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!
You have a private leak -^? Wild stuff!
Looking good guys.
Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)
Dude, I had that problem and finally got my provider to send me a technician. It seems like these fast connections run on several "strands" (lines), so if some of them are severed, it keeps shutting off. Technician fixed it completely and I cursed myself for not getting it done earlier. If you have a similar problem, get it fixed now! You'll be happy, too.
Yeah, his stuff has "character" that's what I really like about it the most. It's almost like Matt's dudes are ready to whisper out the story of their life at you.
Will there be new animations at some point too?
CrazyMatt is still at it? I liked his work for insurgency and think he's great.
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?
"****" and "Fresh" seem to have similar Glyphs in Chinese. I've seen stuff like "**** Vegetables" on photos of Chinese supermarket signs.
As to the exploding - no idea ^^
I know how he planned this! He took a coffecup ("to-go"), a squished, rolled up towel and stood them together.
Then his artful eye found that something is missing and he flipped a christal bowl and put it on top of the cup. Done! That's art-chitecture.
Do I have to pick up its poo? Because, you know, judging from the size I'm gonna need a bigger inventory for poobags ;)
I find this engine can compare to Unity and the workflow looks more hands on and practical than anything Crytek ever did. If I compare to Unreal 4 that's only because the engine is my daily bread. And U4 is simply amazing, yet still unfinished itself (e.g. Slate) . And there are hundreds of people working at Epic, while Dragonlord does it by himself. Imagine what 100 Dragonlords could create ^^
I also sent him some assets to see what the dirty materials would look like and how they compare. What would really make my day, is a modular material editor, such as Unreal uses or what I use in Maya. It's just so much more practical making shaders that way.
When is this coming to the standalone? I always liked the train map in the old FOF, but this looks even more varied.
Excellent idea there. All stolen from Valve lol, but EPIC is doing things well enough to stand on their own. I think for the common player it is too difficult to work with the editor, unless there will be a simplified version for UT.
This is a great idea, because it will let us mod the UT we want to see. After all, some of the best features in UT are derived from some of its mods. And its mutators were fun in the past, so this is like 1000x that.
I like this! I really like the dynamic lighting in e.g. Cryengine. I can work with simpler meshes than in Unreal Engine, where every mesh has to be closed/convex, as not to confuse the lightmapper.
I think the problem I see may be more with your current materials and textures than with the lighting itself. These very clean and straight textures just have a slightly artificial look to it. So, the lighting is probably great from what I've read here, just some assets that really show it off aren't there. Maybe I can supply you with the gun model I recently made (because it has a nice materiality+textures) and you could see how it renders in your editor. I just recently put it in U4 and it looks great and just like I wanted. The materials are definitely one thing I liked about UDK and like even better about U4. But your engine is just so cool and it is made by you, which I still find absolutely impressive!
Yeah, there is no use implementing things which don't work yet, but will be no problem in the future.
A few things about lighting and AO you mentioned. 1)In real life, shadows are always fading out towards the edge and get darker towards the shadow origin. You can see, e.g. how a table leg throws a sharp and opaque shadow at its origin and then fades more and more with the remaining color. Soft Shadows are expensive, however it seems you have them in areas that are enclosed by shadow, but you don't have that towards the edge (of the shadow).
You are saying the values represent sRGB luminance, however your scene is rendered in Realtime (with Physical Based Lighting? I guess), which uses linear values, i.e. 32 bit images. So which image lights this scene and what bitdepth does it have?
Maybe this is too specific, so don't feel obliged to answer. I'm just wondering if some of the features could be made to look even better. I mean - no offense - it is a great looking engine with lots of tools and features, but the lighting is not yet convincing me. How would you go about adding a lightmapper though, if it is all in realtime? And why would you. My head is gonna explode and so will this comment. In 5...4...3..2...1..
T(H)anks for voting?!
Yeah, I have seen his stuff, but most of it is very old and not exactly working with UDK (like all his shortcuts for UDK ^^) However, the modeling etc. tips are all still pretty good.
It has just been a pain learning all about the lightmaps and modularity for buildings. UDK did some pretty ****** stuff during lightmapping. What I know now is that it is best to have as few pieces of possbile when building something modular. It also makes sense to plan and build the whole thing first and then start with UVs and making materials.
It's strange - now I have these problems with Mega a friend of mine had. It just doesn't finish its downloads. After I do get it finished, the data is corrupt. I also tried the download to file option via my Mega Account.
Both types aren't working, so it'd be nice if you upload the demo to Moddb or some other site, so we have an alternative download.
Strange - I only thought about this mod two days ago. And now there is an update! A sign of god, clearly! Time to frag some carebears.
I'd go along the lines you went with Pirates of the Carribean: give us lots of freedom on seas and quite a few options on land. I really liked having my own island/villages and being able to expand my business as well as plundering/damaging my enemy. The whole running a business aspect is interesting to me. If it is pirate business or rum and spice trade isn't that important to me.
That makes me think, since the game is multiplayer, there could be clans or factions, so you would automatically have standoff situations, just because some chose pirates and others merchants. Add the different nations with their shaky alliances and you get something massive. Like GTA on seas - complete with multiplayer. A sandbox game.
So are you gonna stream the map, or is it all loaded? I guess streaming is the only option, right? But then you need a checkpoint system, which could be done with the camps you build. It's an interesting concept. I play a lot of Dayz, but the zombies aren't nearly menacing enough and survival is far too easy. The only fear there is getting shot by another guy.
Epic trailer :)!
8 years well spent, I'd say. Thank you for hanging in there!
Huh? where does this tile? I see two walls, two doors (mirrored) and pillars and the floor. If the units are that large you can just position them on the 0,0,0 in your editor and go for a Power of 2 size. Maya and UDK grid are the same 2cm=1 UU, so it snaps perfectly.
If the units are smaller than what I said, e.g. if the wall is made from 3 tiles that would be awesome. Because whenever I try that I get a slight shadow from the lightmap bake on the edge of an open mesh. I really need to figure out why that happens. I snap the lightmap Uv to the grid and it's big enough...should work.
Intersting! I apreciate the explanation. So I take it you made a Ltd or something of the kind for your studio?
Idk, I keep thinking about these things and I believe it would help so much to take a project into a serious direction to actually feel like everyone belongs to the same company. I'm just a little anxious to get it all started.
Is she starting to cast a fire spell or what's that in her hand?
I thought this might actually be some idea that wasn't done yet. Since we've seen everything else in Star Wars mods, I actually considered it a plausible idea.
Why doesn't he ever fight the rats, is he too chicken ^^ ?
Good work, though the fight mechanims feel a little too much like simulation. It's looking a bit clumsy, which breaks the immersion with the rest of the good looking game. Of course that may be the tradeoff worth making, if the rest of the game is done interestingly.
...btw - the lighting error in this model were produced due to the import settings. I later followed this tutorial and got clean results (see update of asset):
Fantastic looking concepts - and all just pen and paper. Impressive!
Wow! That's great for you, congratulations! Greenlight is starting to get on the right track. Can you describe a little bit how this will change/help your development? Will it help financing the development, too?
If you wanna give us a treat, post normal and diffuse maps and a wireframe, too. This is what makes these updates intersting - to see into the true development.
-4 votes? People who voted don't seem to recognise sarcasm, until it is delivered with the biased narrator's voice. I always liked the narrators arrogance, but looking down on the feeble minded is best enjoyed in small doses.
I like the name of the map. Like what you did with the city sign. I didn't get player progression entirely on this map. Seems like there are no things/switches that you need to do, in order to progress. Yet, looks good! Questions will be answered during playthrough anyway:)
Interesting. Why doesn't the engine have physics? Does it cost too much cpu power to calculate everything if it's not hardcoded? I think this is amazing to hear, since GTA always felt like random things happen. That's something I always felt and surprises me to hear is nowhere near physically accurate.
So interaction between any objects that may appear physical is just a hardcoded set of variables? Shouldn'that mean you can exactly repeat something in the same way, if you don't deviate from how you did it the first time?
Also, good video, interesting project :)
I reinstalled OG after almost a year of not trying any builds and I pressed "v" when checking out the button mapping. Had to laugh so hard and kept pressing it. What the hell is that button for ^^? These spikes of humor that show even in minute aspects of the game design make it so enjoyable for me.
In games there is rarely character development - which is the essence of most good (movie) screenplays. Story is not about explaining it all. It's about grounding the mood with a believable background.
I think to make most of the game as a physics simulation is extremely ambitious and a great idea. However, I wouldn't propose doing it with this game, but something else - maybe a funner game. The problem is the feature instantly makes me think of Team America or Thunderbirds. String Puppets may be the way for Pharaos to work their goons, but they don't appear scary at all; rather funny and disoriented.
I'd also suggest thinking about mobile/browser market. As much as I liked CURSE for HL2, I can't yet see the same coherence in this new game. Visually it can't hold a candle to the prior version and the new grittyness isn't represented well through the choice of textures and lighting. It all looks a bit flat and not rich and diverse like the original Curse. Maybe that's just all because it is early on, but if I were you, I'd question some parts of the design and hire an artist to work over some of your existing designs.
I know this post is long and maybe a bit unjust criticism, but don't take it that way. You have come this far and are that talented with so many things. It's cool you are trying this drection, but the game's concept is a bit unclear to me. It tries to do a lot of things, but a lot of it is hard to grasp. Imagine I told you I was making a game with a nameless motorcycle ghost hunter, who goes back to slay string puppets in Egypt - with a ball. That does sound like it's comedy. A little bit like Brütal Legend. Yet it is trying something different. And that's why you need character and a story, if you want to go down the deep and dark alley wihtout being generic.
Is that the famed Beast renderer at work? One thing about Unity is that it really fosters originality, because devs don't aim at making it as real a possible, but rather look for artistic solutions. So the games often look more original than their sophisticated counterparts (e.g. Trine), albeit not as beautiful.
I think you got an interesting development going on. The last time I played a comparable game was on my C64 I think. Some kind of Robinson game.
The only thing I'd change is the size of the foreground black blobs. They often seem too flat, instead of giving the picture depth. Instead make two blobs with slightly lighter shading on the one and size them both down a bit. It will still look like intended, but won't be flat looking.
Overall I admire the teams that can put an original artstyle at the base of their production, because they make the best progress and produce the most original looks. Your project is one of those, for sure! Watching!
I think it's Knight Industries, not Knight's. Looks cool .
Warning! to some this post may contain spoilers, but very mild ones.
the game is brilliant in this form. In the old mod you could bunnyhop all over the place and some friend of mine thought that was the best thing about it. People really need to listen and get into the mood and this works great with the imagery provided.
I always find it peculiar how people say "ohh these maps are so realistic" when they talk about the game. The cave and even the exteriors bare a strong sense of surrealism to me. The island situation gives it the encapsulated feel and the voice does the rest. I think that's the main success of Dear Esther. It makes you takes a surreal situation for real and learn that you were wrong, as the story unfolds.
I love this mod. Chinatown is my favorite map, but Isolated could be good, if it was possible to determine where which zone is. Spray some letters on the wall and ground...
Lensflares are a bit odd, don't you think? It's something I connect more with sci-fi, since the eye doesn't produce flares of any kind. Seems like a few odd thing are in the mix here, but I'm not informed enough to say more. Looks good.
I had been wondering how he made these concepts, until I reached "they are made in 3D". What an awesome job!And how much work for the artist to model, texture, skin, just so the modeller can take it to the next level; maybe too much work to begin with, but the results speak for themselves.
I recognize some of the parts I see in the weapons, the grip of the pistol looks familiar,etc. So did he first start collecting pieces of real guns and make a collague or where do these guns come from ^^
Great job, very unique and if you get characters to match this stlye, it will be most intersting to see where the universe of this game goes.
ahh, my mistake sry issued you one negative karma point. Will make it up to you :)
lots of my stuff can be seen here, too. Often revised a little:http://www.cgpad.info/forum/bo-sketchbook-t2218p2.html
I'm always amazed at how modern the German tanks look compared to those cute babies. But the Sherman had one benefit - there were many of them.
yeah, there is a distance texture for the terrain, which is the same size as the heightmap - in my case 2048x2048 Pixel. You can make texturemaps up to 16k for Cryengine.
Good luck! Screenshots are looking good, and I think the lighting is pretty realistic. They have a special look to them, too. Night is dark and lights can be beacons in the darkness. As long as not every scene looks like this, and if I can see what I need to to progress, it's fine.
Did you somehow stitch these together or changed FOV to make these 360° pics? They are really good!
Good Lord, it's like 3 ships :)
At the beginning of the video the hissing sails sound like an evil chuckle.
Why do I think "French" game when I see this? Are you French? I guess it's because the style of your character reminds me of Franquin. Ok, Franko-Belgium, then. Are you a Franko-Belgian team ;)?
The bad artists imitate, the great artists steal ;)
Nice going, love Doom 3 mods. Some really crack stuff found in D3 mods.
I'm missing a kick to the nuts as finisher ;)
It'd really be interesting to learn more about IsoTX business model. I wonder, how they make money on their games. Somehow they must, or else there wouldn't be so many games produced in so little time.
no explanation whatsoever, huh? Good fun!
Video looks great it just seems a bit surprising when you die. I canot figure out the HUD. Maybe you can write a little "explanation" for it? Great to see you're still working. And this seem like a perfect match for Unity.
Cool buildings - impressive workload! Congratz on the release!
There are different type of ammo, since Athena itself can be used as gunpowder. You will learn more about Athena Lore with new updates. Some of it is in the Athena Quickguid, which you can find under "Downloads".
only aged 100 - you youngster!
concept idea. nothing definitive. I'm just trying to come up with some original architecture for some of the maps.
Yeah Booman, I was thinking that, too. It shouldn't be too hard and would liven up the very dark left side of the picture. However, this is a production shot for a map of Athena, so I wanted it to be as clear as possible. I also produced a top shot of this picture (and more) for the mapper.
Perhaps I'll do that next. Since we can use vehicles and scripted scenes for AI, there could be some traffic going on. I think some cars would also help with the scale, finding out how large things are. Thanks for your c+c!
Well, you could turn around like you would in real life, but where's the fun in that? It would also make the game really short ;)
Yeah, this one was purely paint on canvas, no other sources involved. So is the next one (Los Muertos). What I'm trying to get used is using perspective lines. I should probably work on the contrast, but the effect of this painting is what often happened with old cameras an analog film. The particles on the film stopped being so light responsive and couldn't get those dark values any more. However, I realize that for a 1920's jungle painting, I'd better find a fitting vignette, possibly in 5-10% grey (and not black).
A layer effects. I only use them for the contour which I put around most of my paintings (If I don't forget it, like here)
Because they have roots, which go deep underground. In Spain you'll see a lot of dry ground and green trees. Also, this is a foliage test, not a biology lesson.
Great video! Underwater is a scary place.
Days? To be fair it's been a couple of weeks now. I've been working on this concept for a couple of days alone ;)
Thanks for the kind words, Ill try to raise the bar even higher with future concepts.
You employ shapes very well. I am often missing a forground in your images, which would give the paintings a sense of real depth and perspective.
I have to find time to play. Dammit, the list of mods I love is getting longer all the time - when am I supposed toplay them all ;)?
Great work, this is one of the great mods where you can win through skills and just have lots of chaotical fun.
Looks good. The overall Design of this game is more refined than that of some AAA titles. Nothing too original visually (in environments), but there is enough originality in the gameplay.
I'm a little bit concerned, because last time (2 weeks ago) I ran the game, I had some sound (loop) glitches, the wooden targets didn't load and the engine still stutters and feels somehow fragile to me, as if I could put a fist through every wall.
I hope a lot of things get optimized, because Natural Selection 2 draws more resources at the moment than e.g. Just Cause 2 does. Looking forward to the Alpha, though! I hope I'll be playing this map.
Another update to make us proud ;)
Nice work guys, nice work!
One thing I always miss in diving/swimming animation is the thrust forward after each set of movements. There is perpetual movement and there should be acceleration. Acceleration should be seen after every stroke and then speed would recline again.
Everything does look good though. Without a singleplayer in development this game really makes fast progress. I think it's a wise choice to keep it as simple as you can. Lots to learn here!
One thing I always wonder about are upgrades. While, in theory, there is plenty of equipment available to the divers, all the sharks could get is improved health and abilities.
I just hope they didn't bake a real Playstation 3 into this...
I like how claustrophobic things get in the corridors. This map looks like a real castle for once and not overblown like in most games.
Still thinking you should tone down on the lights. But great work!
that's great. now at least there can be a community for really modding this game. Do you think it will be able to make total conversions with the Path Engine, in the future?
I wonder how much more the tools are going to be developed. It would of course be great to get a hold of the map-editor Avalanche studio uses. However, I doubt that can be cound anywere or recreated. Modding the island itself should be fun enough, for a while.
Zombie Orca would be scary - but then again: what would it do, splash you with zombie water?
What you got against line battles? It's a different kind of game and when you got a good commander they are quite fun. Of course there is much more strategy involved in those maps, than in the capture the flag ones. However, some people (like me) like that.
Brummbär = Growling Bear
so what's it called?
I watched Red Dawn lately. That is soooo 80's
If you can re-create some silly eighties things like ugly patterns on clothes and the mullet-hair (on civilians) you'll be really close to thoses days. Oh yeah and don't forget some cool stuff in the shops, which was hip at those days. There is no end to props!
Man, real space battle will be boring - without all the explosions.
This is nice ;)
so what's he worried about - he's wearing shark-proof armor ;)
Reminds me of Arma, except the fantastic outer space transition. Looking forward to info on that!
This would be the greatest engine for a Stargate kind of game, or an entirely new franchise of a future world at war (like a big Planetstorm game).
P.S.: on their website you can see the transition to outer space.
The "video" is four seconds long?! Couldn't you put up something longer?
It serves its point though you have to re-watch it to actually get the atmosphere.
Reminds me a little of erie Tim Burton stuff so that's good. What I didn't like are the flickering textures and the way she holds that guitar. If you test it, I bet you can't hold an electric guitar like that for more than 30 seconds.
A neutral pose before "attack" mode would be good. Perhaps she could even strum some songs and sing, if you pause the game or stop walking for a while...
I know all of that and I have played every version so far - for at least half an hour. However, not so much the keys assigned to them, but the game mechanics themselves turned me down. Also, I don't want to save every ten seconds out of fear of doing something wrong, or tapping the wrong combination.
Now that UDK has been released Hegi and his men can fly!
Ah how cool - I was just thinking about playing some Haunted today :)
Incredibly cool looking mod with a unique atmosphere. Looks more appealing to me than Killing Floor.
Every time I think nothing else is going to come and uninstal Ut04, I have to reinstal the damn game for something like this! Hopefully there will be that many great mods for the new UT, too!
don't forget to shout "Pazaaaaak" when you win a round ;)
If it doesn't crash while doing all of this then Cryengine is miles ahead of Unreal now. Scalable, in Crytek's case, actually means something. I remember Crysis looked decent on my old PC with just a few pop-up glitches, while Unreal 3 without post-processing looked worse than UT2004 . Maybe it is time to take a look at Sandbox...
Beautiful work and great trailer. This is so well put together that I sometimes forgot I was watching game footage.
I'll be playing this if there is a release for S.A. - not this early release. I think it's cool they develop the mod for S.A., too. How much different can it be? San Andreas must give you much better options for additional (smaller vehicles) such as hoverboards and skateboard.
I like this WSIP feature! More accessible than the podcasts, more frequent than a review and nice and short. Makes you remember to try mods you might simply have forgotten about.
