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.
What's that insanely large drawing about that looks like a circuit board (In the KS video)? I'd really like to know, because it looks damn interesting (reminds me of Frank Miller ~ Ronin stuff).
All the artwork and drawings are really unique. I'm glad your Kickstarter is working out!
Looks promising! Reminds me of all the great adventures from the 1990's. Will there be spoken dialog, or is text planned?
This looks really cool man! Great update, fun stuff!
Also - what's on that pizza? Sausage and steak? ;)
Pepsi can launcher?
I think it's a problem with the post-processing that the moon appears blue. It looks interesting - but alien. The moon ist truly more yellow than white.
The view and perspective here are very nice!
CrazyMatt is still at it? I liked his work for insurgency and think he's great.
Quite a good model. I suppose the textures are gonna change or will it stay this uniform colors?
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.
I'd say these shaders are pretty perfect! I really like the game camera, at this time. It would be interesting to see the map in different lighting conditions and with changing weather.
That is surprisingly good depth of field for a game engine. Not sure why the video of it laggs though. Did you use a lof of individual and large textures? This whole castle structure could probably fit on a 2k texture atlas. However, since GFX are standard 1GB these days, and they will probably be standard 2GB within the next 20 months, this development is probably geared at a high end pc (today), which is the budget PC of tomorrow.
Really beautiful weapons. I wonder, how Unity deals with the reflection on the metal parts. Will it be reflecting from a skybox assigned to the metal or will you actually be using the full Global Illumination set with realtime reflections on metal? That would probably be really costly, but I'd love to see a scene with all those features switched "on".
Also, why are you developing at snail's speed? I mean this is all impressive and so on, but a sword model = one week's work. The temple/castle, maybe another three weeks and a couple of days for props. I'd expect to see a lot more updates here, though I cannot deny the quality.
Awesome! These models are getting better and better. And now imagine working with a recent engine - you can have 4x the polycount and it won't as much as cough.
I like the individual detail and that you made more than 1 bag model to keep the diversity. Aren't you sometimes afraid to lose track with all the models and textures you create? I am working on a spacestation, interior and exterior and already get so many textures. And that is despite using Master Materials in Unreal 4 and having many shared Texture Atlases (is that the right word?). I imagine if you switched to Unreal or Unity, you would have no problem getting to work and feeling right at home. But the amount of assets and textures you have for a project this size must be overwhelming, sometimes.
Also: I like your little guessing games in the updates. Cool feature :)!
I am intrigued, even though you are not making a mushroom-picking simulation. I just wonder about one thing - isn't this game taking place on Earth? Everything looks down to it, except the planet/moon on your new screenshots seems very large and blue to be mistaken for Earth's moon (ever though about why all the other planet's moons have names, but our moon is just called "moon"?)
I dig what I see this far, but I remind myself that all I'm seeing is a well-made map, not a game. I'm sure it was more than enough work getting this far with it, but I still don't clearly get the intention or direction this game is going to take. It seems like something like this would need a strong narrative like Dear Esther or a range of underlying systems beyond cold/warm hungry/fed to make it more interesting.
From a writing standpoint it could be interesting to add competition. You might find out you aren't alone, but you are competing with others for the same resources. Then you could have a choice between confrontation and cooperation. However, that's pretty generic again, so let's see what you will do on your own. To me, this game highly looks like it could have metaphysical aspects and a moral story ending. This doesn't mean it would be narrative or story driven, it would just mean working towards a goal, a finite solution for the game design. I keep watching this, updates are always nice!
Very Gangsta with the pistols ^^
I wonder where he takes those pistols from, since I thought they were coming from 2 holsters around his chest. But the way these pistols are crossed after drawing them, seems odd. I mean, it looks kinda cool, but there is really no way to pull them out like that. How does that look from 3rd person/other players?
Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.
I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.
I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.
Looks more like the mechanics below a sun-shade roof than a bench to me. Whatever it was - I really like the texture.
Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!
Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.
Kitteh! Are you a kute Kitteh in siz gaim?
I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.
If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.
The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.
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?
Not of all of it. It's meant for an adventure game, so there will be several sections of the station you can visit. These I'll have to build. The rest will be fast-travel in-game.
I am baking all the time! Normal Maps, Ambient Occlusion maps...
I wish those would smell delicious, too!
Also, looks like you are making cannabis cake ^^ Concentrate man, these are eggs!
Here I go again... every couple of years there is a HL2 mod, which gets me to reinstall HL2. Lastly for Black Mesa. Then I uninstall everything to make space and up comes another great mod.
The trailer looked great, and I'll defo try this mod/game. Congrats on your releases and the strong focus you and your group has. It's hardest to get to the end of something.
I got Overgrowth at a very reasonable price, because I pre-ordered. A couple of months later I got NS2 for free, due to the indie game pack. I think it's great that developers validated a copy of either game to those who pre-ordered.
So I got two games in the end, and from the Alpha you can already tell that Natural Selection 2 will be amazing. Even though it's an Alpha a lot of things like wall-walking and flying work better than in most full games, already.
The best thing is there are still about 50% of the game in development and we get to watch a game grow and see how the professionals handle their bugfixing. I'm also amazed that a team so small can create a game of this quality. Only texturewise things could be better (environments and characters look exactly alike; no materiality).
Video isn't working. Corrupt datastream. Re-upload, pls.
Yeah, thanks for the kind words. We are trying to make it look nice, but the shader puts us in front of some hurdles to overcome. One example of the problems is that our shader works globally, affecting not only all meshes and actors in a map, but also lights and particles/fog.
So, we are testing out alternatives at the moment and thus the delay for another update. The Main character is in-game and looks and works fine, but I don't want to post any further screenshots, until we are dead sure about the look we want to achieve.
I'm sorry for delaying our update, but I must make sure the next one will convince most people entirely of our choice of style.
sorry to hear it is dead. Seems like a good idea, still. Will you try to "remake" it on another engine, now?
Cool, I like your work. It's very...kinetic!
Thanks for watching MechOverride and best of luck for your spinning mind.
didn't check out the modcasts, but modDB TV turned into a nice way to see how other teams work. I miss a bit more gameplay examples, but then again - that's for reviews, I guess.
OOh that's great, I will check it out in a while. Maybe see you guys online tonight!
yo jesterman, crawl out from under your mushroom and give me a hug. I finished writing the script for MechOverride and I' d like to show it to you.