gotta be one of the worse I have ever seen and unlike BSG - Mod I can't fgure out how to turn this into anything good. I guess there will actually be portals, so that's the cool part of it, but if you wanna see a role model which worked with portals and did a great job at it, don't look at Atlantis the series, but at OUTCAST the game. I truly loved this game, it was so wickedly intelligent and different. So please don't copy the most boring Sci-Fi of all times and make yet another space-shooter. Give this something really unique. Right now I don't see a point - besides the gates - why anyone would want to play this mod.
Its so amazing, this game is like a dream come true. Its seamless engine is impressive all the art looks incredible, some really cool ships coming up and infinite space to explore. Is it gonna cost a lot to have an account? I know this question is not appropriate here, but no matter how cool the game looks, I gotta afford it sometime and it'd be really nice if it didn't cost a fortune. Always a pleasure to hear from you. Keep on keeping on!
i have seen older vids of online sessions and in comparison this looks really nice and I can telly you are making a lot of progress (version of the combat engine i saw looked more like blue and red gotcha playin). I wonder though why this download is so small. Is it cause you got no textures for the ships yet?
Anyway gonna try it when its done downloading. Thanks for the update!
you got my attention...so easily