Fine concept artist!
I like this, it's very evocative. Do you have narration in the game? I think it might be a nice feat, at least as an option.
Cool Characters and good pricing. Brings some diversity to the players and adds variation to the looks. I do miss a new woman character, though, she was always one of my favorites.
Spawn some flowers, there is too much concrete. And a pink carpet...spawn a pink carpet! Tush.
When will you come to the real stuff?
Under water they have to make bubbles ;)
Very cool, especially when you consider close combat and different from surface physics.
Would be interesting to know why you bought a license in the first place, since you are creating a free game. I would think people would rather chose one of the renowned engines with good documentation than TGE.
Hmm, I could swear there were two other commments here, when I looked yesterday. Commercial games on Spring - IDK, why make a commercial game on a free engine? That feels like cheating, when other people create better engines from scratch.
However, the game does look original and judging from what I can see you put a lot of work into creating content and tweaking the engine. So I guess there is nothing wrong with making a few dollars, though I see this more in the 5-8$ range than above. Have you seen what games you get on Steam for 14,95$?
Will the most evil German of all times be in it, too?
Kaiser Wilhelm III
I think you need some more lights in the scene, perhaps a little less rain, so we can see how good the Catwoman mesh looks and experience the city better.
Thumbs up, I like the beginning! Will the weather change and will there be day/nightcycles or is it always raining and grey skies?
I like how he is trying to hold it between his palms ;)
So every vehicle has the "airscrew" for propellation, or is it just generally steam powered and orientally themed? The different factions will have different styles, I guess.
That's nice to see it would be better, if the black outline on meshes faded away after a certain distance.
Cool! I was curious about playing the game,so the Alpha-release is a great opportunity. I think you'r doing the right things to build up a fanbase.
"The GUI guy writes your code while he is on the TOILET." Not Toilette that's German!
Man, this could be a hell of a funny game with incredible power-up. Have you ever thought about making it multiplayer, so you can see your opponent in the air? Perhaps you could enter air battles for better positions on the drop.
This is a cool and fun concept!
I digg the dedication you put into this mod. Still making the game better and I think becoming a serious competitor in the competition, now!
excellent mood coming across, maps are starting to look really good. I would digg it, if you created a few houses, which aren't simple blocks. Everything else looks top and as long as it reminds everybody of something else that's pretty cool, too! :)
Good point hushpuppy, but else: amazing model, really cool!
Are you still making this alone? I really wonder what you can't do! A media update and PR by itself are lots of work and you manage to make this AND your mod, like a piece of cake!
Of all the one-man mods this is the fastest and most intersting looking one to me. Respect for your great work and dedication!
Cool stuff, always great to see your updates. Suicidal Temptations sounds not reallyright to me, but I'm no native speaker. I would say: Suicidal Tendencies, however.
I wonder how taxing your engine is on the GPU. What'sthe lowest system specs the engine can run on? Couldn't it be used to develop homebrew for PSP?
Perpetual updates showing good progress every time!
The ground looks a bit stretched, why are you using such a large texture? Going for a texture size that will look en-par with the industrial building (and not the Mech) will make the Mech appear even bigger.
Looks funny, somehow not very scary.
If you keep on coloring your lineart,
your colors will always appear grey.
I'm probably gonna end up using this group for my own work only and post entire novels here :)
Good thought to write those problems down, Dave. I'm not surprised how similar they are among all projects.
I think it's very important to establish a good discussion culture within a modding group. So one of my responsibilities as leader is to mediate between different point of views. Understanding other member's gripe of the project, helped me shaped my own vision and mine is just the most complete, not the most perfect.
Projects like ours live from change. Of course you cannot change the gamestyle over, or change the story to no end, but there are so many things, which are impossible to encompass in a first design document that it's necessary to stay open to change and ultimiately improvement.
To me a lot depends on how you interact with the team. So, if I get a finished Mech Model and right away demand it to be more detailed, I'll certainly **** the modeler off. I feel like we have to build up and encourage our teams and if you find good reasons to praise them, they will much more likely listen to criticism,too.
Making a mod, or a film is no ego-project.It doesn't help, if people are competing to be the most important part of a project. In fact, people who are eager to prove themselves too much will often fail. So that's another thing a mod leader has to know. What can you put someone up with and how quickly canhe do it? It may frustrate people and make them angry, when they cannot progress with an asset. Instead of taking the blame they go out searching for problems in other people. Luckily that hasn't really happened in our project, but the case you described with John seems that way.
I think you're doing fine and all the things you learned cannot be avoided easily. Even the finest teams die, when the leader sees no future, so what really keeps Cc going is your optimism!
I want to make a 3d model of you, so please send me naked pictures from front and side. thanks!
That's cool. Some big improvements and nice new character models. Good luck with phase 4!
How is less than 50 games small-ish?
I give some games away to younger guys from work and family. I'd say I have less than thirty games lying around, or in boxes. Probably ten or so, I'd kill for (once again).
It looks good, but won't you just get a cease+d from Microsoft for stealing their "intellectual" property?
I don't know about any Halo mods so far. Interesting project though, I'm alsways looking for homebrew stuff!
Gave me a big laugh, when I saw the Captain with his loot standing on the dragon back! Good, positive laugh, like PVK's always does!
I must say, this is the most ingenious mod I have played and it's near perfectly balanced and executed. You really deserve to win first place in the competition and got my vote on it!
Good luck and thanks for all the great fun. It's the only steam mod I play!
I don't get this mod. I tried it several times and it has a terribly slow hit and parry system and the maps are confusing like hell. Spawnpoints are weird, because I often got killed after spawning.
The only mod I know that features decent swordfighting and a good parry system is PVK's II.
meh, I'm the only one on Moddb, who can't paint...
I'm a ***** for names, I can't get anal enough about them.
What's the title's significance and how did you chose it?
Check it out, we have a forum. Pose questions there and a lot more people will see them and talk about them.
I actually got BF2 for this mod, when it was first announced. Then it was switched to 2049 and I'm still not sure, if I should get the game. It would basically just be for this one mod...however, if it keeps looking better and bigger, you'll leave me no choice but to buy the game ;)
I want a Noesis interactive special on who you guys are and how you came together to form this mod-team. Really absurd amount of detail in your models! Top Quality from what I have seen so far.
Strongest competitor for MSUC, besides Angels Fall First at the moment.
Except it's for Vice City, not SA...
I wish it would say "Seamen", instead of "Airmen" in your signature.
Nice go with releasing AvP2 Fortress, any new projects on the horizon, yet?
so there's the update! Wondered when ModdB would come to bring it up front. Great job Hegi! Got to download, now :)
Speaking of south park. South Park is Satire first of all. It's not only funny, it's tragically funny. So, if you don't want this mod to become a compilation of bad jokes, you have to find some major topic to it and create some ambiguity. The fact that you have chosen a "beaver" as character indicates it could be going either direction.
Just don't make stupid jokes all the time for the sake of it. Find a backstory to make even your jokes seem ridiculous and you get satire without too deep a message.
the quality of anthing in this mod is amazing, but most of all I like your maps, as you are really putting things together in High Quality, too. It would be easy to say: let's boast out characte models and forget about the rest, but you are trying for overall high quality - and that takes time and patience. Great job!
I know, it kinda goes downall the way from battle in space to the surface, which I think is a b r i l l i a n t thing.
I tried collaborations ample times and it's a difficult thing, because someone usually gets disappointed. I hope this works for you! If it's coding that causes most problems then a cooperation with other mods can help.
I really like your tutorials! That's the second useful tutorial I read by you, and the quality of it (with all the reference pics) is outstanding! Helps beginners a lot to get that much detail to attention. Thank you, Matt!
Thanks for supporting MechOverride ;-)
Thanks from MechOverride for watching us and commenting. Hope we can create something you'll enjoy!
Keep in touch and good luck!
cool! and will the lava, or any of the environmental features have an effect on your ship, or is it improbable that ships subjected to the harsh environments of outer space are affected by heat, wind or water?
I'd really dig it, if there were some submarine, sublavae and subterranean bases in this game, but I guess the plan is to have skydome-like cities only on the surface.
nice game, very addicting, though boring on the long run (though there are a lot of different enemies). It's the perfect little game for shootin' zombes for half an hour.
It's fricken hard on the higher levels, or maybe I'm not yet getting all the tricks. I like it, good job!
I'd rather have zero money, but win the license.
I think ArmA is probably the only game in the world, where the AI would lay down and face the opposite direction after shooting at you...however, I do enjoy playing it and there are some fixes out now.
This seems to be a huge project and will probably greatly benefit from some more community input. I look forward to a beta release to help improve what is there and make this a great Stargate mod.
What a cool thang! Did you draw these illustrations yourself?
Interesting to see text-based games return to the screen. I guess that's the perfect way to produce some interesting games for DS, which are easy to control and pose a different kind of challenge.
not bad, but some of the textures seem slapped on. The buildings don't look as good as they could, because windows ain't integrated into buildings, they are just outside textures. Nothing wrong with that, but better use displacement maps, so you have some overlapping and a little depht for your windows.
Thumbs up! The new system is really cool! Will our old conversations get stored somewhere, or will they be deleted when the forums are updated? So many precious memories there...don't let them dieeeeeee. ;) gj!
Indeed. I was gonna say the same thing. The animations are really amazing and very true to the original style. I wasn't aware this mod is a unified attempt at creating the greatest Matrix experience ever, but it looks like it can hold up to this promise.
Good luck. Great news!
thanks for supporting MECHOverride and I hope to please you with our future updates. Production starts on November 5th, so keep your eyes peeled!
stunning prizes. really makes one want to participate.
C'mon - admit it. You didn't even see it was a knockoff! Only now, I have opened your eyes and you are trying to widen your argumentation, but fail so miserably.
What kinda brands should one invent without running into a comical attitude? I can't think of any serious brand name anyone can make up that doesn't need reference to some already existing brand to be put in context. Just inventing new brands will make people go "What the hell does this mean" and they will abandon the mod and die ONLY BECAUSE OF YOU!!!
Joking, of course. Don't take it so hard, I like to mess with strangers.
the blur is kinda strange. It should be more blurred in the foreground and less blurry in the faraway parts of the landscape, but this is an overall blur, which looks like you got oil on a camera objective.
Nice pictures though, terrain looking better than ever!
this is so beyond good, it ain't measurable. The quality at which your concepts and models come along is breathtaking. When this comes to Unreal, a LOT of people will start to learn the essence of teamplay. Including me, of course!
Can't wait for this game to be ready.
Luv + Patience
what do you mean? You can see the tits - or what else do you want to see? Nipples?
good, thanks for replying. I don't mind waiting for this game and you can be sure I'll give it a thorough testing at any time.
Beautiful concepts man! Great pencil skills you've got there!
Are all of these hand-drawn and scanned, or do you use some additional techniques on the pictures?
You know - I never asked you to help my team out, because I felt you were gonna say "no" anyway. In the forums however you answered that guy who's making Sacrator mod. You said you didn't have the time, yet would help out, if the mod struck your attention...
Me and my team are making a Machinima on UE3, which is based entirely on modded content. We are using a customised rotoscope shader on top of it and hope to achieve a unique look to fit the Sci-Fi theme. I really need someone good to code for us. It won't be that much work on the coding side, but I feel we are gonna need a hand with it.
I'd be happy to send you more info (www.gaiamedia.de; bit outdated - we are gonna produce on UT3 not Doom3), but I understand that this may not be the kind of project you're interested in. Filling Floor (1+2) are great, btw. Almost been living in this game for a couple of weeks.
was really a good decision to merge the two enterprise teams into the Temporal Cold War team. Your updates are startnig to interest me, even though I initially thought to remake the weak TCW in favour of TNG, was a fault. Now I'm beginning to think it may actually be more interesting than a TNG mod, since alot of the stuff is so pretty to look at.
When are you going t give us a glimpse of the gameplay? This mod is hot - especially since I can't tell its the Steam Engine behind this.
nice weapon renders! how do you get these fuzzy shadows done? Is it just the material assigned to the surface below the guns, or do you use some tricky tricks? Wanna noo dizz!
Republic Commando - I think I played part of it and it was shiiiiit. Yeah, I know there are reckon ships even in parallel universes and far away empires, but no way you can reckon anyone with a speeder which has only place for two. And actually I was just kidding around. I like the model, but I also like commenting on comments.
Don't listen to Capital, he's got the most talented people on his team already. Come to the SinKing to rival his project. Come now and save 30% off your regular discount shoppings!
Just kidding! Great team, fantastic how you mod the crap engine to get more out of it. How far is the viewing distance in your game, it seems to top the usual 200 meters of battlefield at lenght. If this plays like it looks, noone will want another Star Wars game ever!!!
Yes, love it. Good model ingame, looks as bulky and heavy as it should.
I bet he shaves the part between his eyebrows to keep them from connecting.
Singstar and Gangster = Sangster. Of course there could be 30% Hamster in the name, too.
funny. the screenshots reming me of beneath a steel sky. don't know why, must be the cyberpunk adventure thing.
I can't decide which one is my favorite: plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug
both look good!
Finshi teh mohd!
I like the way you illuminate your maps. Ialso like the color schemes - all the places look somewhat dirty and mysterious. Nice work as always!
A6? That's really a small one, too! You probably used a bigger document size and some more patience than me.
Have you tried painting with Corel, yet? I find it artistically more interesting than drawing with PS, because you get to use all the real-world brushes. After finishing in Corel, its really fun to do post-production with PS. Changing filters and cleaning the picture, adding some detail, background, etc...
Really good stuff cmoing from you. I think its great only a few people can rip something like this off as a standalone game for all to play. To say thanky you, is the least, we can do.
This is the only incredible Paintgun Game I know. Not only looks good, but also it has a special feeling of being one of a kind. Very convincing updates each and every time!!!
Mods that don't get released don't update that often. Also this project serves as a prequel to their UT3-mod. Since Unreal Tournament 3 is still months away they can take all the time they want to polish the mod. Some mods just don't have an eye as much on the fanbase as they have on the production.
That's a nice idea for a mod. Time travelling in a DeLorean was something I always wanted to do since seeying BTTF-series. Good luck!
ok looks perfect. game is done! release it now!
If only you had the power of early release. Infinity is really the best game I know.
he looks like he's been eating too much mudbox. good work!
The thing with getting inspired by something is to make something out of this inspiration which is better in many ways than the original. In this case however the concept is way ahead of the 3d model. The concepts shapes are and odd mix off blockiness and elegant curves. Its some kind of organic-mechanic built. I can imagine it zipping away like lightning, while the model seems somewhat dull and boring in comparison.
I see it must be hard to compete with Koshime's concepts modelwise, but they are very emotional drawings and you get a message from the subconscious which telly you what these machines are and how they behave. That's really the fantastic thing about Koshime's style: he breathes life into his creations and gives them an attitude.
I'd really say scrap this concept and start off fresh. Right now its even hard to tell which way is front when you don't know the concept.
Otherwise this is still my favorite mod, there is so much talent in this project and its all done out of sheer love. So don't my criticism too hard, for me it just don't feel like being anywhere near the concept.
Congrats on the release of Gutter Runners! I have been watching the mod from the start and you have truly amazed me with almost every new update. Also your position in the team made me laugh in a good, healthy way? WHAT DON'T YOU DO? Man, versatile people like yourself live the true spirit of modding. You can really do things with the engine, I can only imagine.
If you ever seek position in another mod team, I'd always welcome me to my team Gaïa. We are machinima oriented and could always use someone with your skills!
That's exactely the same video I downloaded about a year ago. So what's the news about the video??? I agree with M@ty - if you got news to show show them and not some old video everybody knows.
And Congrats on making the source version. Way to go (you don't need an award now, do you?)
I wonder how they got it on top of it.
We should send someone up there to build a giant spaceship out of all the junk.
You can share with yourself.
The donkey - such a smart tool when you are wearing nothing and need a recharge for your iPod!
Makes me wonder if all birds float, given their bones are light and all that.
On the next picture his cape gets stuck in the rear wheel.
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!
Excellent work! Only think I think is you could scale up the size of the fire effect inside the palm. It really looks very tiny, as if it was far away. Maybe blur it a little to avoid that scaling effect, too.
How about making it a mushroom picking simulation? I know you don't want to make it a game about rewards, but it could be one about learning. You could have a hut and a stove and go out to find randomly generated mushrooms (random as far as placement allows - they can't just grow on stones or near water).
Brush back some leaves and find mushrooms below! Check them with your guide to see if they are edible. Cut them at the stem and put in basket.
When the basket is full, return to your hut and cook/fry them. If you chose the wrong mushrooms you will experience all sorts of illness and even hallucination. If you chose correctly you get rewarded for the selection you made, rarity of mushrooms and quantity of each kind.
I actually thought about this as a hoax at first, but I go mushroom picking with friends sometimes and it is the most relaxing thing. You get all kinds of nice surprises like deer jumping away all of a sudden or other collectors that are just out for a chat.
And from a game like this - if well done, you'd learn a lot about mushrooms, maybe even about nature in general :)
Wow, you French need to learn English, if you are going to use the internet. You are talking about vertex baking! There is actually a word for it! And it's not the one you invented!
Nathan Drake's Highpoly already had 37 000 Polygons, Infamous second son has 120k, Ryse 80K.
So it is possible for engines to display these amounts of polys in realtime, but the polycount is mostly due to tesselation. They are used in cutscenes. It's not necessary for the normal model to have that many polygons.
As for aggressive: I get aggressive when people write very importantly sounding stuff that is completely wrong.
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?
Wow, cool! This is entirely in Unreal 3 (except the rolling text, I mean)? I didn't know you can make this kind of stuff in-engine. I would have probably used After Effects or something like it and made a video file.
Lol who wrote this article. The technical difference between baking a normal map and uv-mapping should be clear to the person who wrote this. The information here is simply wrong. And 1.000 000 Polygons isn't really much for a highpoly. Characters in games like InFamous are baked down from 80-100 Million Polygons.
Destiny was a pretty strange ship. It looks better in your render than in the series ^^ How is it rendered? In 3Ds Max or in which program? I like the light.
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.
It would be nicer, if the archer would actually grab the bow when he's holding it. He's not exactly asian looking either, but I think that won't be much of a problem in-game.
If I might suggest: please don't use red/green as a color contrast for your teams. People who are colorblind cannot keep them apart and it is just as easy to use a combination of e.g. yellow or blue with red. Textures are looking good but a bit uniform. I'd work some more on the specular map or as Unreal has it now: roughness map; to separate cloth and hardsurface a bit better.
It's alright to update often, but you are overdoing it. I want to get game updates and that's it. Stay in memory by memorable updates, I'd say.
How about simply overlaying a dirtmap or something like that, instead of distorting the actual image? Just so the mirror has a little bit of texture to separate it from identical backgrounds.
The short video could have just the main features without explanation/voiceover (maybe type the features and blend them in) and the long videos could show everything as it is now.
Lot of updates lately! It looks like the first release is not that far away now. And it's looking great!
The video is a bit long and technical. Perhaps you could make 3-5 minute edits from the long videos you produce, so the common artist like myself just gets a nice overview; people who want to could still watch the long version.
From the very start it irritated me that you use a non-tiling texture on the walls and the stairs in center of your testmap. I know it is not relevant to any of the features you show, but could you just use a tileable material there? It would look so much better and give my eyes a rest.
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 :)
That's supercool! The scale of that thing may be a bit large, from an artistic standpoint.
