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!
Hear, hear! Is this still developed by the original creator of Killing Floor, Alex Quick?
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.
Smart man! I didn't see that when I first read the news, but I came back here to write exactly the same thing. EPIC is gonna sell a shitload of subscriptions this way and they don't even have to make a game.
That would be interesting, as I am also developing with U4 and could perhaps become helpful in some other ways, too. Plus, I could check out unpackaged stuff, if that is easier (I haven't checked the pubishing procedure in U4 yet. Don't know how difficult it is to bake a project, compared to UDK)
I sent you my contact details in a PM. Thanks for the kind words!
Perhaps I should call it the Stapler gun then. No wait, that already exits.
Personally, the stapler picture reminds me of Alien. Let's hear what Alien reminds you of!
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.
None of the things I encountered were game-breaking or even diminishing the fun. This is a very cool concept with tons of potential. The few things I observed should not keep anyone from trying TerraTech. It's really cute too.
Wow, I should be a gametester ^^. First I chose the 1920x1200 resolution + "fabulous" settings and got some gamma messup; this is my screen's native resolution though. The game was overbright, so I quit. Restarted in lower settings + resolution and it worked fine.
Except I somehow managed not to trigger the regular game and instructions and just drove around for a while, shooting at plants. I was wondering what to do and restarted again and then everything worked normal. I don't know where the error was, it wasn't anything big, but somehow I managed to screw with your game ^^
And then it was fun, but whenever I pick up the stuff, another car comes to annoy me. So I hung around the same spot, fighting 3 cars in a row and quit. It's pretty cool though, I can see how the game is fun and can get a lot of expansions to keep it fun for years. Unity driving physics aint so bad either, but sometimes I missed a feeling of weight. I want to be able to ram into a guy and not only shoot him. If my car is heavier than his, it should do some damage.
What do you mean? This is realtime again, in Unreal Engine 4. I didn't make any special material, just the Diff, Norm, Spec + 2 constant nodes that deal with metallic and roughness settings.
I thought about some variation for colors too. Might do that someday, because it could completely restyle the weapon. Imagine Camo on this. Would look weird, so it's worth tryin' out ^^
The clean texture you are refering to was just the unfinished version of this one. If I remove the top layer with the design elements it is all still under there. Textures are 2K for the diffuse, 1k for everything else.
Did I convince you, or was that planned anyway?
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.
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.
... he says on the one picture where the textures don't match up ^^
Thanks man! I guess someday I'll move that yellow/black stripe down a notch, so the back edges line up. It's fine on the other side. It's a quick change, but the normal map needs the same treatment, and I'm alreadybusy elsewhere. Once you get to the point where the technical side is no problem any more, you just want to model more and more ^^
When is this coming to the standalone? I always liked the train map in the old FOF, but this looks even more varied.
What happened to "we know our rights and would never release something we don't know we have the rights to!". That was (in my own words) the bold statement when Mass Destruction was still coming out with Duke Nukem. Bombshell can be a support character, but as a heroine she will be tough to sell. I know I don't want her.
As much as I want to support Interceptor, I think they disappointed more people than just me by caving in to Gearbox (again). Oh also: **** Gearbox! Seriously, how many games are they gonna bring down without offering anything of their own!
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.
Looking good. I did like the flying bears from back a while though. They just made me chuckle every time.
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.
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!
I did change a lot of things from the concept to model. The concept proportions are cartoony in some ways. I toned them down. Hope you like the result. Thanks for commenting!
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..
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.
Thanks. Glad you like it. The best thing is I only needed a few programs. I used to have tons of programs and do everything in another prog, now I have Maya, Mudbox, Photoshop and it's perfectly good enough to bake and get these results, quickly.
Have you baked lighting for the map, or is this the preview light/shadow? There is something about the light. It seems to me like shadows are too bright and surfaces in shadows are too bright, too. And AO seems to work in corners, but not between objects. For example, between sidewalk and around buildings (on the ground), there seems to be no occlusion.
Lots of tools though and all seem to work as advertised. I like it!
I get no video here.