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So, what are you working on right now?


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#5001 Springheel

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Posted 01 November 2013 - 03:27 PM

1158 tris


Yeah, that's getting closer. Our current swords are all less than 500 tris. It's the texture (including the normalmap) that will really make or break these kinds of models.
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#5002 Xcen

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Posted 02 November 2013 - 10:09 AM

Posted Image

1158, 486, 390 tris
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#5003 Serpentine

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Posted 02 November 2013 - 10:15 AM

1158, 486, 390 tris

Awww yeah, that's fantastic, I can't really tell the difference between then :)

#5004 Melan

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Posted 02 November 2013 - 10:45 AM

Awww yeah, that's fantastic, I can't really tell the difference between then :)

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#5005 Springheel

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Posted 02 November 2013 - 01:21 PM

Yep. It's the texture that makes these kinds of things look good, not really the number of polys.
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#5006 Xcen

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Posted 03 November 2013 - 12:16 PM

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#5007 Bikerdude

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Posted 03 November 2013 - 01:58 PM

Now thats a TDM sword!

#5008 Sotha

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Posted 03 November 2013 - 03:08 PM

Yep, looks Pretty Sharp. ;)
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#5009 Sotha

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Posted 03 November 2013 - 03:43 PM

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I haven't shown any mapping work for a while. Let's update a little.

I've been building some LOL (Life Of Luxury) modules for some really fancy manor interiors.
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#5010 Springheel

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Posted 03 November 2013 - 04:13 PM

Awesome!
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#5011 grayman

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Posted 03 November 2013 - 04:26 PM

Will the "very sharp sword" be making an appearance in 2.01?

I'm very interested.

#5012 Goldwell

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Posted 03 November 2013 - 04:32 PM

Will the "very sharp sword" be making an appearance in 2.01?

I'm very interested.


Me too!

I have a great place to put it in my map. Xcen any chance you could upload a copy of it? You would get credit where credit is due of course ;)

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#5013 ungoliant

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Posted 03 November 2013 - 07:34 PM

if it were mine, I might even scrawl my name into the hilt texture in some fancy script thats hard to read.

#5014 RJFerret

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Posted 05 November 2013 - 02:55 AM

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Not to change the subject, but here's my bare beginnings (sorry, pun intended)...
Hidden out of view from here, there's a nice warm campfire down there to, erm, avoid...
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#5015 Obsttorte

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Posted 05 November 2013 - 09:44 AM

Nice. :)
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#5016 Melan

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Posted 05 November 2013 - 10:19 AM

Nice. I'd add a few lights to it if it doesn't destroy the frame rate, but the scene is going in interesting ways.
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#5017 Goldwell

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Posted 05 November 2013 - 02:53 PM

Not to change the subject, but here's my bare beginnings (sorry, pun intended)...
Hidden out of view from here, there's a nice warm campfire down there to, erm, avoid...

<snip>


That looks really cool! Do you have a story planned out yet?

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#5018 Diego

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Posted 05 November 2013 - 06:02 PM

I haven't shown any mapping work for a while. Let's update a little.

I've been building some LOL (Life Of Luxury) modules for some really fancy manor interiors.
Posted Image


Looks great!
these materials could use some more prominent normal maps though. Or even more polys.

#5019 RJFerret

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Posted 05 November 2013 - 08:13 PM

Thanks!

Heh, most the light you can't see down at the far third, I just like this view. :-) More light, more AIs (you can't make out half a dozen horses and those down by the fire), more sound, more foreshadowing, more frills, more... You know how it is!

Yes, story motivated the setting down the hill, basically we're at a trading stopover on a mountain pass, but recent rockfall has cut off the way down this side. Our thief overheard a local trader regretting having sold something to a merchant caravan for the amount he did, since they haven't gotten very far, we can recover said item for him. Of course we don't want suspicion pointing his way, so need to nab other stuff to cover up the main intent as well.

Of course, that's only half the adventure. ;-)

(I wanted to start fairly basic, to learn what pitfalls to avoid with more complex things for the future, and also measure my investment/enjoyment in the process, thankfully so far so good! Just don't put a domed lid chest up against a wall...)

Edited by RJFerret, 05 November 2013 - 08:21 PM.

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#5020 RJFerret

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Posted 07 November 2013 - 11:21 PM

OK, so I've reached a stopping point. Half the mission is in place (and playable on easy), but before I do more, it would be helpful to know what I've missed in my beginner ignorance, and how it performs for someone on a lower end system.

Would someone experienced at poking around newbie maps like to check it out?

Might someone with a system that struggles, care to give me insights how it performs for them please?
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#5021 demagogue

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Posted 08 November 2013 - 04:57 AM

We have a term for this, an Alpha test. You might ask for a thread on the betatest forum so you can keep everything in a thread. I'd like to help, but I'm up to my ears in writing papers right now!
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#5022 Krypt

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Posted 13 November 2013 - 01:36 PM

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The Huntsman card room at the Royal Hart Gambling Hall: where the upper crust gather to posture, scheme and wager. It's said that thousands in gold and jewels changes hands within these walls on a nightly basis, and most of it flows right into the house's coffers. No thief has ever hit this place and lived to tell the tale, but those thieves were not me...
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#5023 kyyrma

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Posted 13 November 2013 - 02:04 PM

Krypt, that looks fantastic. Really detailed, I like it!

I know its a four year old post, but still...

Spoiler

... Not really Thief-like, is it? :-)

Spoiler

Edited by kyyrma, 13 November 2013 - 02:12 PM.

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#5024 Springheel

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Posted 13 November 2013 - 02:41 PM

Very nice Krypt, although the door texture looks awfully rough for such a posh room.
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#5025 Sotha

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Posted 13 November 2013 - 03:02 PM

Very impressive looking scene. I'd double check the floor texture. Looks a bit too high scale.

Keep up the good work!
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