I think one thing about mirrors is that they are never perfect. So you could make them a bit uneven or less uniform.
Cool, I have just seen it on Polycunt, too! I really like the aiming, looks like a ton of fun!
I love tracking games that I don't understand ^^ Seriously looks interesting, but I have no idea what was going on in that prototype trailer! I will track you and find out ;)
Definitely easier in-engine, because you have your lighting, models and animations all set up. It may not look as good as a fully rendered scene with all the high quality lighting and effects you can get through unbiased renderers in a 3D program.
UDK had a function that would dump any image rendered into a folder. So it would create image sequences, which you could then compile into a movie later. That meant you could render with more detail and higher resolution, because the movie was rendered out in frames anyway. Mass Effect and a lot of other games that use "in-engine" cutscenes use this technique. It still looks in-game, because it is using the same models (or slightly higher res versions), but it is actually a rendered movie.
With Unreal 4 it is still unclear if there is an imagedump option. If not, or if there is no lag at all in the final version of the scene, I can just keyframe a camera that flies through the scene to create the cutscene.
This is a kind of heavy atmosphere I would connect to a very damp, warm place. What I never get about fog volumes is why they can't be gradial. In a real situation you have all the hot damp air up in the room, all the cooler, clear air below it. The fog volumes/particles however are always evenly distributed which creates the kind of "after-shower" effect.
These new textures give the room a whole different vibe. It looks more "brown", y'know like stuff used to look then. Not so lively colors, oldschool patterns on cloth and the whole yellow/brown look of floors and ceiling tainted by thick cigar smoke!
This looks really good for ingame! The lounge and boiler room are my favorite parts of the ship so far.
So this game is gonna look really superslick and clean, right? because a lot of what I see looks fabric new or has hardly any wear. This model look a bit empty, but I guess it's WIP.
In my country the square Batteries are called "9 Volt Block", maybe this is a reference to that kind of battery?!
How would you know? do you think the prosthetic arm is an in-game model? No - it's a render, and yes it looks good. RPG's don't need to be that detailed, because you aren't close up. And I'm also sure the game will look great, but don't go confusing beauty shots with realtime content.
Thanks for confirming the mod works!
Of course I unpacked the whole folder into sourcemods. Didn't work for me. Like I said, I have a dozen other mods installed and all work. But Steam has been a bitch lately, crashing and generally not working for me, so maybe it's something with my Steam installation.
I put it in the sourcemods folder first, then tried putting it in the common folder (where my other mods are located). Neither of them worked. Confirm a working installation, please.
I restarted Steam and this is about the 100th mod I install, so something must be wrong with your build. sorry.
First time I see a project use the Sketchfab viewer. I think that's awesome! The game looks cute, too. Good job!
What's that thing on the end of the Grapple Jack (the "hook")? It seems so familiar to me, but I can't pin down where I saw this in real life and what it is used for.
Maybe, they just wanna play ^^?
He's wearing his red shirt and the brown pants!
Well - I haven't downloaded the Beta, so I can't test it. I think you chose a difficult engine for an open-world game, because Unreal 3 was not really great at rendering wide open spaces. Cryengine is better for that, but it's a pain in the *** to work with. So my complaints are only about things that really bother me and stick out.
The procedural gras looks a bit too scattered, typically for Unreal. I'd maybe just try to have a better ground texture and use gras patches only in certain locations. After all, you have a lot of pines or whatever those trees are called. There isn't a lot of gras below these trees in real-life, either.
Why don't you make a real video sometime soon? I'd like to see the game in action. Then people can decide to download the Beta more readily than from just screenshots.
What ideas? Concussion grenades are already in use and as much scifi as a Diesel car. Maybe you wanted to say "designs"?
That's an even cooler view than the top-down picture. I think, next time I have to design a sci-fi building I'll look at some ship bones, first. It's very inspiring.
I think with a game like this (where immersion counts) VR can be very interesting. What you have done there on your own is pretty cool! Good work and thanks for taking feedback constructively and always making the game better.
Hooked? Is he on heroine or something?
Isn't the movie "Damnation Alley" the one that his the infamous cockroach scene? I remember being scared like **** after watching that scene/movie as a kid. Never liked roaches much anyway. I guess by todays standards it is cheap and cheesy, but I think I liked some of the vehicle designs at least.
Strange that Zelazny had such early films while one of the guys who he worked with was ****-poor and had his first movie released posthumous. It was Blade Runner, by P.K. ****. I always wanted to read the book they wrote together and all of that came flashing back when I read your article. Congrats on the KS, too!
I like the conversation system though I'd look up some conventional framing methods (like full shot and close-up). It seems like you could get better angles on those characters for presentation.
I'd prefer a more visual explanation, because reading in games is always tedious, even if it just involves learning the control scheme. Just an image of the item and explanation of which functions are key mapped would suffice; more importantly those functions have to be available through either the main menu or a command key, so you can toggle them through or look them up again easily.
There is also some information that could be abbreviated. Unless there is reason to state that something isn't going to happen, e.g. the player will naturally assume that he gets off ladders automatically. In other words: if he had to press a key in order to that I'd state it, if not he'll figure out. Generally, give your players enough freedom and not too much dialog or your game character will come across as some kind of a crazy who talks to himself on every occasion. I know that is a kind of classic adventure mechanic, but it only works with certain kinds of characters and settings. Sometimes a little less talk means more atmosphere and more visual storytelling.
The materials look a bit too dull and the the same overall. I guess this was to some extend inspired by Elysium style grenades? I think the materiality should be more explicitly "metal" (see video link).
Even if you add just a few parts of blank metal and different material definitions, it would add a great deal of realism. This is a good example:
Kinda looks like Battlestar Galactica. Pretty cool spaceship you got yourself there ^^!
That isn't the biggest mistake you could have made, but it's good you made the change! I recently updated my project files for my game prototype from our Server and realized I had forgotten to make a submit to Perforce, the last couple of days. So I received all the old files and my progress of half a week was overwritten. Yes, making games is partly so frustrating, because there is nobody else to blame when we do something stupid ;)
Oh yes, my bad. I wanted to write tilted there, but left out a "t". I blame my Microsoft Keyboard, which needs to be hit like a hammer hits an anvil in order to produce a letter on screen.
...at least I get strong hands out of it ^^
Hahah, I love that the other guy confused tilted with tiled. My comment must have made no sense to him at all.
Thanks for the info. I thought this might be the case, kinda like how roads have a "bow", in order to let water pass to the sides. And that is also rarely done in video games, though it looks much more accurate.
That must be a pain though, having to rotate everything to an exact tilt angle, so it looks grounded in those areas. Very interesting detail, good explanation, too. You are kinda my go-to guy now, when it comes to explaining ships ^^
I donated to this project last year and was kinda thinking it died afterwards. It's good to see you are still doing the work, and I encourage other people to send you a couple of bucks as some kind of recognition for the great work done here!
Why is the mail thingy tilted? Were the floors tiled or is it just a coincidence, or did you model that thing with a tilt in it? Looks nice though!
Ah c'mon, put some upside down, just for the laughs ;)
This is a pretty cool game. Keep up your great work!
The interface looks alright. I'd separate it though into one resource window and one stats window. So you can see on one HUD enemies killed, health, etc. and on another all your (camp) resources. Fog and snow, etc, should be in an options menu, imo.
What I'd like, would be a tracker to keep trace of time. Maybe there could be some makeshift calendars. Either by drawing a mark every new day (like in a prison), or by finding actual calendars that will work automatically.
As for the fire - it looks a bit extreme, like pressurized gas is shooting from the ground.
sure looks good for iOS. Nice lowpoly car models, too.
Nicely done! It's a much faster game than I anticipated. Only thing visually that I'd like would be if the sword trace was actually white, instead of black.
looking good. I remember this station and it is a pretty cool thing.
Why is this called bow? I always wonder about the names on ships. The thing I wonder about the most is the "poopdeck". It seems like this is the deck on the back of a ship. I wonder if it is called like that, because people poop there. Seriously, I do :)
Looks very good man, but with GI these pitch black areas would light up, too. It would be awesome if you could get it to work with the engine, but if it is too much a hassle, do it with the next project.
Darn cool mechanics and features!
I want idividual suitcases for all 1307 passengers, or this game is a complete disaster!
Just kidding. Looks awesome. Bit much haze, eh, but nice :)
Excellent! The updates sure kept me playing NMRIH for years now. Great to see some new maps! I hope the servers will upload these, soon.
That sounds awesome. GI would also be interesting for the exteriors, since you have a lot of reflection from the ocean. And you could have animated day/ night cycles. I'm sure current computers can easily shoulder the load.
It's still cool without it, but if you have the options to get a big feature to work, why not?! :)
So these areas will be a whole lot darken and irregularly lit, or are you gonna bake the GI lighting into the textures? That's a bit of an oldschool method, but might work fine, here.
These would look a hellofalot more interesting, if they were textured, ya know? Just saying. Tilt them 90° and you get a group of skyscrapers. Without textures everything is something else.
BTW. New Qixel suite is free until September. Maybe good enough for a quick texture pass?
Sooo many folds! Must have more folds in clothing, moaaar!
How will these rooms be lit? It seems like there only are a few small lights on the walls, yet the room is lit bright, as in daytime. Is lighting your next task?
So they took a lot of mail to New York and sorted it on the way, to be delivered there? It can't be the passengers mail, right? First of all it's too much mail and then again - how would the passengers receive letters, on the ocean...
Excellent work as usually! How nice it looks when everything is populated with tings :)
I wonder, does the engine have capability to use decals? You might use some decals below the chair, as an indication to where people put their dirty feet while working. Since the ship is on its maiden voyage, I suppose there won't really be much wear and tear.
You've come a long way with this and it is really a beautiful project. I'm glad to be watching it!
Btw - what's that white round machine behind the table? Looks like some kind of generator.
A boring machine? Really? Does it tell boring stories?
What's that white stuff up in the image. Looks a bit weird.
^^ Aint much to reflect in space, I know. But Gold and such simply don't make any impression without some reflection.
Looks promising! Reminds me of all the great adventures from the 1990's. Will there be spoken dialog, or is text planned?
This looks really cool man! Great update, fun stuff!
Also - what's on that pizza? Sausage and steak? ;)
Pepsi can launcher?
Quite a good model. I suppose the textures are gonna change or will it stay this uniform colors?
I'd say these shaders are pretty perfect! I really like the game camera, at this time. It would be interesting to see the map in different lighting conditions and with changing weather.
That is surprisingly good depth of field for a game engine. Not sure why the video of it laggs though. Did you use a lof of individual and large textures? This whole castle structure could probably fit on a 2k texture atlas. However, since GFX are standard 1GB these days, and they will probably be standard 2GB within the next 20 months, this development is probably geared at a high end pc (today), which is the budget PC of tomorrow.
Awesome! These models are getting better and better. And now imagine working with a recent engine - you can have 4x the polycount and it won't as much as cough.
I like the individual detail and that you made more than 1 bag model to keep the diversity. Aren't you sometimes afraid to lose track with all the models and textures you create? I am working on a spacestation, interior and exterior and already get so many textures. And that is despite using Master Materials in Unreal 4 and having many shared Texture Atlases (is that the right word?). I imagine if you switched to Unreal or Unity, you would have no problem getting to work and feeling right at home. But the amount of assets and textures you have for a project this size must be overwhelming, sometimes.
Also: I like your little guessing games in the updates. Cool feature :)!
Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.
I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.
I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.
Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!
Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.
Kitteh! Are you a kute Kitteh in siz gaim?
I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.
If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.
The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.
Not of all of it. It's meant for an adventure game, so there will be several sections of the station you can visit. These I'll have to build. The rest will be fast-travel in-game.
Lots of pictures, but nobody wearing any bermudas...
Lol. What an idea ^^
Right on time for the World Championship. Planned that way?
Visible tiling. Either change the texture or the UV.
Ah right. We all know the horrible collision in some Source games, so that's good to hear.
It's a Linux first engine? That's interesting. The Linux user group has been the most generous throughout the bank when it comes to Kickstarters. Even in absolute numbers they often give the most to a project that supports Linux. So this makes DragenGine a perfect candidate for a crowd funded "linux first" game. Interesting. That also means it will be made iOS compatible sometime in the future? Apple use OpenGL from what I remember.
That's an eleborate rig you got there for your fox. It can probably be nicely animated for cutscenes. Would you rig an ingame model with that many bones, too?
What do you mean by "it doesn't support triangle meshes"? I thought the principle behind Direct X is that it works with triangles, thus splits my polygons in 2, unless I already triangulate a model before importing it. Maybe you can show some wireframes ones in a while. Does your engine not use Direct X then?
Excellent idea! I only changed the header images once and wondered how people create entire custom pages.
Well the problem is that 35k won't allow you to make the game and make a living. The trouble starts when you have to buy licenses for the programs in use. Most of them are single seat, so it can be a pain in the ***; that is if you create a real, physical studio.
If you just create a "virtual" studio for now the problem is "who owns it". You need some paperwork done and the team agree on everything. Then you need a loyal team (which to my knowledge doesn't exist) and stick to a tight production schedule.
I'd say take the money, concentrate on the smallest possible vertical slice of the game and produce that. Then shove it up a publishers ... and try to get them to fund the rest. I really don't know how things work yet myself, but so far people told me I was reaching too high or too low. It takes a shitload of time to figure out the project that is right at the time.
Personally, I would like to develop a 3-part sci-fi game not unlike Mass Effect, right now. Scripts are written, story pans out. Instead I am thoroughly preparing a very small adventure game that can even be ported to mobile. So sometimes it's better to keep that big project offhand, until you can oversee the costs and problems. Rethink it into a prequel or an episode perhaps. Give some idea of your game, but don't intend to produce anything at 35k and don't hope for another successful Kickstarter. Because those things will never come with any guarantee and you may still end up short of the goal and lose the team. Kickstarters tend to **** things up more than they help. Unless you are Doublefine or some other known studio...
That's good, I hope the kickstarter works out! What I wonder though is, aren't there huge chunks taken out of the budget by banking fees, Kickstarter itself and what else may leech?
So if you are saying you want to reach 35k, doesn't that imply 40000 or more as the real goal, because all of the stupid fees? I find it very annoying that all those fees are put on top of the budget stress every team has during startup phases. Why can't they just give it a rest, until the project starts making money? I guess it's because the banks don't care if you succeed or fail, as long as they make their cut, first.
Not true! Both engines are so different to use when it comes to shader and project setup that I more and more refuse to compare them. Cryengine has proprietary formats (Like CryTIFF) and exporters for all of its crap. While Unreal works perfectly by dragging and dropping textures and models in the editor. Cryengine is a decent engine if you plan on future developments with the engine (and have a budget for it). It takes resources and time to get into. The same goes for Unreal Engine to some extend, but it is in comparison the much simpler engine to work with and now it actually has comparative results to Cryengine's lighting.
Crytek make nice demos for their engine, but they don't show you the pain in the *** it is to work with it. Today I can safely say that everything about Unreal Engine is better than Cryengine. I would not have made that comparison between UDK and CrySDK, but yeah - Crytek pretty much suck now. And they wasted an oportunity to present their own marketplace and/or indie engine. The Crytek subscription is a joke.
Awesome looking, stylized environments! You have continued developing that original style from Lastknight and now it starts to really feel like a whole world. And it looks pretty damn cool!
Good start, must have been a pain making the BSP surfaces at exactly the right angles. There has been a thread on Polycount of someone making the same map, so you might want to look into it for inspiration:
Dalek - the mightiest space invader of all. Tremble at its sheer appearance!!
Incredible improvement, much more believable and convincing looks and lighting. Did you add a new skybox, too?
Excellent progress man, congratulations!
Of course we are going to fake the gravity transitions. Basically, you will never see the inside of these connecting pipes, they will take you from the zero-g to the 1g sections through a cutscene; it's an adventure game, after all.
It's the same with the rotation of the station, while you are in the center, the ring revolves around the station, but while you are in the ring, the station center and skybox rotate. This way the player is always in a static level.
Yeah, the 2001 Space station was about the first on my list, but this one is much, much smaller, as it is a small research station. I'm looking at ISS images for the interiors, but I guess I will compromise between realism and computer game realism. I just don't want things to look too sci-fi and futuristic.
And blood is so hard to clean off floors! On the bright side: at least they aren't all over the white carpet.
Gibs, Gibs everywhere. The road could use some depth. Aren't eh normal maps working?
Putain! C'est en Paris? ^^
Doesn't look like London to me.
Not sure I can imagine how that would look. The thing is, the small round piece on top of the left crew module already is an airlock and the station can have another one on its main body. For the story (this is for an adventure game) the station doesn't need to be larger; this is in fact a re-design from a much larger station blockout, I had made before.
I redesigned it completely, because I wasn't happy with square tiles and artificial gravity that is somehow magically generated. I want this to really work and be fun for the player. Even though there are only a couple of rooms for him to explore.
What I'm thinking is more: how to make it visually more interesting. I'm more about cosmetic improvements at this time. Thanks for commenting!
I take it you made new terrain with U4? Looks good. It also blends much better than before.
How did you make those lovely arrows? Much nicer than my handpainted arrows in storyboards (I try avoiding those now).
So they are gonna use this as backgrounds for greenscreen? If so, how do they get the actors to reflect on the floor? I guess one way would be to do it exactly like with fake reflections - just mirror the actors and have them walk upside down.
If you wanted it really badly, you could make a semi transparent floor and mirror the scene on the other side ^^
Of course if wouldn't be great for the framerate, but still cheaper than creating a material that reflects everything in realtime. IDK about BF2142'S engine, why wouldn't it be able to reflect objects? Cubemaps are old technology and to my understanding most engines (even older ones) can use them. If there are no reflections in BF2142, it was probably for optimization purpose.
Did I convince you, or was that planned anyway?
I thank you, and remembered to hit "track this game", which I forgot during my first visit.
Beautiful and smart work here, good article!
Can you tell me which vehicles that are in the moodboard images? The one that looks like the Beetle on monsterwheels and the van on those offroad wheels both look awesome. Is that an S1203 Van perhaps? I'm always looking for cool stuff to model like that.
Wasn't5 it cool they gave Unreal 4 for free to all us guys, who had bought UDK? I still can't believe I am subscribed until the end of 2015, just for my support of UDK. You'd be fools not to upgrade engines, seing all the ease and power Unreal 4 adds to making games. I congratulate you on the switch!
Also, this house has nice attention to detail! These rocks look like they make sense there, but you could probably do with 20-25% fewer rocks; it would still look good, perhaps better. And those woodplanks on the roof look very thick+heavy. Wouldn't that bend the roof slightly, due to weight? But honestly...who would remodel that? It looks alright as it is and I'm always criticising things that don't matter much when it comes to gameplay. Nobody goes around inspecting environments, during a fight.
Despite the original concept, I am going to make a straight magazine, like the FAL has. This curved mag looks somehow not sci-fi enough to me, though I'm sure we will still see that shape on modern rifles. It makes sense, it just looks a bit too "banana" for this model.
I get no video here.
Thanks, everyone who commented. You've been a great help!
This was an early render with Octane Demo version. Interesting renderer, but a bit unnecessary for me.
This looks interesting, albeit not realistic again. Would be nice for a stylized game in the stlye of "Walking Dead".
I still wonder what look you are going for. Of course it is a prototype, so the models aint up to snuff yet. But is it gonna stay that way? I'd rather see you take a more Dayz approach for the environments. Not as many cities or such, but a more realistic style of everything. Those extreme color settings are all a bit cartoony and abstract looking. Some of them look really naturally and clean. I guess it's in the mix, how it comes out later.
Winter is the best looking setting and works great with your trees. The blue versions all look horribly wrong; go for 10% saturation of what you have now and pray. I wonder if in winter the lakes will freeze up so you can take shortcuts and go ice-fishing, provided you have the equipment.
1:33 Min - how are rifles rigged? To the chin? it looks like that AK goes over the shoulder and through the body.
You like your colors saturated, don't you? Some of it looks good, some of it looks too strong. The blue (night?) setting looks like an alien planet or some gasclouds, instead of atmosphere. Looks overpowerd
I like most of the winter and swampland settings. Looks great when it works. I'd just pick the 10 or so LUTs that work the best for you and go with that. Some stuff is too extreme to work with the more "normal" looking environment lighting.
You are sticking with UDK? It would probably be annoying to migrate to Unreal 4?
Looking nice, I like the look of those skeletons.
Kuhl, das hat ja alles gut geklappt für dich. Nice game, next one on Unreal 4? :)
Hmm, you should be able to get a job as "case designer". These are all lovely! Keep it up.
Heh yeah, there is a "bit of everything" on that rifle. Like I said, I wanted to keep open to all kinds of influences. It's very hard for me to do any 3D detailing without visualising what I want to do.
A District 9-ish look is definitely the goal though, so I'm gonna keep some of that. I made a new grip in the meantime and must model a new magazine, too. The Lowpoly is 60% done, all of it unwrapped. Couple more days and the first texture should be in. I agree it should get a clean version, too. So, hopefully I'll make one funky, one "regular" looking texture.
All I know is that Max users have been complaining about Maya getting all the attention from Autodesk lately. I've used versions 2013-1015 and 2014 was the best of the lot. 2015 is not yet as stable, but has a few features, such as a new peltwrap algorythm, which I needed.
The cool thing about Maya is, I don't have to do stuff elsewhere. I always hated saving everything multiple times to bake, backup and view in other programs (such as XNormal). So after getting used to it, it's pretty good software; as long as you save often.
Ah btw, I switched from Softimage to Maya about a year ago, and I get along with Maya very well. You need a bit of time to get used to it and create a custom toolshell with your main tools. Once you know where to find everything, it's mostly fun working with.
Gee, another great idea, thanks! I must admit I don't know much about guns. And I just add more detail gradually.You rattle that handle when a bullet is stuck or what's it for? Seen it on the SCAR and that may be a great idea, I can make one and see how it looks. I really need to get a basics course in weapon de´sign, it seems.
Yep, Dipo sure was an inspiration. That looks awesome, kinda wish I had made that rifle instead, now.
I'm working on a movie with him, but I was tasked with making a rifle and really liked the bullpup design. So I made my own version with these features.
Lots and lots and lots left to do. starting with scaling that ironsight and putting it on another (longer) rail in the middle part; I haven't modeled the front ironsight yet. It's funny how much stuff I still think can be done with it. Good call about those switches. I thought about something like that, looked at some SCAR rifles. They are the masters of switches.
Also thanks for the concept from Dipo. I am actually working on a film project with him, so this gun was inspired by one of his pimpmygun designs. Not the one you linked though, a simpler one.
The goal here was making something my own, and I consider this my own. Dipo will be named for his work on the movie, accordingly. His concept there is awesome though, I kinda wish I had gone with that. I'm gonna keep working on this gun. It's fun and a lot of tweaks and changes come along the way.
The one on the picture reminds me more of a Steyr than anything. Perhaps its the bullpup type weapon with magazine on the back that has this effect.
I'm thinking of using another scope or ironsights for the time being. This current one will need some work and I want to concentrate on the rifle.
Only thing now is to talk about some general aesthetics. These trees would look better if the branches were split in middle and bent, for example. I suppose you used some textured triangles there. It doesn't look bad, but they look a bit abstract that way. The game is somehow between realism and Mindcraft at the moment. Needs some design to make it perfect.
Awesome art and style, but it all becomes a blur when everything is in motion. I do like toon textures, but I think in fast paced games they are much harder to read than more realistic textures. So artistically this is awesome, but it seems confusing as a game. Looks great on the stills, though!
Does your water have a color depthmap to make it look so milky or how does that effect come to pass?
Those ripples are too large, btw. Did you shrink the character down for the game? It always seems like they are tiny in comparison to the rest of the world (even to water ripples). This looks really cool sometimes, as they seem lost among giant trees and empty lands. But sometimes it looks just like the scaling is off ^^
I made up for it, call me the Equalizer. You will be known as the Nullifier from here on, Keen.
I think he should have rendered a force field and stars outside that hangar, too. It's a bit lost in void now, when it could be grounded in a convincing scenery without much ado.
Thanks man! What bothers me is the low division on the wheel. It's okay from this angle, but I really need to change that. I wish I had some better idea of lighting too ^^
This a female handgun? I can't see how men can fit a finger on that trigger ^^
But awesome designs overall and cool looking weapons with an "Oblivion" vibe!
Looks awesome. I love the detail on surfaces and the variation of shape. The thumb looks a little strange there and the hand seems a bit small, but as long as it doesn't drop any big *** weapons that's fine.
Nailed it. Those steel supports are already textured? Maybe throw a little rust into the crevices or bake an ambient map from a copy of the lowpoly (use as highpoly). With some AO in these crevices it'd look less computer-made.
But overall it really looks great. Even just the unique shape of the room is fascinating when we mostly just get generic corridors in games. I hope you make some walkthrough videos, as I don't own Mafia anymore and would still like to see what you did for myself.
Yeah very nice! Except the bloom is a bit hardcore on some assets. But come to think of it that may just be caused by their (missing) specular map. It really looks a step up towards a final game, good update!
magic, magic, magic
Is it? In my understanding it is an excuse for nor writing a story to begin with. If you make an adventure game, but don't have a better story than "you wake up in a space station, not knowing who you are", why make an adventure game? This "noman" archetype works better with FPS than adventure type games.
I have a better story yes, because it grew over years. But story is structure and cannot just be tagged on, as you infer. If you want to make a different adventure with a story I wrote, I'll gladly share something with you. I too would like to make an adventure game of the kind (Dig, Full Throttle, etc), I have a story, even a license for Unreal Engine 4 (until end 2015), but I am not a coder or anything else. I can make assets.
Nice project. I think "The Dig" holds up pretty well even today, since it had nice paintings and decent character voice-over and music. It wasn't the best adventure of the time, though, but it was one that played in space, which was nice!
Waking up alone, not knowing who or where you are is the worst beginning for a game ever and the pinnacle of inability to write a proper plot. Do this again, and I will come and skin you. It's the one computer game plot we don't need any more of.
Any assteroids in sight?
Lovely colors there! Stoner planet N°1!
What does she say at the end )"Thank you all for chosing your... enjoy your stay")?
I think you should make some static meshes around the doors to cover up the harsh angles from BSP/CSG. (Maybe make the subtractive geo a bit smaller so it doesn't cut in the floor?) Also something might be wrong with the normals on the floor tiles in the beginning. They don't really pop.
Generally, this is a really nice exmple of what you can do with good materials, lighting and even just mostly CSG. I really like the look of these rooms and floors towards the end. The obligatory light flicker and a few color light spots would add to the atmosphere. Also, you are using a lot of Alpha Masked materials on ceilings and could throw some light through these. Always gives such nice patterns on the walls and floors.
It has comparably high subdivision, because I was going to vertex paint/deform some of it. However, I am currently struggling with exporting the shader (settings) to Cryengine 3. Not the easiest engine I worked with...
I got ants in my pants, and I got to dance!
Interesting idea, looks a bit raw now, but I like to concept.
Terminator is blue alright, but man this is really blue ^^
All assets produced by your team? Looking good! And promising idea.
Bit extreme with the baked shadows (on the flag), but otherwise neat textures.
It's smooth alright, but it's not "turbosmooth" like the lady is. You can still see how the wood was carved under the thick coat of paint. It's what makes it look hand-made to me:
This kind of detail could easily be added with the normal map when baking the character down to final resolution, though.
Coming together really nicely. I think enemies attacking during cutscenes happened in quite a few games I played, and I usually found it funny.
The language looks like it is mirrored and hadn written poetry ^^
Strange that the normal maps for the "housecubes" look so badly. The cylinder doors/windows have enough resolution, but the shadows are in the wrong place. It could be done very fast by adjusting the vertex normals/smoothing before baking a normal map.
Cudos to the modeler! The ships are really beautiful. And I love the boobies up front, though I'd like the statue to be less smooth, more like chipped/carved wood.
That's the spirit ^^
You can also do trade and stuff in the game though, in case you wonder what else there is ;)
It's a hut goddammit. Stop looking at it!
So you work on the Nautilus, do you?
in reality this is a portrait of a coffee mug. Composition says it all.
How cool! Is this an actual blueprint from the era? Great detail!
final. added some roof trims, too. It really worked. I still can't believe how much time I'll save from now on.
Hmm, I did change the painting on the main trim 1x after that, though.
This looks amazing. All these ropes and masts are very nice to look at.
She's a beauty alright! Only problem is there seem to be some gaps in the mesh.
Actually cool to see - this was posted the first night, after I started the house, so I can build stuff like this completely with textures in 3-4 days now. About the same time last year it took me almost three weeks to make a smaller house - and it wasn't very modular.
And the best part is the vertex paint material I'll apply to it. I love this technique so much and can't wait to see the final results and get some feedback!
Actually, it does have lightmaps now. I edited the image and put in a newer one, as this is the finshed base texture for the diffuse. I'll just have to work on normal detail (make the trim more interesting) and work on thos corners, which seem too massive to me now.
Gonna start vertex paint next!
You can use a one polygon plane for the whole size of the window and bake the highpoly down onto it; mask it with an Alpha. Saves you about 64 polygons/window and looks identical.
Those ships are sexy! I just wonder if, instead of modeling the windows poly by poly, it wouldn't be more efficient to use one polygon alpha masked with the window pattern and put it on both sides (or make a double sided material for it).
This has the advantage that the window is 1 poly instead of several, it is easy to unwrap (planar) and if you tilt windows, the alpha will follow and you need only make one window for all your needs.
yes, much better, clearly better. ^^
Are they truly dynamic, i.e. are you using wind as a simulation? Otherwise you could just bake animnations for the different stages of no wind, little wind, heavy wind, storm.
I really like this project, I can already imagine your reply ^^
Funny you'd say that, as the stern of this vessel looks kinda wrong to me. I bet the modeler lost some sleepless nights over this one.
What? I just commented? Oh okay, it's not here, so search for my comment somewhere else!
This is a strange, but beautiful thing! I don´t know why the limo would turn all the time, but it keeps things interesting. However, 9,99 is too much for the game, you will sell more at 4,99 pricing, even though it's nearly half the munnies. This game isn't yet in the 10$ branch for me.
yeah sweet! If anything the problem with this game is there is too much to do ^^
I think I'm not nearly through half of the campaigns available, and I certainly never did the Master + Commander story.
Great work on the animation! Sounds may need some tweaking, he doesn't sound heavy enough. I'd also like some "ooomph" from his feet (e.g. dust swirling up) when he stomps along the land.
But hey - great work. Good to see updates on this very original game.
It has some lighting errors due to these meshes being planes/open. I could think about making them double sided (the usual way). Planes may work for some areas, for straight ones. It's a pity they don't work everywhere.
I used Unreal Development Kit for the visualisation. It is UDK without weapons, just walking and opening door(s). I had to remove the weapon and HUD, as well as the player model. Next, I will start using a custom character as the UDK character doesn't really chime with "normal" human interiors; it grunts and double jumps and all that :)
Whoever authed this file, thanks! That was quick work!
Clean lightmaps, accurate shadows. Two things that feel like an achievement with UDK...
Much darker from this side, eh? That's why I think I need a fill light, maybe a directional light on the dark side of the house too. It has a nice silhouette this way, but the material definition got lost and it simply doesn't look right. I could also increase the number of "bounces" in global illumination, but then it takes much longer to bake and the effect is only minimal. Better to put in some more light!
It is really hard to see exactly what is going on here (for an outsider). I'm sure you have it all planned and I can see somecolor code (e.g. yellow for police man). I think more colors could help identify objects in the game easier.
You should think 3 dimensional. So you start with pen+paper design, but you put another sheet on top and using it for e.g. stairs and first floor. Even a warehouse has some verticality. This keeps your layout tidy and orderly.
Some questions remain: why do you turn off all the valves to get to the scaffolding? Why are all the valves turned up in the first place? Who puts valves in places where they don't belong anyway (I usually expect them underground)? Isn't it easier to come from one of the other three available sides and just climb the scaffolding?
I love the look of these textures!
That's so impressive! I wish more people were watching this engine's development. Every feature any of the big developer's engines have - the Dragengine has it too, just better ^^
So now you're on to web features. Great!
That sounds good, if Ryan and you can work like this.
One thing I noticed on the prop example is that the proportions are different. That can often happen when you put models into grid spaces to make them tileable. However in this case I think the assets is just a bit too tall. It looks better balanced in the concept.
Add an extra edge to silhouette objects. The pipes looks squashed with the sudden 90° change. And normal maps would do wonders for all the bolts and bevels.
If you average the smoothing between certain polygons it means the polygons on that part have no visible hard edges between them. The smoothing is "baked" into each vertex when you save the model, so it is not on a separate map but the smoothing is in the geometry.
If you can keep the polycount low and still get a nice silhouette the result should be a smoother looking model. Had I planned these models better, I would have made more separate parts, i.e. build them almost or exactly like they would be in real life; it gives a better edgeflow. My final model was more or less a refined version of the blockout. That's why I'm complaining a bit... about myself. On the other hand, the polycount is still fine for a vehicle.
That's a nice stylish trailer! After Effects or what did you use?
This is really fantastic work. I love the clarity of the main structures combined with the many different details and the great lighting.
He's too big for the doors ^^
Red and Yellow and blue - I like those contrasts. Loving all the work so far.
No doors yet and no windows yet. The material is just a constant to check for shading errors.
You will enter this house coming down a sloped path from a hill. I imagine this house to be located on a clearing, surrounded by jungle. Can't wait to sculpt the landscape around it.
I have this awesome idea how I'll make a cubemap for reflections for this map. I wonder if anyone has ever done it that way:
1. create a cube, unwrap box style. Then smooth the cube into a sphere (pressing 3 in Maya, no geometry change)
2. Bake to texture using an HDRI panorama
3. Create a cubemap from the texture that has been baked. Without smooth it should be baked perfectly onto the box' UV.
4. Probably stitch together to meet UDK conventions for a cubemap or use as is, if there are no problems.
-> I could use a cubemap actor in UDK to bake a cubemap right in my map, but since I am going for a higher quality than usually, I can get a much better result in Maya. It will be very sharp and several times the size UDK can bake out (UDK limit is 2.5k pixel) + it is faster!
You select the polygons you want to appear smooth and go into "Normals" and then "average normals". That will make all selected polygons become smooth. It's nearly as good as a highpoly bake, but not quite. Depends on the kind of model too. As you can see later, UDK rejects a lot of this information, even though I imported my "tangents" and smoothing groups.
I remember you use Blender though, so you'd have to search for the option. I gave you the Maya solution. If there is no option for polys, just select the edges you want smooth and soften them.
I really like the angry eyes ^^
I've seen this thing on youtube, it's actually really cool and seems less vulnerable than tanktracks. The poster is cool too, I just think it doesn't look very Russian, but maybe that wasn't the intention.
I put the garage/hangar scene on hold, because I realized it needs better preparation. Instead I started work on an architecture visualisation, because I need to find some work in my beautiful town of Hamburg. And seemingly nobody uses Unity and/or UDK here, or people just don't want to hire me.
I still dream of working on games, especially adventure games, but until then I need to find something that allows me to become better at 3D and pays the bills.
This is just the blockout. I hate these square polygon designs in games, so I will make sure to concept each asset to achieve an original look.
The (new) concepting stage is my next step. I hope it will all have a cartoony style afterwards, like e.g. "The Fifth Element" was cartoony yet realistic. Saturated Colors will be important, too.
How is a fully colored and rendered concept image a "sketch"? I guess the round lights on top were an afterthought, because they are not reflected anywhere in your polished surfaces and they are slightly out of perspective, too.
Gameplaywise it could work for me, because even though space and underseas are similar conditions, only the sea gives me that claustrophic feel. I therefore hope that the station won't offer this widespace luxury (as in the concept) everywhere. It has to be narrow and damp in places, too. Even if it's just condensation water + airlock splash.
Lightmaps - if I ever find out who is responsible for the system in UDK, I will strangle him with my feet. I hope this horrid way of rendering UVs for lightmaps will be better in UE4.
Took me longer making lightmaps for this one than unwrapping the entire thing. Thanks EPIC...
Give the man some balls and a healthy piece of junk, my god! First I thought he was a chick with a beard ;)
Nice modeling, but some of the stuff like the gaiters make him look less "manly" to me. Some of the attachments also seem a bit too percectly shaped, for example, wouldn't these plates on the armor sides be more extruded into a kind of plating/convex shape? As it is - concave - they look too smooth to really give that sense of a protective layer; not sure where his shirt would fit below that. Perhaps it would be nice to have it sticking out under the armor.
The same kinda goes for the ammo belts. They would look better if they wouldn't be so perfectly smooth on his body and so thin. This isn't suede leather, but manly, coarse stuff.
Tt's a good looking model from a technical standpoint and I guess it serves its duty already. I just think it could be made to look better by making things a little less perfect, as strange as that may sound.
Why make a reflection on the floor when all the attachments are not getting reflected? It doesn't help with the realism. Perhaps you plan to add reflections for the rest in the future? The reflection is also bouncing for some reason.
Ogre Engine - that's cool. Long time since I have heard from it and your version of it is looking nice!
I'm gonna deal with the scratched metal parts later. Basically all the grids are gonna be solid metal, not painted. I'll also add some more dirt+rust to the texture. At the moment it goes straight from paint to primer below, but there should be rust, too.
I'll also start working in Ndo2 now, in order to add those many small details that add to the credibility and look of the model.
Cool! Good new feature, very usable. I can think of tons of applications for ingame use, starting with a really nice game intro and movies projected to billboards throughout the city.
I guess what you might be working on is HDRI-lighting? Thats something most engines have, but don't do as good as it could be. It also makes those fancy shaders that, e.g. UDK uses superfluous, just look at Cryengine and how nice materials look, even though they just have the 3 basics maps and no crazy shading compounds.
I'm looking forward to the next release. This engine is becoming truly great. And I still can't believe you are doing alone what EPIC pays dozens (if not hundreds) of programmers to do worse ^^ (Okay, now they have UE4, maybe this time it is a flawless engine)
Looking good guys! I wonder if we will see other games release with this engine soon.
This has a split window in the backdoor now and some more detail. I'll upload new versions once I optimized the smoothing groups and made Uvs.
I'm really wondering, if I should make a highpoly at all. Most of the jobs on this thing are NDo2 jobs and the smoothing can be adjusted by making groups and averaging. It seems like an unnecessary amount of work to stabiliz the mesh for Mudbox/Sculpting, when all I do is make a few dents and scratches.
Most likely I will make a UV set for it and make smoothing groups and then run a test to see how much detail I can get out of it. When it's not good enough, I can still make a highpoly, but I think it will work.
This is excellent artwork! Great job all around!
Great tutorial and cool artpiece there! I always struggle with bringing color to my concepts, because I often feel like the value painting gives me enough information, so I stop there. But how much nicer does it look in color; it adds a new dimension to the drawing!
In (6), when you chose the gradient, do you go with the most important color first (which is probably the skin, since all focus goes to the head and bright areas), or do you use the predominant material color (which is probably brown, because most of the dwarf is earth-color?
I can't really tell what you did first there, but I remember using the gradient method myself with some earlier concepts. I just forgot how to do it properly, because I do too much black and white.
#What an amazing mod, so well put together.
The reflections look really nice. And the scattering of assets is good, too. It's a bit strange of course that everything (even the garbage bags) is superclean. If you could add a decal system or some way of painting dirt on assets (some kind of meshpainting) it could solve these issues; or you need more versions of one asset, so you can have clean and dirty ones. Still, very nice shot.
I do like this concept and the idea, but I decided to work on a different model, because this one is a little bit boring from a design point of view. I'll post concepts for the "Fallout Vehicle" soon :)
Impressive. I hope you add some dynamic lights and particles to make the scenes visually more distinct. The Beast Renderer physical lighting does a lot to enhance the mood already!
Also, nice style and good use of Unity Engine!
I agree! To me this is an important piece, bc it shows the sky in Titanwood for the first time. I complained about the lighting in earlier shots, as it wasn't clear why it is so dark, even during daytime. Here we see that not only do the trees block most of the light, but it is also heavily overcast with low fog and high humidity.
It's a "blue" environment not because it is always night, but because it is so water-rich and dense. It also seems to be located in a canyon or crater, surrounded by tall mountainsides.
The only way to get a good impression of an area and expand on an initial idea is to draw concepts of it. They don't even need to be this good, but that's where the mood comes from. It's a good challenge for the mapper to recreate a similar situation ingame.
Sweet! And I don't have anything to complain, this time ;)
With some particles and ambient sounds this will be perfect. You guys are really on fire!
Great model! Did you bake as one or did you explode the mesh to get a clean bake? Why do you use both and not only XNormal? I sometimes do that too because I get clean results on one part of the mesh in one software and on another in the next. So I can mask and combine them later. Same for you?
I'm confused - I thought you had migrated to Unity engine. I was gonna say: This looks just like in UDK! ^^
I'd suggest not using UDK'S night template, because it is simply too bright and washes out the color depth on your nice assets. However, this street is looking great!
Doctor with a Banker's shirt and a terrible tie. (Nobody wears blue on blue) Where is his stethoscope? Poor research from the concept artist, the rabbit was better.
"Left Hand usage Flame External Side. "
And here some guy once said a picture says more than a thousand words... totally not true
Demons have everything!
No wait something is missing...
WHERE are his shoes!!!!?
YES! Model the important assets first, right! RIGHT? :)
Are you reacting to me? Is this because of my seamen comment, or is it just coincidence you are showing sealadies now? ^^
Models are looking good, but the girls are pretty doll-like. I'd rather play some funny looking old crow of a woman as a pirate. But let's keep that for Hearts of Oak, shall we?
It would look better, if not everything was rotated 90° and placed straight on the grid. This level design looks lifeless. The same goes for the models in this environment. Boring to look at and uniform.
These waves look huge even before you see the tiny people on deck ^^
Weather + splash effects and the texture on the water really sell this storm. The height fog is great too. Looks amazing and I bet it tastes just like raisins!
Hell that is the best AO I have seen computed in realtime. Compare this to UDK and it'S terrible ambient occlusion, for example!
When I learned rendering with Mental Ray I used a wide and a narrow AO pass. This has the effect of sharper edges and greater depth in crevices. I wasn't familiar with this technique before learning to render with Mental Ray, so perhaps you can also adjust a second layer for the sharp/narrow AO.
That is just a thought though. With the results you are already getting it's not really necessary to change much. This engine is really looking great!
That is extremely cool with the fist holding the lantern on that boat. Bright little light, considering all the overexposure from sunlight.
Imho, either the hand is too large or the lantern too small though. All of the environments so far are beautiful and coherent, even when they are from disparate regions. The style of this game is fantastic and I still wonder how this team found together. Did it start with the story, or how?
It's just high quality all around, very cool!
lol, it wasn't that bad. But yeah - see how much manlier he looks like that?! ;)
I'm impressed about how much actual knowledge about ship-building you put at work in this game design. I'm also most impressed by the original engineers, who had to plan this kind of labyrinth without having a computer or an "undo" button. Nicely done and thanks for the explanation!
Ahahah! I just saw that on the recent update and thought "Hey there's the blob again!"
Thanks for telling me and yeh - work on that logo and scale/color. It's not very distinct at the moment.
"Rallye the men", he said, standing there, waving his uselss arm.
Just curious - do you know what most of these pipes were for? It seems like you can only have so many water pipes on a ship, so these must be for something entirely different?!
Oh no! Now you ruined Titanic the movie for me ^^
Just kidding. Great job as usually. If I am not mistaken every update us getting better. Love your textures, very clean work!
This looks EPIC! Who was the poor guy who had to model all those plants though ^^
If I can make a suggestion: play with the specularity on the leaves. This is obviously a H2o-rich environment and very damp, yet the plants look completely dry. Similar thing goes for the stones. They don't have to be mirror-like, but the specularity map will enhance the detail even more!
What is the white blob on the leaves on the right (in the water)? It's the only thing that is looking wrong to me.
I might go over the textures for the model again. I tend to make them too noisy and rusty on the first pass. After the modeling I usually just want to try out some colors and materials to figure out a general direction for the materials.
I forget to say the rest of this scene are stock UDK assets.
Wasn't RoboBlitz the first game released on Unreal Engine 3? Is this somehow related or is it just a coincidence they sound almost the same?
This strip is so detailed, hair and all. What's next? SHOES???
Inspection on one of those can cost you 15 000$ ^^
But yeah, they overhaul the engine. Regular inspections are only 4000.
Much nicer to own it in the game!
Lancia Delta Integrale?
That really looks good! Great details!
Yay, Golf country, the world's first SUV ^^
For some reason I always loved the look. Cool!
Imagine all enemies in the game bouncing around and attacking you from all angles. It could actually be something refreshingly funny, even though it would make the game quite silly.
This is highly professional work! Serbian Troops on Vespas are only one of the highlights ^^
I'd suggest to work some more on the specular maps. It makes a huge difference, especially when the normal isn't very strong. I could imagine, for example that the yellowish stripe could look like thick, glossy paint. The light grey could have a granite structure on the specular map.
You might also think about beveling some of these sharp edges. Unreal Engine 3 can cope with a few more polygons per mesh. In fact it barely notices any meshes that are less than 600 polys.
It's still a bit uniform looking, but I like the improvement. What's with the big grey floor tile, though? The rest of the floor seems to have a surface structure. You can work some more on the shader network/material in UDK, too. It's really amazing what you can achieve with the materials.
You've had some really nice work lately (always, actually) and an interesting game. I don't know how you are financing the project, but all the members are really creating great, professional-looking content.
And great looking concepts are really important for the modelers and for motivation, too. I always do everything myself, which is not top quality, but at least I have only myself to blame, if I'm lazy and don't make nice stuff ^^
Looks amazing! The Taiga landscape will probably allow for insane races. This mod is sick! I have no idea how you are doing all of this without an SDK ^^
If it looked remotely like this in-game it would be crazy! Cryenine is pretty good at those long drawing distances, but it's always a risk of lag.
Really cool concept though, strange signature - "Mojo" - or is that the place? ;)
Cool! You are doing a good job, man!
Lot better proportions and anatomy than the first try! Howewver - he looks taller than the concept and is a kind of different personality.
In the first concept drawings these characters have even less natural proportions and I like it. Depends on the game you want to make though. The charactermodel itself is looking great!
Isn't that the HUD from uh, oh Pirates Vikings and Kinights or some mod? It looks so familiar!
About baking the lightmaps! Looks awesome and much better than Source's normal lightmapper (though that isn't as bad as the one in UDK). Did Source just let you use custom lightmaps? I have been trying to use them in UDK, but it seems there is no option (that works). So Source just let you do this?
I might switch to either the next version of Source or Unreal Engine, since the stuff the lightmapper from UDK bakes is often just ugly.
It's an unimaginative design. Reminds me of 90's sci-fi. I can see no entrance, mechanics or anything else in the lowpoly blockout. The outer material looks like concrete, the inner material... I don't know what it is. Glas? All around?
Overall this thing just looks like a blockout and not a final model. That means back to the drawing board or getting a concept artist.
Very intricate Hitpoints system. Is it supported by animations, or do I shoot a guy in the hand, get 10 points and he drops dead?
Also, did you bake light and shadows? It's looking good!
Unity seems like the perfect engine for cartoon shading and this is another great example. I like how you leave the cel shading/black outlines away, but I think it could use some ambient occlusion, if possible.
The effect of having great looking 3D characters and creating a lush world, rich with particle effects, is like watching an animation movie. I like where this game could go!
I wonder why the reflection on the surface is so much darker and more saturated than the real sky. On the close ups of the water it looks very dark, almost like a stream of oil. Maybe you can work on the transparency some more.
About the 3rd image: The castle is situated nicely. I think instead of creating the entire mountain from terrain, you should make some rock meshes to stick out of the erroded mountain. Also, blending with another material (rock) seems like a good idea on the mountain.
On the same imaqe: a second ridge of mountains before the skydome could help increase the depth of the image. Also adding some height fog would create a better atmosphere.
The ground texture looks pretty low-res. If it had normal maps, it might already look better. But why not use a slightly higher resolution texture?
How are you doing on performance with all the gras rendered? If you plan to have battles with lots of enemies on those plains, do you think it will get laggy?
I was hoping you'd say that! This looks like the start of a great engine, much better than what I'm known of voxel engines. Reminds me a little of Outcast(the game), simply because of voxels. It's s step forward again, congratulation!
Time to make the world's biggest Chicken Fajitas!
Chicken Code! Run!
The concepts still have some issues with perspective, cause I don't like using grids to start. If I'd do it right, this would be my speed drawing/thumbnail and then I'd remake the whole thing properly and with perspective lines.
The center tree, the zipline and the foreground house have an Escher-esque relationship ^^
You are right about concept art though. It helps with everything prior to modeling. Especially when you're looking for a distinctive style. I still have some problems making things look "one way", because I'm still trying out different ideas.
If you cannot concept yourself, you can always go to Deviantart and browse some of the awesome art for inspiration. And then start researching assets to be build with that art in mind.
If you are gonna continue producing assets, you need to look more at reference and get a better understanding of the assets you are making. Dimensions, material, textures are all wrong on this asset.
The overall shape is nice. If you haven't already, I suggest doing an introduction to drawing/perspective and maybe light+shadow. It will help you a lof with refining your ok designs into outstanding ones.
haha, yeah I know that. In fact, I haven't had a printer to date that actually prints straight on a sheet of paper. That is unless you pamper it and hold hands with each sheet separately to make it go in straight.
It still looks and feels a lot like generic UDK. Movement Speed and animation does a lot to add to this effect. I'd say your character is a bit too fast, as is Unreal custom, too.
Idk... PS4 and XBox seem a bit far fetched (do you even use DX11?) It seems like this game has potential (cool name, too), but lacks the manpower to develop high quality assets and environments. However, maybe that will change. I won't make the mistake of judging an early proptotype for its visuals alone. It just seems like it is a bit too close to Unreal gameplay and speed at the moment to set it apart from others.
lighting wasn't build in production quality and not updated. Thus the shadowy blobs.
As in Alice in Wonderland?
Is that Angelina Jolie in the movie "Hackers"? Or is it Frodo Baggins ;)?
Love your arcades, good design, nice lighting. Cool idea!
Why is he walking around on a stone wall texture in your video? And how will you ever make that mirror work with DX9 ;)?
Good Updates - I'm learning kinda the same things, but concentrate only on Kismet and 0 on scripting (I hope to find a coder). What UDK books can you recommend?
I really like the "Unreal Development Kit Game Design Cookbook"
Ah, alright. I only read the first sentence and watched the teaser then. Yeah that's legit and one of the best reasons to mod - to expand the games we love. Good luck and hopefully the fans will be pleased!
He's a strong runner ;) Looking awesome!
Is there a gap between walls on the upper right, or is that a lightmap issue? I presume this was taken in Unity?
Btw, I am a huge fan of Lonewolf + Cub. If you haven't already, try to get your hands on the Manga; they are astonishing! There are also some not too shabby old movies, but I like the Manga the most.
...just in case you are looking for some inspiration or amazing story-writing in the Japanese feudal age. :)
Pretty good mapping with all the exits on this tight space. Respect! I just wonder if the regular player is gonna find his way. But I think if the rest of the maps have similar gameplay, players will learn to look for their exit.
I had never even heard of the original game. It looks like something that's not usually modded. So, is there a reason you chose "Chaser", instead of some other game for this?
Great trailer :)
I only recently reinstalled the game and didn't find a lot of servers or different maps. Is that maybe some Steam glitch where it doesn't find all the servers (I saw only 4 I could join).
Had a great time on these servers though. I just would like to play all the maps.
Would be nice if they would blink. In UDK you could probably do this even just by changing the texture. Source, I don't know.
The walking looks a little bit awkward, like something is pulling them around rather than muscle movement. Maybe the stepwidth could be smaller?
Yet, this scene looks really nice, once again!
I lol'd! puns, puns, puns :)
Niceties! I played this mod when it looked like **** ^^ This is a big improvement and everything I see really makes me want to see more!
Cool job! Why do AK mags actually have that peculiar pattern on the outside? it looks cool, but usually that's not the reason, right ^^?
I notice some black lines among the edges. You might want to bevel these edges on the lowpoly or make the highpoly mesh less dense and give it a bevel there, too. I'm actually not sure if that is just a baked diffuse texture or if it actually uses normal maps.
Normal maps cannot interpolate the height at these 90° angles. This may not be as bad with the Mafia engine. However, it would be a perfect model if it had a better normal map.
Thanks god its wood! When I read the video's name, I thought of something else, completely.
These ship models are so funky! Love the accuracy and detail. Hmm, the engine change surprises me. Surely things will take longer with Ogre and I don't understand the licensing options for Cryengine. Can't you make a prototype, get into alpha-funding and kickstarter and buy Unreal Engine 3 for this?
I'm quite sure EPIC would not be impossible to negotiate with and lower their prices a bit for a project like this. Plus Unreal Engine 4 is coming out soon, so that prices might drop on 3.
Whatever you do, keep this vessel afloat! :)
Hehe, sounds unique. Onion rings are probabably a good propellant ^^
I actually like them both. The new one is bit more colorful, higher resolution texture and detailed, but the older one looks stronger/bigger. Both are pretty cool characters.
"As you can see, we're going for a less realistic approach than the photo-real, historically accurate art direction ..."
Say wha... See where? If you make a newspost of something, perhaps add an image of it, too? ^^
Yeah! Go Mega ^^ I use it too.
2,3 GB of data is quite a lof for a demo (on the other hand, it is probably a pretty "big" demo). Wasn't there a way to bake this project down a bit more? I will try it and give feedback, soon!
That's good to hear! It can really be hard to find jobs in the industry, though I always presumed it is easier for a programmer than for a 2D/3D artist. I also always feel like I have to sell myself cheap, even though there are people in the companies I worked for that do nothing and get paid very well.
- double-sided material? (extra shader + rendering time = - performance)
- the resolution (looks good, but seems to have 24 edges = too high res)
- normal map on it? (the diffuse texture is nice, but with that kind of light on it, I expect to see more normal map)
- screws could have rust and scratches. (or be bakes into texture/normal)
- great textures + cool design. Would look crazy good with some lights working; that might give it more uses than just as prop, too. (light in dark corners, complementary contrast, etc)
- does it have red tires or is that just the lighting there?
- can't see much of the normal or specular map again (tires = same specularity as carpaint ~ could be, but a specular map/gloss map could give better material definition here, too)
- image too small, not really much to see.
Design of the newspost:
- overall nice, except the black backgrounds don't help presenting the models. You could easily crop those in Photoshop and make a "frame design" just for your updates.
That's a town? Looks more like a sawmill to me.
How are you gonna make roads, btw? I looked into UDK and roads a while ago and it seems there are no proper tools for it. Unless you want to paint a dirtroad on the landscape material. I'd like to have better roads.
I like this motel. It's a smple building, but it has a lot of nice detail and good proportions. Maybe some of the stuff on the roof (chimney? airconditioning?) is a bit too large?
Wow, impressive review! I wish more indie developers would give us this kind of insight! Very interesting and inspiring, keep up your good work!
looks decent. I like the back wall with the yellow lines! I can't tell if you are using normal maps. Close up detail would be nice.
too repetitive and bland. What is the cut on the floor?`Where are lights?
Okay, it is WIP, but it seems like a lot is missing.
Your avatar is awesome! I can't figure out if it's a very fat cat or a cute dog below the mask :)
oh - I forgot to write (apart from it being obvious ^^): this is the ground floor. I'll add more modules soon. These are 3x the same module with 512x512 dimension.
I used to have lots of problems with lightmaps and the seams would show.
Hah, I love hte wackiness of your game. Puts a smile on my face and makes me wanna play!
Great job with the new trailer. It's the best to date!
Why am I using UDK, whyyyyy?
This looks like Rye or Wheat. Corn is the yellow stuff you make popcorn from.
why is the floor black? Forgot baking lights?
At first I thought that deer was wearing a hat ^^
Clearly suicidal animal, walking in front of an Ak-74 like that.
Today you are gonna make a buck or two, son!
Hmm lecker. Menschheit Schnitzel :)
Rat is like: Yo what up!
on the first picture ^^
cool rat, blank bone and all. dirty wet thing.
simple, but funny idea and could get really interesting. For example you might be able to put them down again somewhere. If you manage that they don't remember anything you get a bonus, etc.
It would be kinda cool if you could only use your airplane at the beginning to fly somewhere and set it up as base. Then you could add stuff to it you find "on the road" (like plastic planes, barrels for water supply and all kind of equipment, possibly a makeshift workbench, 1st aid station etc).
This would give the airplane the purpose of giving you more or less free choice (depends on the fuel) where to set up your base + it would simply look cool to have a HUB based on an airplane. If you crash it at the start or decide to parachute out you might get the option to build the base around some other wreck or building on the map.
What game is this taken from, anyone know? Looks Crysis-ish to me, but then again, I don't think I saw this scene in Crysis.
Ah, nothing beats big gates going into a mountain! :)
Cool, your artist(s) rock!
Well congratulations! I thought your game looks awesome last time I've seen an update and that didn't change. It's a fun take on the endless runner theme and nicely done. Great to see one man can achieve such quality work on his own.
Also, nice gifs, but why the green background? Maybe some more fitting/fantasy backgrounds would be in order?!
This starting plaza or arena has a renaissance or arabic flair to it, while the rest of the map looks Tudori-ish or medieval. I don't know if that was the same in the original, but the arena seems a bit out of place to me.
I think this is actually my favorite model of the new ones, because it really does look nice when you see it close up in realtime. The wood is specular in the middle, where it gets touched a lot. The edges of the metal look nicely worn and reflective and wherever there is dirt, there is low or no specularity.
I am always very impressed with your concept art. Well done. For some reason the president looked like Arnie to me at first glance, I guess the bushy eyebrows do that ^^
Does your concept artist have a deviantart account or something where I can see more of his work?
this texture is WIP. I didn't add dirt yet and there is too much wear at the moment.
the shake-things? stuff needs a better name ^^
damn, I thought it was a duck at first ^^
Gold isn't really all yellow, it's more a combination of reds and orange and a little yellow and a strong highlight. I see you are doing fine work, but you could start with the research into anatomy and materials/light.
Also, some fonts are harder to read than others. Try some different fonts, until you have something that is the same size as above and readable from 2-3m distance.
That's a truly interesting and meaningful concept in times where games are more about lol moments and who can shoot the most zombies. I am impressed!
These videos would be awesome in HD. In HD you can read everything, which is blurry in this version. I'm gonna check your Youtube channel and see if I can find HD version.
Even if you don't need to read everything to follow a tutorial, I find it helpful to see what else is in the interface. I like reading as much info as possible out of a tutorial.
cool! I suppose that's what's inside the lake ^^
All the concepts are pretty awesome, because they are original and have a great mood. Even though they are black and white.
Interesting concept and blockout! Some of those rocks seem unnecessarily high poly. Especially, if you are not going to get close or on top of them.
I guess it's because of the A.D. reference (Anno Domini)?!
From a gaming standpoint I'd say "Reset" is a better title. You can still let people say A.R. in the game dialog.
F4 - world properties, search Ambient - turn off Ambient Occlusion!
I don't know why they added it. The AO in UDK is one of the worst abominations I have seen and the engine looks better without this blurry crap.
Otherwise, nice content! I guess you will use some Speedtree Models, too? Or will you model all your plants?
Really enjoy these dev videos and voted for your on Greenlight. With all the dedication you put into it, it's a strange thing this game isn't greenlit already!
Keep it up, good work and better every time!
pretty cool, the flying looks smooth. and the ship has the big satelite dish, so I guess it receives at least 250 TV stations ^^
great looking car, clean and nice detail.
really cute tank. I still like the design a lot. So, this is the highpoly AO render, or is it baked?
the meat kinda looks like the boulders :)
And the boulders kinda look like a pearl necklace.
Textures are nice for the rocks and wood.
This mod looks like it was a lot of work. Well done and great to see an international version of it!
reminds me of Summer. good job!
Is the water getting yellow? Big boy can pee without using hands. or dropping pants.
Just to make sure this is a Russian mod you put a bear in it!
I "heart" writing comments
Good looking car, but why are all the people glowing?
I know what I want to do there: jump!
with a car
I was gonna bet this sign says "Forest". But no, it's all serious. Protect Nature! And RIP Ryan Davis!
got to be a dungeon down there, right?
follow the **** episode?
fire the tattoo artist! The Leopard is sniffing in the crotch and she has a tramp stamp between the tits...
Great atmosphere in your game and a one man production - I am impressed!
Not bad, here are some things I'd do:
- put a cubemap material on the shuttle glas and scratch the specular map. Everything about the ship looks used, but the cockpit glas is completely clear.
- take the pistol down while running. It doesn't look good and doesn't make sense to have it in front of your nose while running. The pistol can come up when you stop or move slower than running.
- fix uv on small door
- make specular maps for blood decal. check scaling/resolution
- Check normal maps. They don't seem to work right on some walls and the large (bright) pipes.
- make areas more unique to provide a better spaceship feeling. The staircase for example looks more like inside a bunker.
I like how big the ship is going to be, but maybe it'd be better to concentrate on smaller areas with more detail. The bridge, for example, could look really great with better assets, and I think a preview of the final quality would help sell the game.
I played ETS2 for a while, because I really liked the first part. And the second is improved when it comes to AI and driving. So the reason it became stale after a while was that there was nothing left to gain, except opening new garages and pimping the truck.
Adding multiplayer is really a great idea and would lift this game to a whole new level. It would be awesome too, if you could work together in one garage and compete for fastest delivery, etc. And working together with other garages to transport entire shipments would be cool. For example driving the different parts of a windmill to its location with 5 trucks.
Cool project! Good luck with it.
Looking good! I followed Wenda's tutorial for making rocks, too ^^
One thing though. The horizontal lines on the big rock - where do they come from? I'd expect this kind of line on a sedimentary rock near the coast. So rather on sandstone than on granite.
The smaller ones looks very good and clean. Using one master material on them is a smart move.
Screenshot: can't really see muuch, but it has a good atmosphere.
The conversion process for FPSC sounds really annoying. One of Unity's best features imho is that it let's you import your assets out of the box, without saving UDK-like packages. Pro also comes with a toned down version of the best lightmapper (Beast) and has HDR support.
Only thing about it is you have to dig in and do a lot yourself. So, when you're saying: all depends on the game/love and dedication, I'd say you can't be more committed than using Unity's full potential (like the guys from Raindrop, e.g.).
I'd also say it really depends on how original your game is and what features can be done well enough in other engines/creators. Personally, I've tried CrySDK, Unity and UDK and still like UDK the most, simply because I use it the most. So that may be the reason, why you lean towards FPSC yourself. It's a habitual thing and as long as it does what you need, go with it!
I really like this fractured state at startup, since it fits well with the theme of a dying mind. I think it could be an interesting mechanism to make the world break apart around the player in some levels.
The model looks great - like a young and active rabbit. Maybe you could have made him a little bit fatter/rounder on the rear, though.
I noticed the seams between the normal map shells and even though they are probably not visible in 90% of the shots of the rabbit you could simply try the program Handplane to get rid of those for good. Nice work on this model and the animation.
One thing I'd like to suggest is adding bones and animation to the ears, since some animals communicate their state of alertness and curiosity through the position of their ears.
hmm, how do you use HDR in a map at night ;)? It's more effective for sunlit situations, methinks. You are using spotlights, so where does the HDR come in?
Screen looks nice though, but you could light all of that traditionally, as far as I can tell.
cool light ;)
can't you make the character dynamically lit? That would add a lot to the feeling of immersion! She could look a little flat otherwise. It could also be an idea to have some deeper areas, like a cargo deck in the background and blur it out with depth of field or simply by blurring it ^^
Really interesting texture work. I appreciate the hand painted work, because I think it's easier to make something from photo reference.It also looks unique!
Some very tall guy brought a ladder to tag that building ;)?
Good looking characters!
This game has a really good flow. And those people from the video really play a nice match!
Impressive! I haven't seen a voxel based engine since Outcast and that is still one of my favorite games. So your game doesn't require a GFX card to run? Wouldn't iut be possible to combine voxel and polygon into one engine? I know sometimes tools are voxel based (cave in Cryengine), but I think your way would be to make a voxel based engine and some tools that use polygons. Probably for those detail objects you cannot create with voxels.
Love the engine! Watching!
Trees ain't bad, but it would be awesome, if they got slimmer towards the top Perhaps toy around with speedtree to see what I mean.
Strange, I watched the trailer and knew it was a French game. Something about the artstyle and characters is quite unique. Looks interesting, and I think there is still a crowd for these Final Fantasy-like games - provided it has a decent story.
Sounds more like Brian is a massive Teenage Mutant Hero Turtles fan ^^
Excellent addition to the game and a nice introduction to the game builder. That's pretty quick building/publishing. I wonder if there are other games licensing this engine? Spark Engine is pretty cool and seems to have excellent tools.
Very cute. Especially the shark part ^^
I can see many happy children faces, when they are playing this game. But why don't you enable dynamic shadows? It would look a lot better with them. Even faked shadow maps would look better than no character shadows.
Cool! I love the style of your game. The thought process you put into making a believable and interesting world, reflects in the way the game looks and feels. I really like Clark!
I do forget the name all the time (Clark). Even though it's easy it's kinda not easy to remember.
Interesting background info. I always thought the Slave I was his only ship. In retrospect though - why would it be called Slave I, if there wasn't a Slave II ^^
Slave II is pretty big too, but looks like a flying brick. It's funny how a lot of ship shapes in Star Wars seem to be/are based on letters. In this case it's "L" shaped.
Why indie-gogo? I have heard of some people who's projects didn't get noticed there at all. What's wrong with Kickstarter and why is Indie-Gogo praised so highly, of lately.
Your game looks creepy ^^
Will it be playable on tablets as well?
Whatcha looking at? Is that an Elk turd? ;)
Talking about Realism, Crytek won the game. Even in the "older" Crysis 2 it beats anything UDK. Despite the Beast Render Engine (which costs a lot extra and on top of a professional Unreal Engine license anyway).
I am not downloading it, but I must say this is very nice thing to do of you for the fans. I hope everyone who downloads this pack and uses the models remember to credit where they go them from.
Great to hear you are getting a lot of recognition and feel motivated by it. I think, creating a successful project depends much on the attitude of the team towards it. It's great to get constructive feedback and also some feelgood comments!
I watched your asset creation process video and it looks good. What confuses me are some obvious errors on the environments. That very picture you show in the news has some texture issues on the wood. I don't actually understand how there can be shading errors (unless the upper parts of the wood are a seperate mesh). They also don't fit the width of the woodplanks below them.
These are just small issues, but with a game like Gloria Victis you want the immersive experience to be as complete as possible.
That is a brave decision - turning down a job offer like that. How will you live, though? I'm in a similar dilemma, I want to work a part time job in 3D, so I have enough money to live and continue developing my own game. The goal is to put it on Kickstarter by the end of the year. And yes, I don't show development in public, yet.
I'm having a hard time finding a job that leaves me some time on my own. So, I'm not sure if I could resist a good job offer, since I need to make a living and I don't want my family to think I'm a bum. Somehow they have a hard time understanding why I'm always working on projects that don't throw money at me. I still hope to find the job that allows for both, work + game dev., though it's a compromise.
Also: I really like your game and I hope to see more cool pieces like the barge. Sometimes I thought your stuff looks too plain, but this may be due to the early stage of development.
Can you maybe make the player get thrown back some more. After all the bullet hits him with full velocity and it looks like he's just ragdolling. If he would "fly" a little more to the right when he's hit it would look more realistic to me.
I'm certain you know of the movie/book called the road. Since it's the same thing minus zombies, you might want to rethink your name for the game. "End of the Road", for example would imply either that humanity reached the end of the road, or that there is something waiting there.
Otherwise great thing! It seems like a take on the Dayz gameplay with some narrower maps. Cryengine would be the obvious choice for large open areas, but Unity is probably the better choice, on the long run. It leaves you more options to change the game.
I think your Titianic looks better than the real one did ^^
To be honest, most of that hurts my eyes. That happens if you just change color values and hue to crazy amounts. It looks interesting for a second and then it just becomes random.
Ideally, these features should be to enhance the different aspects you want the player to see. Right now it either confuses me or just doesn't look appealing enough.
I like it, but the biggest problem to me is: it doesn't feel like I'm on a spaceship yet. It looks more like a basement in most places. Also, it doesn't seem like a big *** spaceship in places where it does look like one. It seems small and narrow, mostly.
At least you are doing something and have balls enough to put it on sale. Kudos for that! Maybe find a (better) Concept Artist and Level Designer for those kind of spaceship aestetics. Also, watch Alien or Aliens - narrow corridors, but still instant spaceship feeling, there.
Just like someone else said: all the weapons look great
Good looking! Seems a little much text on the back of the cover.
This game did also remind me of the Journeyman Project. It has that vibe. Very nice, though technically 20 years behind times :)
However, that is what makes it original, now. I'D advise to make a more fitting DVD cover, since the designs look more like a modern FPS. They need that retro vibe, too.
Driving physics look ok. Some problems with scaling the player character on top of the ATV - he's clearly too large. Also, character models need replacement. I can see you used a lot of free and budget models, maybe you need a modeler to fix some of them.
Why make it so different from the (great looking) concept? A lot of originality is lost in this adaption of the concept. Plus, the front windows look odd.
Imo, the lack of functional normal maps and the too low resolution of the model take away from the nice design. Also the textures are much too saturated and have a to clean/uniform look.
Excellent concept, nice lighting!
I think some HUD elements will receive visual upgrades to make it more "in the farm" mood, right? Sounds like a great game for kids, good luck with it!
Sometimes I look at this stuff and wonder: When did I learn to do that? But then again... it's been some years.
Hmm yeah Unity is cheap and you own what you make with it. What keeps me away from it is the lack of proprietary content. Even if you want something simple as a double-sided material you have to buy it from them. I'm also only interested in the mobile license, which it seems I can't get without buying a "normal" version first.
I think for your Project Unity3D is the king of engines. You have a capable coder, definitely show commitment to creating the game. I'm glad to see things are still on track. It just shows what a long-term development games really are, unless you are blessed with making yet another clone game/ sequel. This is original - and it takes a while to get done.
smoothing groups and lightmap uvs are an issue. As it looks like your UV-space needs work, too.
weeeeell - cool! At first glance it looks promising, but I see a few problems. One thing is howto make this game feel like you are (working) on a floating structure and not on a static asset inside a skybox. So I see that as quite a big challenge.
Also,do these barrels spell "Arse", or am I misreading code?
You write the game will make more sense visually, so I'm looking forward to that and future updates.
This is just an editor preview. I didn't bake lighting. With baked lighting there is a lot more specularity on the iron/copper parts.
What's with the seams on your UV maps? Push up edge padding , so you don't get those lines where the uvs are. It also seems like you cut a bit more than needed (e.g. shoes/vest)
You made this? Last Year? Some textures are a but clean, but most stuff looks awesome, I like the cloth and momentum in this still. I wish you'd do more awesome stuff like that!
Keep in touch. I'm on Skype a lot.
Might add some dirt to the diffuse map. It has this rallye look. I think it would help. I'll also have to figure out what made the paint look so dark.
Next step are proper specular maps and touching up the diffuse, perhaps. I don't like the back lamps.
512x512 texture resolution 680 Tris. I feel with the low level of detail I have, I should be able to make this look good as low as 400-450 polygons. Yet, first of all I have to figure out the errors.
needs a phatter ***. I kinda forgot to pull out the shape there.
I think my next iteration will look nicer. I'll do a different color for the inner and outer shell, first of all. I didn't realize they look so simlar.
My hopes are that with lightmaps fixed, I'll no longer have these ugly black seams. I'll surely tweak the texture in a few areas.
oh, this is the model, where I missed to triangulate a few polys on the bottom. That was all fixed in the final model.
Nicht schlecht, deine Concepts! Wäre schön ein Endresultat zu sehen, denn das meiste ist ja noch nicht ganz fertig. Die Kriegerin sieht zum Beispiel super aus (bis auf den Kopf). Das ist schade, wenn so was nicht ganz fertig gerendert wird.
They are all pretty good. Albeit in terms of games you have to think in "classes". And some of them look too much alike in terms of their body. The black outlines make this a cartoony style immediately. Don't know if that is your goal.
I like this project a lot, but why are you so obsessed with your cars ;)
Can you actually drive a car in the game? I wouldn't mind.
That was awesome from start to finish.
Somehow I was waiting for Zombies. I must have played too much Dayz.
You got it right, it's a cool project. This map is pretty huge and well made. (from your previous videos, I know there is even more than what you show in this video).
I hope it will have at least some russian music and sounds from the street. Congratulations on making the 2012 release! Surely it was a lot of work.
Cool Stuff!Great Art, great iteration. Model is good, lost a few of the womanly features, though. And I don't like that Jacket, yet. Also, maybe make the pistol a bit thicker. It may be faithful to life, but I don't wanna feel like pointing a toothpick at my enemies :)
The question with small projects is: is it really needed? Do I need % numbers to document my progress, or can I just say "2 days and it's done!"
With bigger teams the question is: does this really help? You can document your work, but can you really make a breakdown that will work? If someone calls in sick, or you run into problems you have to rewrite the entire schedule, resulting in more writing, less action.
Idk, I've worked with schedules and they always turned out to be partly fiction. The only reason they were there was so my superiors had a job. I spent too much time on presenting results and giving updates, while I could have worked on the project. I think there may be a need for this kind of schedule in the bigger projects. However, if you work in, and with a team you know and trust to work at peak efficiency, they will work fast and good without constantly being told what to do. There is mutual understanding instead of control.
Conclusion: If someone ***** up, the whole plan has to be rewritten. If no one ***** up you might not need the plan at all. If the project gets too large you need to break it down, but never to make it more complicated to work on a project!
Somebody wants to learn Mudbox or zBrush ;)
There you go! That's the piece we've all been waiting for :)
I can read the cars from here :)
Crisp work as usual!
Cool, I like the elegant style with all the bolts and the very clean materials. Very nice!
Nice man - you made your dream game! Congratulations on the release of the trailer.
The game is a bit "down to the bone" at the moment. What made these slot races great where all the stuff you could do, for example:
- put up a track in the living room, using chairs and table as obstacle. Room environments defined the shape of the track.
- tons of things to buy that your parents never wanted to pay for: additional cars, spectator booth, time clock/round counter, banners/flags, looping and elevated curve, jumps
The greatest tricks, of course, where when you could throw someone off the track by slamming your car into him during a curve. Of course that would cost you your car more often than not, and he'd just go on driving. I see these manoeuvers are possible, maybe there is a way to show 2 player action in the next trailer(s).
You are really ace at characters! I like about this painting that it doesn't compromise between drawing and painting. Light is beautifully renderedand you don't have the strong black outline that give many other concepts more of a cartoony style.
There is nothing wrong with that, of course. However, I think it's best to separate drawing and painting, since the mixture of both will either look like a flat painting or an overly elaborate cartoon. Stylized realism is still prevalent in this concept, but it has a more serious vibe than the outlined work I saw. Also good idea chosing the neutral background!
Would be awesome if an analog controller could be modified to work with this game. Are there any that use USB systems, yet?
Build the tracks you always dreamt of as a child ^^
obsolete uv's from the first unwrap
texture map is 512x512. On the back is written: Dizzle Flashlizzle
I'm just not focusing on the right things with this painting There are nice areas, however the eye jumps a lot between the sharp lines on the right and the foreground element/car. Also, the materiality of the car is too numb, and I need to mask all lights like the round ones on front.
I need to think more about composition. Next time I attend a night image like that I'll make some thumbnails to be sure of my composition first.
Spectacular pricing. Voice-overs seem a bit wooden, but looks like a big game for the buck.
Quick and efficient way to make interesting textures. Baking is well worth the time it takes. I would like to add 2 things:
1. make sure your object for baking /cooking has a Uv map. It won't work without one. You will need unique uvs for baking.
- on a sidenote: make sure your object doesn't have more than one uv projection and it has no overlaps, or baking can take hours longer.
2. If you are using baked textures in a render scene (e.g. with Metal Ray), apply your baked texture to a constant material assigned to the model. This way it will render nicely and look great.
- sidenote: keep a copy of your scene with the original materials, if you want to bake more than one object in that scene (at a time). If you apply the constant+baked texture and bake another object the shot will be overblown from the constant light emission. Always bake things in the order they are stacked. (e.g. table + paper = 1 bake, objects on paper 2nd bake; make sure to switch back to the original materials when baking the next layer)
Got 2 love baking ^^ Good tut!
Watching! I like the oldskool name ^^
Is it in any way related to the Journeyman adventures? That was a decent game I had for my Macintosh back inthe 90's.
Excellent. I wish this engine had ambient occlusion. It would make the floor/wall transitions look more natural. Maybe you can bake it into the textures, though.
I think it looks good, but too clean. Maybe you could make the textures a little darker towards the base of the building and add some dirt and moss (grunge). It also looks a bit like there are supposed to be statues on those small freelots on the pillars. A job for some parallax mapping or tesselation, perhaps?
Did you use arroway textures, or where did you get those nice stones? I really like the look of it all and it is believable, if it was just renovated. Good job, any updates?
Nice update, I like Quake's style.
Why would you use a crossbow to distract enemies, though when you can just take them out? Probably, because they are watching the path you need to take and are too strong in groups/direct confrontation? - It just seems like when you are far enough away, I'd use the crossbow on two guards and finish of the third by hand.
A kind of listening system would be interesting that draws the ones closest to a bolt towards it, but leaves the one(s) furthest away uninterested. That way you could strategically split up a force and take them out in small numbers (and in the shadows), before the ones you lured to the far side return.
It's interesting to see. We'll have to wait how it plays out with groups of AI.
- Also, I wish Moddb placed the news about updates like this on the player profile and not on a tiny row in the update section. I must have missed it dozen of times, before I wondered what that small message was, today.
Keep it up! Ahh - on thing though. The axe looks a bit more like a woodcutter than like a war-axe at the moment. Idk if that is intended. like that the character betrayed the realm and is a sneaky stealth guy, btw ^^ - Fits!
Bit small witch hat, don't you think :)
There are often small things I think you could improve. For example, there are bullets shells on the ground, even though your guys uses some kind of energy/photon ammo. If there were footprints he's following you'd have more of a story already.
Small things to nag like the back foot being a bit slim and the bandage looking a bit flat. Also the demon head on the shin protection is facing a little in the wrong direction. (shin usually follows foot direction)
I know you could say 100s of things that are wrong about my sloppier paintings too, but lately I am trying to put a little more effort into the ones I spend more time on. And it does pay out. It seems to be part of practice to go back and improve. Though creating is definitely the funner part.
Apart from the right leg - excellent. How did you get so good at anatomy?
Sweet model man! Only way I can figure it could be better is if the parts were more recognizable. I'm not quite sure where the cockpit is or how to enter the ship. If you add these small details it will look more convincing. And it'll also make size more apparent.
There was a game called Infinity, which had awsome spaceship concepts. Might wanna look at some, just for inspiration. Good work, keep it up. Polycounts would be interesting, wireframe, too :)
Deflection? what's the hand doing :)? Casting a spell to shield against an attack? That's what I'd presume. Did you make this in Illustrator? It looks so nice and clean and has those slight gradients in them.
Neat! It sure has a lot of variation and a nice style. You put a lot of dedication into this. Should draw yourself a medal or two :)
That's good work! Usually the weapons I see are too slim to look realistic, but this one has some ooomph. It just looks a bit strange with this attachment on the front. I get the tripod (bipod?). but the other thing is just a gas coil and would belong in the rifle. I think the weapon looks better without it.
It'savery clean model. I hope you decide to get into the whole process of high poly and baking normal maps. It's so easy and could help you make this gameworthy, e.g. to import into UDK or CryEngine. You will only need to unwrap the lowpoly, so it should be doable.
Stylewise these rifles resemble more an AK than, for example an M4. They are a nice mix. I prefer the lower one. It might look cool with an AKS stock.
Somebody needs to start modeling these! Perhaps you should make a group for that too :)
Yarrr, where's da booty?
Holy Sheet - why this mod didn't get MOTY yet I will never understand. There is so much dedication and love in this project - it is amazing.
Okay - it is time. I'm gonna dig out my copy and install this new version. I've never been disappointed - the problem was more that the game is too addicting and good and I play it too much :)
Great job over the years. Respect!
Manchmal finde ich er sieht zu menschlich aus. Aber das liegt vermutlich daran, dass er so detailliert ist und sehr eindeutig im Design.
Haha, so geil. Der Typ ist echt gelungen. Kudos!
That's a cheese looking like Sponge Bob, right?=
That's a really imaginative way of matte painting. So much detail added and completely original atmosphere make this piece really unique.
The article doesn't have any revelations, but is on my line of thought. Breaking the publisher Cycle may be the way to success. Which means publishing will have to change more and be more cost efficient.
Not a mod I fancied when it was on Steam, because I found it impossible to play and have fun. I see Ibi is on the team, and it's nice to see something is happening with the concept.
I know it's kinda hard to establish a new sport, but look at Speedball 2 Brutal Deluxe - it's still superfun and didn't need tons of rules to get me engaged. Do that and you have a winner.
Great sculpt :) UDK is your best choice here.
EDIT>> I may be comfusing this with another "Sports game" that was on Steam a while ago. In a way, it'd be good though to look at that game and avoid their mistakes. I'm sure someone will come up with the name here, soon.
Hehe, I played a racing game on Ogre before and cars were flying around like crazy, too. Can't you put more gravity or weight on them or make the tires stick?
It looks good during normal driving, but when the cars start to fly it's just a little strange. Or why not make a toy car simulation with all the fitting environments (in this case, inside a children's sandbox). I think I could go with a less realistic approach when the look is according.
I would have enjoyed this demo more with a persistant framerate. My overall impression is positive. Would be a great engine for mobile development. Are you planning on a mobile version?
Excellent Model, nice sculpt. The textures have too little variation for my taste. At least the gauntlets and pants could have a different color from all the other leather. It looks a bit too uniform to me.
The bandages and the blade have the same hue, so in the thumbnail I thought he was pulling bandages from his body (which would be cool too). A little yellow tint on the bandages would help, imo.
I'd make the outside ot that wheel track black or dark grey, in order to show there's iron on it. If Iron wasn't used for carts in the era, maybe use a darker wood color? For some reason I'm also missing tows or ropes on this cart. I think a rolled up rope on the side would look good.
I like your textures. High quality. All from photographic references?
to me that's fine art
Bit much blood on the mouth for my taste. The one streak on her right would be enough and less under the mouth. It blends too much with the lip color and takes away its shape. Some more spcularity on the lips and eyes would help too. But good looking textures!
Scary! Shadows do a lot here, very nice.
That's a very cool model! The parts that are paintover look a bit odd, but I can see where it's going. It could even have an animation, so the round/camera part pops out from the shell when deployed.
For hospital beds they look good, but it would be cool to have some straps to fasten patients to their beds. Also, I think pillows should be filthy and dented where the head rests.
Does this patch fix the bugged mission skipping?
I like the colors in Chivalry a lot, but I think some shots would look a whole lot better with some atmosphere and DOF, so things look a bit blurred and blued out, in the distance. (on the castle siege map the visuals/ distances look a lot different than on other screenshots, e.g.)
Stellar job anyway, going from Mod to GDC in what? 3 Years? - well played!
Correct me if I'm wrong, but wasn't Pussy Galore a blonde in the movie?
What, like Fritz und Franz? What's the idea behind this? Won't it be weird in cutscenes?
..or the BamBamDoDo, as I like to call it :)
excellent Work, I love it!
the gates(markers on the ground) are distracting in FPS view, because their splash animation makes it looks like there is a brief lag. Maybe you can find another way to give feedback when the player hit a gate.
Beating the AI seems very easy, but I can imagine this to be a cool game when played with friends. Would go well on any handheld, I imagine (with wi-fi connectivity, instead of LAN)
Smart interview, interesting!
Sweet how recognizable this cars are with a few hundred polys!
I think I'll change these small houses on the right into a single structure. Also, the doors have to go, they give a wrong impression of scale.
This was more or less painted in one go, from sketch to final, so there are always some things that look wrong, after a day or two. However, this way of quickly and freely sketching things out also frees me from the common problem of a lot of concept artists, who first draw in their perspective grid and then line up all the buildings and props along it. I find I get a more organic looking result by doing it my way, but there is always the problem of accuracy. However, I still like my workflow and will try to improve the results further.
I like how he climbs stairs: dumptidumptidum
Why does it say it's San Andreas if the player model is Niko?
This game is sooo much work! And you're doing it very well. I wonder how long it will take until I can finally play it. I also wonder, how you finance it, during all that time.
One suggestion - I always hate the sharp corner of the playable area, when I'm looking down from a cliff, etc. It spoils the experience to see things end so abruptly. Is it possible to disguise the border (in the water), where the playable area ends? If nothing else helps, maybe there can be fog or a reef to disguise that sharp edge.
Everything else looks amazing, gorgeous and beautiful. I can't wait, but have to. Playing the beta is too much of a hassle for me with the constant updates. I do check them out from time to time. Can't say I regret pre-ordering this game.
Nice, but perspective is a bit wrong. The ear, as most prominent example, looks like it's pinned to his forehead in a 90° angle. It's a shame the body and head have perspective problems and the torso is probably too short. A shame, because the style and textures are just great! If you beat the odds of bringing anatomy and perspective together in one, you will have great paintings!
One tip is to try drawing more on paper, so you cannot just detach body part and put them on somewhere else. BTW, I don't claim to do this any better, I'm just struggling with the same problems. Strange enough it's always easier to find them in s.o. elses' painting ;)
Rober Downey Jr, Scarlett Johannsen, Mary Elisabeth Mastrantonio and Ron Perlman!!!
I see you are down with the filmcast already ;)
Storyboard must be for cinematic, otherwise why shoot it from different height angles? The bad thing is that there is no reference as to how large anything is. That's were some detail would help.
head is still wrong---
Damn, looks like he's wearing a bra. I really have a difficult time grasping characters. Maybe that is just something I will never do to the extend others do. But I'll still be needing this as practice. Probably more bats or something similar will follow.
Loooks very original. I like the looking back.
youtube link here:
P.S.: This map is huge. It's hard to say from this picture, but if I were to walk down there and across the entire beach, I'd be travelling for 10 minutes.
Funky building - what is it? At first I thought it was some kind of terminal, then I thought it could be a Smart (car) vendorship, but that's not quite the same logo (similar though). Of course I could just google "Global Switch", but isn't it a lot nicer to ask questions and make some new e-friends :)?
Cool idea, hope you find great tracks for your game. Is it possible to configure the game in a way that it recognizes the beat (or the pitch of a song/keynote)? Then users could play the game, changing songs at their leasure = infinite replay value :)
wow, these matte paintings turn out really well. These are great atmospheric pieces!
"your rod and your staff, they comfort me"... hmm something seems wrong about that sentence ;)
otherwise, looking interesting. I just don't know about all the grain and spots. You bring down the visual quality of the game by doing that too much.
Amazing series! I love the CE3 community and they way these tutorials are getting so complete at such an early state. Thanks for sharing!
Cool, your designs are really original
background sky, foreground shapes, 1 vanishing point, photo ref of New York at night and some heavy hue changes. Is that about it? - I love it :)
Only thing that seems a bit wrong to me is that the values in the far towers are stronger (darker) than those in mid-range. But I guess that's because this is an important area and the eye is supposed to be fixed on it.
Thanks mate! Come the right time, I'll work with your tutorials to introduce myself to Crengine3. What other resource webpages are good for tutorials, etc.?
Yarrr, sunset! It's romantic looking, reminds me of Caspar David Friedrich. He's a German romantic painter, who did a lot of marine paintings. Maybe these can inspire you for some future screenshots:
ahh - now I recognize the bridge. This looks very faithful to the movie, well done! I never realized the ship has such a huge booty. Well, nice you are going for completion, I guess with the choice of ships already, there should be something for everyone now.
Why do you say rigging? I usually assosciate that word with skeletons and characters. Don't you mean you are dressing the scene with props now? Otherwise please explain why you would call it rigging and what it is you are doing by rigging.
Does a ship like that bow heavier in storms? It seems like she's ultra-slim and has those extremely tall (heavy) mast and sails.
It's the most fun outmanouevring ships like that :). Will she surrender, so you can take her over, like the other ships, too? I guess adding the Dauntless to your fleet will be very expensive. However, I got a lot of ransom after waging war against a pirate settlement. SO I have tons of dirty money to spend :)
I guess Dauntless in a convoy with other ships would be damn near impossible (or take forever) to bring her down with just one ship.
Beautiful model and great video. Nice to have some relaxing music with a timelapse video. It's a shame it didn't record more, since I was quite curious how you do the sprocket under the pendulum part of the Davit.
Looks like a great workflow, almost coreographed. Oh yeah - and I keep forgetting it's a model for a mod. It's so great to look at by itself. Outstanding! The textures on the lifeboats are some of your best, I think. Keep it up, great stuff!
These original designs are really quite cool.
Great, works very well in both versions. I must say I admire your perseverance and the results are smashingly beautiful in all regards. Really great watching this ship grow over time. I wish you could have made a timelapse video from the very first step to final. Good work!
Really cool model. I just recently saw a picture of the tank before seeing your work. It has a very interesting design, good choice!
If you can post a wireframe that would be very interesting. Did you mark some hard edges on this thing or really go deep into subdivision?
Who makes all these great models? This one is really cool and high quality down to every texture! Nicely done!
Amazing! I love all the detail. Such an interesting ship-
yup, except this was my idea a few days earlier.
good one, but IDK if we'd want Geralt doing THIS, lol
Love it! Thought it was a DeLorean first ^^
I think this will be an awesome model. Have you ever thought about making a high poly version? Since you have it layed out so nicely that might be a rewarding step. If you're not so firm in materials in 3D software, maybe let someone else set up a nice HDR scene and make a couple of renders. Even with this model it would look great.
excellent job. Maybe the texture could use some scratches and more specular gloss. Did you already create all maps?
I love it! There wasn't as much space on the decks of those liners as I thought. : Great detail with all the nuts ad bolts :)
Nice man! It's a shame I was never able to get that game. I think I would enjoy playing.
Looking good. A bit too grey maybe. Perhaps if you color your light more to the yellow it would look more natural and less sterile.
How did you get the displays done? Did you find good enough photo-reference for the texture (and remade it) or are these your own (new) designs? Will the screens be interactive?
they look really great. Does the middle one have longer arms than the others? Probably not, but somehow I get that impression.
oh look - it'S a cylinder bomb ;)
I love the qualities you give to your surfaces. They look solid, hard metal and not like plastic. That's also a great mechanism with the larger hook coming from the top and the smaller one from the side to fix the container.
Excellent work. You really make sure that everything is accurate. I just wonder, why the windows seem non-transparent. I guess there is just something in front of them, which isn't textured, yet?
The Feather 2 is an awesome ship! i like all thes designs, but this one is really well balanced. You can check my profile and browse for some older work I did for a mod called Space 3102. I really like designing spacecraft, maybe you can use on or two of those designs? It doesn't look like you need any help though :)
Yarr! Pirate Port! I like this, the one thing I noticed is that you don't bevel the edges, of e.g. walls, etc. This has this unnatural feel of "pure" geometry, which wil never occur in real life. If you round off these corners you will find that they are looking a lot more realistic and pleasant to the eye.
Overall good work, how did you do the mountains, btw?
man, you must really like the Titanic! Nice work.
wow - this is ingame? hot. very hot!
beautiful work. Great style!
I played this release and found it really difficult to enjoy. The city track is very narrow and the sidewalks are obstacles for the car. If I brake the car starts turning 360° and there is no reverse gear.
Apart from the handling the physics can make you go crazy, since there is a very small margin between driving straight and oversteering and it's almost impossible to bring the car under your control at low speed. After I flipped the car it went on sliding for a couple of minutes and even up a mountain.
These are definately issues that need to be fixed, apart from that it's a working driving game. It's just not very much fun at the moment.
very cool. did the hidden city of Petra inspire you to any of this? Light, textures and style remind somewhat of it.
that's a sharp shadow on the right - at first I thought there was water on the ground. This scene could do with some props, preferably of another material than stone (wood, metal) to add some more variation. It's cool though. I like how you made it look organic and hand-made.
Still- no clue how you make all this in SketchUp :)
It reminds me of Myst. It's a very nice scene. No clue how you light it like that in SketchUp. It's great!
so Eden is Bill Gates next big Project, yes? Just kidding ;)
balls! that is a nice screenshot. great looking environment!
What exactly do you do? I like your avatar and for some reason we are "friends", but I never figured out what you do moddingwise. Tell me :)
my favorite pic :)
work in progress
not bad at all. the phong looks good on it.
also good. simple, effective modeling and texturing!
nice model + texture
Looks great. Is foliage self-shadowed, then? It seems so and really grounds the detailsprites in reality.
love em. This will be our skinny guy, but there will be various player models to chose from in the end. Even some girls for the ladies and us ladylovers.
Great work on the map. I know this is a four week old shot with only the light adjusted. It will still get color corrected and gets a custom skybox, but I like the look!
If anyone would like to see the links to our new members, here they are:
... of course this didn't even mention all the other help we got, but there will be another news update in October, so have a little patience and enjoy the pictures we'll upload here, until then.
looks like the armchair from the MAtrix. Is that done with tutorial? Really good work on materials!
Sorry I put this under "trailers". There was just no option for documents and this was the closest I could choose.
I like it. Nice touch with the colors!
MP3, MP4 - MP5!
I like everything about this model and texture. Looks really good and sharp!
There's something intriguing about this. However, it looks very flat, like a papercut. You have to model the shape of an object, not only mimic the colors.
Fantastic everything! Big ole sun, eh ;)
Has a Manga-vibe to it.
Why did I think of Lego? This doesn't look like Lego at all :)
Looks excellent! Maybe It would look a little better, if you had painted the lettering, too to make it look hand made. (looks like it's printed/made with paths now).
Damn, it's better than ArmAII quality! Hope it will look as great ingame!
Great model! Top quality textures, too.
you added that second red house on the left later, didn't you? It's kinda weird, ever since I started using perspective lines for environments I see when something doesn't match exactly with the grid. Often that gives an environment a less sterile look, but even if you don't consciously see it the brain tells you that something is wrong with the picture.
However, this is one of my favorite concepts of yours!
Hell that is amazing! I can never get those hard lines, I wonder what I'm doing wrong. Your objects look solid, while mine often blur into each other and all I could think of is to use hard brushes for hard surfaces and soft ones for soft.
There seems to be more to it, though...
Looks like it has a long tongue saying "baaaah". I like the model, though I often think your magazines are too small.
Somehow the helmet doesn't fit with the rest of the armor. It looks too large and heavy for his class. I'd imagine he has a light open helmet, since he will want to look around a lot.
IT's a nice model, though.
Will this mod improve Arma's AI in some way or other? I think they shoot fast but think slow. The AI is still one of the things that's a weakness of this otherwise awesome game!
I play Arrowhead all the time. Good luck with the mod!
that's Spiderman's buggy! Just a different texture than Spidey's :)
lol. sexy idea :)
you can see the front grip has too many polys. Even though it may be curved in the original rifle, I'd prefer it tp gp straight down.
Her legs are a little short, but good concept! Why didn't you give her a neutral pose? Would be better for modeling.
This is an extremely unimpressive screenshot. I hope the rest of the map looks better. What's wrong with lighting? Why are all those black meshes unlit?
Fog this city ;)!
nice! good choice of codec.
On another note: the credits roll a bit slow.
wasn't it kinda more white? The shape looks alright, but the thing I remember from the Enterprise movie ;) looked more like a white(r) ship.
Also, why is the captain not opening the sails when he has full backward wind :)
neat. looks great!
nice knife. Grip is strange, because you make things your own way, instead of the easy way ;)
looks hot, but those rims on the back should be solved through the texture. They are also not evenly spaced as it is.
beautiful looking ship :)
it really has this outcast vibe, but the picture lacks some places of special interest. For example there could be something like beavers nesting here. Or simply some different vegetation now and then.
slick painting! with a little bit of ground texture and background this would be ace!
How cool is that? I wish Moddb would store all the design docs in a place where Newbies find them. So often have I heard people ask where to find good deesign docs to look at. This is the right place to start at! Great going guys!
damn this guy needs work...
looks good, but where's the door?
don't fail... so cold
***** in the picture
They look grown together. I remember the moons from the original game and it was an awesome sight. They seemed more distant for some reason, maybe bcause they were higher up the sky.
I also loved the height in Outcast. Those steep mountains you could climb near the sea, and the temples. One of the great things in Outcast were the huge heights and beautiful vistas. I see a lot of that in your mod and I'm sure a lot is yet to come. I'm glad oO is still alive. It was a great game and you're making it better!
That's a very long history. It is good to know what happened before, but it would be most interesting to know what happens in our story, now.
any chance to get it working with Win7? I get a flirry image, it's unplayable on my Win7.
Nobody likes ;) Ü
it's a ghost town baby - but the rent is low.
Pretty cool, the stuff that you have added works well and looks good. With every update there's a lot of improvement! And amazing that you can do all that with the engine.
Cutter Slade model is looking good and the Nano-Backpack is a cool toy. Only thing I asked myself is how you ever find something after you put it in there...luckily there is a menu for that ;)
dinosaur ambush? looks too cute somehow, but great rendering again.
Should have won the contest, instead of that dumb-looking big, red guy. Reminds me a little of Predator - must be the eyes.
skeleton-like architecture + lava floor = perfect match ;)
great, I'm loving this. Looks so effortless! I wish there were Graphic Novels in that Quality.
nice shops, eh ;)
Lookin' good, keep up the modeling. Looks like it would work very well with the Source or Orangebox engine.
big improvement, materials really shine and the textures are crisp. It looks like the lighting situation is a little different in the two pics, though; the left is only 80% black.
Anyway, the new one looks better :)
its so cute :)
favorite place to hangout on Source!
(just spamming a little)
the called him "Tiny"...
Pretty good, but we're used to BG2 standard by now ;)
I think you really got the most out of the concept, but for some shrewed reason I really like the line-battles most. They are somewhat a bigger destinction from other mods than the game mechanics alone.
Maybe your team can create some (more) maps for line battle and up the player limit to 60, on those maps. Though that would require some extra interfaces to properly group and command soldiers. Great mod though, always been!
great image and interesting ship. I didn't see the Raptor at the beginning and it's good to have itin there as some size reference. I like those medium sized ships.
I see you got Harley Quinn and Tom Cruise ;). I'm kinda waiting for the South Park crew or at least Batman!
No, seriously - why the Manga look? The other funky design and the surreal environments fit the game better, imho. How come you chose to abandon the original design?
one ugly car...
That's pretty cool. He took GTA and made his own vision. He made a lot of new things and adaptations to existing stuff. really good! Imagine playing GTA in your hometown :)
(now he needs missions: go to the grocery store, fetch some eggs!)
Favorite pic so far. I think it would be neat if you had a Zen Garden the player can use when they are afk. Just go into the Zen garden as a safe zone, until you finished your **** :)
You could also put in some rakes there, so players can make sand pictures...lol, idk
don't forget yer props: shrines, papers on bamboo, low tables, etc -> watch Lone Wolf and Cub for reference ;)
Looking good as the foundation!
It looks good, but could look a whole lot better. Create more contrast and areas of interest. Make a Japanese Lantern prop and scale it all over the place, so you can control the lighting situation.
As a base this is all great and I guess you lack real concept art to illustrate color keys, etc. However, just taking a screenshot and painting over in Ps will do wonders to illustrate the atmosphere you're creating. You should also try different hues and levels of saturation.
Overall good progress and great models/map. Just some dynamic (torches, swinging lantern) and other lightsources and some more props are missing. The trees are a bit too uniform for my tastes, too. They somehow look like UT2004. Maybe you need to make some different types and not only scale and rotate that same tree.
The above description of the historical background is partly good, partly poor. What annoys me is that it makes no sense in one particular place. In the ancient past people climbed the mountains, but today it kills you to travel into the "Twilisphere" (Twili=derived from Twilight?). This could be easily mended by saying they went up dressed in some material that only grows below the "sphere", or they climbed up through a forgotten or destroyed "pipe" of a plant; the way it is now it's just contradictory.
STEAM ENGINES? are you serious? I have big respect for Aero Empire and I know that it's not about realism, but Steam evokes a certain look, too. E.g. "Pressurized Propellant" would be more interesting and ads a native quality to the world. Taking everything from our world and porting it over won't make AE unique. The game needs to evoke a world of its own, down to the semantic level. It's too unique a creation to become a pale mirror of our modern world.
this looks cool. you should upload a trailer!
It has a second seat. It's just under the hood now.
Cool car - cute racer!Don't they bild Trucks normally? Somehow I know the brand, but I never saw the car.
don't you have to run a lot farther, if you're playing on the moon? Or do you just hit less hard? Question of all Questions.
"some modifications" - lol
This is an incredible custom job, Renault 12 is such an ugly car and this is just WOW!
Does it have lights inside the grille, or is it pure showcar (no numberplate, so I guess that)
dude you are getting overtaken by motorbikes!
Incredible how the pro drivers can go through a road like that at 2 times the speed of a normal car. Pretty cool to see this. Are other racetracks open for driving, too?
try some of the other layer modes in PS, especially luminescence and multiply.
that's cool. would that fall under "procedural" content? It doesn't quite seem to fit the expression, but this variation of props and designs is somewhat procedural, imho.
nice movie, very artistic.
Nice looking concept, man!
poor little picture - nobody say you're cute!
The link to the competition forum brings me here. Why is that?
great looking map. very clean textures and overall techy feeling. Nice job!
this looks smaller than I'd imagined it to be.
He's wearing hsi Karma boots.
Good Nazi, maybe a bit too red?
Thrilling mod, Will you move the setting back in time? I wonder how that works with all the buildings and environment.
Yes, the demo was neat, however the team started to fall apart after its release. The better part of them develops "Diaspora" now. I wouldn't expect anything from BTRL. It has done nothing for its fanbase in the past three years and the team leader has managed to argue his best staff out off the project.
So, no matter how high you rate this old demo, as long as it doesn't add up to anything more than that it's not worth talking about.
Whoever wrote that description is a disgrace to the German language. How can you make seven errors in a single sentence?!
Looking good so far. I really wondered about the Daimyo in the first segment, as I thought it was a hunchback. Later I read that part about the stock models. It would be nice if you could counter attacks after blocking them. Hope that's part of the complete fighting system.
Apart from this I really like this mod and it's choice of traditional Japanese weapons. I hope you brush up on the hats and straw helmets of the period, since these can make it easier to distinguish who is who, in the game. Make it a bit more colorful, too ;)
the muffin man
What are yo smiling at? Get up and dance!
nice bounce-light. If there was a way to blur edges this would look even better.
I think I have to play this mod - what about the electricity and modern age mixed with medieval style? Looks intriguing!
just me an my twin down here...
Looks good, almost too much frenzy for my taste, but that's how war is. Pre-Beta? You could call it an Alpha, can't you?
I think EPIC should do something about GOW and UNREAL 3. It can't be that people, who have bought Unreal can't run mods made for GOW. It would be a pity to develop a game/mod like this and only GOW players able to play it. Since the game sold like wild on consoles and less on PC you's miss on a lot of potential gamers. Why can't they just allow the texture and mesh library to be uploaded and shared? GOW simply has tons of better textures and more appealing, dystopian house ruins, etc.
Forest, omg, it's a...forest!
House for Sale!
Very good condition. Partly painted, 100 Yards Garden. Free telephone pole. Toilet in/behind side wing. No Glass. Call now!
Look out! p:
Quitting would be really stupid, since you might still find a publisher and develop this game into a commercial release. It just bothers me that you weren't able to release any playable beta so far, but I guess that's the magic of modding: you can never quite know what happens.
Despite the problems with personel, I hope Warm Gun will become an awesome mod and entertain people on PS3 and PC alike. To get that far purely by cooperative means and without investing money is a huge feat!
I like the concept of this game. I'm sure originality is still a strong point in selling games and your world is so coherent and looks like it's interesting to explore that I see a lot of potential here.
Are those backgrounds handdrawn, if not is there any tutorial you could refer me to where I learn to draw textures like these? Somehow looks like watercolor, cartooney, yet so realistic and "used" on the other hand. Fits the machine-topic perfectly. Wonderful game!
Love is a rocket plane. Nice image!
There is a place called Germantown? Where are my Schnitzel and Bratwurst?
The new classes rock - can they also throw the tomahawk, or is it melee only? Nice hotpants, too!
what the hell kind of description is that, lol?
Why is this called S.A.? the image is the airfiled from San Andreas, but in the desciption it says this is for Vice City?
Great job, I'm very curious about the release!
Alright, instructions are in the Engine .zip itself. Thanks for upload, gonna give it a try :)
Hmm, is interesting to me, since I have been thinking about creating iPhone books. Would that be a good application? And where can I find instructions on how to use it?
Balls! this game is gonna make me scream in the dark and everyone will hear it (as opposed to nobody). I'll put up "neighborly advisory" plates to warn them, when I'm playing.
How does being total sandbox give it a low replay value? I can fly,run, drive in sandbox games forever without getting bored.
Screens look a bit empty. Will there be asteroids and comets, etc? The nebula looks ok, but seems a little too solid. Nice work for standalone and doing your own thing, though!
I was a bit sceptical at first, but Source is really a cool engine for this mod! And the models do tell you really enjoy what you're doing.
one would think the ipod got better in the future, instead of worse.
All yer models are cool, though, can't wait to play a mission!
not really much to see here, but it looks liks a cool KF map - I always like them when you DON'T see that much. Remindsme of "KF_swamps" a little bit.
I like how it says: presented by the U.S. Airforce in the banner above ;)
It's a cool idea, but most of the models look a bit weird, or not weird enough.
9 - you shall protect the future!
nice song, innit? Viper's looking hot, it would be cool, if it had anti-air missiles or a top-railgun to get rid of those nasty army choppers. Looks like fun!
nice fatsuit, King George!
can you make it so you can import custom images? I want one of my ex-girlfriends in every row.
I had one of those, but mine had a radio! ;) -nice model!
Cool! About time there was a Demo! Looks like I have a perfect System for this, gonna try.
Why doesn't he look Arab?
why is he crosseyed? He's kinda looking at his own nose and he also looks like he's smiling about something. This is supposed to be the stupid grunt, or why?
we must go back to the future, Marty
Comic is a very good idea for a previs(ualization), I am thinking of doing the same for all scenes of Mech Override, now.
The new colors and stronger saturation work a lot better for me than the dull looks from before, even though the city has always had its own style and charme. How about making some landmarks, which really stand out and add diversion to places? It's also nice finding such things, and I can still remember my screams of joy when I found "World biggest ****" in San Andreas :) (you will want something else, though, but it definately will add some feel of its own).
The bloom turns this into very dream-like scenes. It enhances the bad world feeling, but I'm bothered by it's dreamy fluffy-ness. Perhaps some particles in form of blowing mist or low animated cloud textures could break up the monotony a bit.
I like those new images best from what I have seen so far and I must say you are really pushing the limits of the engine, and I know no better looking indie-game for Torque Advanced. Garage should give you a medal for making this game, seriously!
Goldsource and this game are a match made in heaven. Really impressive.
Awesome shooting range - I love the mod, Halloween4. Give us a demo please, if you can manage.
I really wonder what will win MSUC this year. This is by far the best and most original idea, and if just-another-Zombie-mod wins the contest, I'm going to throw my copy of Unreal3 away.
Beautiful! Got to give to Crysis that they still got one of the best rendering systems around.
This is Finnish, but it's not the end...
That's not teflon, is it? Looks like the solid stuff, which is better for steak and hitting people on the head ;)
I want to use that in Doom3-Coop :) - call it model "Demonbasher" and ship a cook outfit with white hat with it! Nice, I like funstuff for Doom3.
nice description and impressive tech. From an artistic standpoint the texture sizes of floor and props don't match so good (floor looks stretched), but technically this is brilliant.
Well, well, nice! I'D expect a wooden roof, so I hope those tiles will be wood after texturing. Really liking what you're doing here and all the efforts made in the past. Cryengine2 really has the best rendering engine there is, one must say.
Agreed, the map layout is pretty clever, even though I found myself treading the same path for a couple of times, doing the same puzzles. Yet, the game is forgiving on those who prefer to rush through and it's usually pretty clear what you need to do. It's a new take on the dungeon theme and it's very well done in most aspects.
Even though the mod is beautiful and probably has aspirations to make it to a commercial game there is one flaw, I found more than just peripheral.
A game like this needs story or at least some kind of goal you can identify with. Using so many unbridgable gaps in the level design screems for some kind of objective, e.g. generic princess N^57 to be dragged away from you by the guards. To save the princess you have to become a demon yourself, so in the end you fall short of happiness, but save your beloved. Who will then sacrifice herself to be with you, yadda, yadda.
Nice, nice game! three years of hard work, no doubt, but don't underestimate the power of story, be it even as generic as the one I posted above.
Why is your profile no longer public? Flamewars? I'd like to talk to you about a payed position as character modeller in our film "Mech Override". As I sayed, we are approaching prototype stage and we will take this project all the way to raise a budget.
You can at least listen to some of our ideas, unless you are really convinced that your current project will take you to the top.
is it possible to group all these "mod development" releases (e.g. yours and The Nameless Mod, etc.) into one new category (development documents), so we can find them again?
This should be considered by Moddb staff, because it's really the thing modders want to look at and can never, ever find on this site.
Nice...potatoes?!!! Heh, for a game?
Christine the killer ;)
At first I thought this is naive to even try to make LucasArts listen. They don't take too well on modding their games, as far as I can tell. However, I signed this petition out of curiosity what a crowd of fans can achieve. So far there are only 53 votes, so if you want to see, if it's possible, sign up yourself!
Are you French? Must be! Why do the French always have the coolest looking games and designs? Really nice! Looks more like Half-Life engine than Crysis somehow.
something's in the bushes...
Hah, hilarious! Good stuff - seems like you spent a good deal of your time "interviewing" E3 girls, though. Now, the only question I have left is:
Is that a fake beard???
Nice one, going to E3 as the "Underwolf", you guys keep growing and growing in my respect!
I'll definately give this journal a read, soon. Amazing to see how inventive Mechner was and what the hurdles of those days were like. This will surely be an entertaing read. Thanks for posting!
People are going to buy it anyway, because people are that stupid.
Woah - he changed quite a bit, since I last saw him! I guess we are going to see your mod at the very end of Phase 4, then?
Is there a version for Modo 3, or does this version work with all versions of Modo? Kinda dificult getting .ase exported without it...
Great Shot! Model looks improved!
I wonder what's going on here...his 'stick' doesn't look too healthy.
cool model, if it's already optimised. Great texture!
(are the bullets that small in reality, though?)
green skin? Odd, but looks good and actually makes sense when you are outdoors with the rifle. For city I would perhaps prefer an "urban" skin.
what's this around them - biscuits? The winning guy just wants a flapjacket, right :)?
I am willing to proof-read and correct all your writing. Basically there is an error in every single sentence. And it's JOKER, as in joke. There is no jockey involved.
If it's based on GOW that means we can't play it with Unreal, because we don't have the right packages, right?
thisis a really cool image.
That's an amazing image. Looks like art.
why is everything so desaturated? What I'm missing a little is a distinctive look for this mod. You have great models and good looking work done, but the textures don't add that emotion I get when I look at your concepts.
Really cool. Stuff you can make with your engine is impressive. Quite unique retro style with all the cool effects.
nice shot, light seems a bit strong on that building.
what the hell dude - is that cowboy walking towards ye', Ballerina-style, or what's with the feet?
The gun looks highly strange, too.
I don't mind simple mods, but you could at least make an effort at getting the worst flaws out of it before releasing.
I like this image, very atmospheric. A few more bushes near the graves would be nice.
One thing I always wonderec about - how can you steer Kitt in "super-pursuit mode"? Isn't the car too fast to be controlled then?
I think that's beautiful idea, yet I wonder how deep it will go. It seems like you want to produce a rather large gaming environment and I'm sure it will be technically challenging.
It's a large project, you are going to need a big team, too. One advice: don't start working, until you have concepts and a proof of design. You are developing thisinto an Anime-style? I am curious to see more!
An undead gorilla? Poor thing has no legs, but that makes it look even scarier. Looking at that picture makes me think how you kill it...
Really great character, I'd digg it though, if part of his skull was marred and rotting flesh as well.
I love your engine and the presentational videos. Did you pull two Buddhas out of the puny stones? I hope there will be a special beatboxing track on the soundtrack. Or is it already part of the game ;)?
Hot! I remember the show now, completely forgot about it.
His name is Machete -nice, would be easier to see without a scratch overlay and by all means the overlay should not affect the machete. Make a quick mask and exclude it from the selection.
Someone's in the kitchen with Dinaahhh...and someone looks really hungry outside of the kitchen...
not inspired by L4D? ;)Looking good though, great collague
Can this machine knit sweaters, or is it just a device that makes walking straight (or anywhere in fact) very hard to do?
"Concept Art for a sword" is really a brilliantly detailed description. Yet, I'd like to know what's the theme of the sword and if it's supposed to be wielded with one or two hands. Looks fairly medieval/straight to me, so it's probably be a blade like those from the Renaissance? Enlighten the path for those, who don't own a Nordic Track, yet.
Nice, reminds me of Samurai Champloo.
Yo, that's great! I think a shop like this could work, if you offer cool and quality stuff. Make some special offers to drag us into it ;)!
Does that mean we can make T-Shirts with our mod's theme? That's awesome and might lead to some excellent competitons and fun challenges. Maybe in a year, I'll be a Moddb-brandboy :) Bring out the pants and shoes!
I think what you're doing as a one-man-team is a amazing! This level is very imginative and interesting to look at. Lot of new stuff for me, since the last update. Way to go!
I like those modcasts when I'm cooking or doing something away from the PC. Still think the intro music is a bit long, but I always seem to have it with music these days ;)
Truly Nameless and nonetheless a great mod! I still haven't finished it entirely, but its always fun going back. Thanks for the interview, it would be really interesting to see the kind of design document(s) involved in the mod-making.
Sounds great, especially the part about free sailing. I also wish my name could be Horatio Hornblower, now.
Can you really sail in this mod (I didn't ever play the game), as to use the wind to your advantage, or does free-sail just imply that you don't have to switch to the overview? Sailing might get me to buy a mod, I wish there were some good sailing games.
Cool, played this mansion on GC last :)
Curious how it looks, can you add some (more) screens?
Hah, that game never dies! I suppose you're all looking forward to the new game, this year? :)
I should actually be deleting this. I don't know what made me pose a small, half assed, out of perspective hovership. I replace this with the fancy colored version, when it's done.
You need to study some human anatomy. It's not all wrong, but its not right, either. The torso is okay, the arms seem overtly large, so do the hands, while the legs seem too short, the kneecaps have no function and he's cross-legged.
Study humans, start sculpting, whatever. You have enough skills to make a low poly character, but I see problems with proportions. The ear/helmet combination also looks odd and when I look at the guy, I get the feeling he is only 1,60 meters of height. Don't know why that is, but I attribute it to the +#+#§$ proportions.
wow, either this style fits very well with gta - which would surprise me. Or you have an ace modeler. either way that's real nice quality and I would jump to reinstal SA, just to give this a long and lasting spin.
Great idea, you should team up with a multiplayer mod and make this a coop survival 24/7 game.
P.S.: why does the crow look like it has an exaust when flying?
the final model must have onated too much and gone blind ;)
I read most of this and am still trying to figure out what this newsflash wants to tell me. Casting a spell is called onating, heh. Got that.