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So, what are you working on right now?


Springheel

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Thanks for the feedback guys,

 

@Goldwell, I'll lower the height radius of the torch lights, and I'll also turn the light illuminating the circular "rose window" textures orange to provide more of a contrast.

 

@Biker, yep it's a spirit realm.

 

@Dunedain, I originally thought about adding mist, but the player will be returning to this section several times during the FM so I worry about making it too challenging to navigate. I'm hoping the jumping between platforms is just hard enough to break up the pacing (i.e. light platforming to contrast with the sneaking about) instead of being a difficult obstacle.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Penny Dreadful 3. Progressing really slowly and subject to change (like the blank, featureless wall in front of you), but progressing nevertheless.

 

erasing02_zpsl9mzue8c.jpg

It looks wonderful.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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WIP

Your basement in particular has something Thief to it - wiĺl we be breaking into Bafford's manor all over again? :)

 

As for feedback:

- In shot 4 I'd put in some vertical beams to cover up those bends in the wall. This is coming from a fan of beams

- In shot 6 for the balustrade I'd suggest putting in some slightly larger posts in the corners, maybe with a ball or so on top. I'd make the handrail have rounded edges, and there could be a second "handrail" on the bottom for the balustrade to rest on. What could be interesting as well is to make the balcony elliptical, unless you prefer a right-angled theme.

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@Goldwell, you have some very nice scenes there! I especially like the basement :)

 

One advice: you should try to focus next is the texture alignment. There are some cuts in the multi cornered rooms which don't look nice (on the wall patterns and the wooden textures).

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Hey Goldwell,

 

Looking good - the one thing that I (like SeriousToni) noticed was that the room w/ the white wallpaper looks a bit off. It's annoying because I can tell that the texture alignment is perfect, but for some reason those sharp brush cuts can look harsh in-game (as I found out since I'm using a lot of angled brush walls in my WIP). I'd recommend either covering up the seams with pillars or replacing them with bevels for a smoother look.

 

Keep going though, it looks great, especially that last pic!

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Thanks for the feedback guys!

 

All great ideas as well, i've added some beams to the room with the two doors and the white wallpaper and it's looking much better now. Plus i've added some spheres to the corners of the balcony area and it's a nice little touch that makes the scene more believable.

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Been doing some work in Blender, thought I might as well practise on stuff you guys could use, will probably post a few models here as I finish them...

 

That's a good idea so the stuff doesn't land in a folder getting dusty! :)

I really like the idea of some rare, bigger coins. I remember finding one in Thief 2 which had a cool ancient texture which made me feel like a real lucky person :D

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Bravo! I do love finding nice coins, especially in game where I can steal them instead of coughing up real money that could otherwise be spent on beer for them. My avatar by the way is a tetradrachm of the emporer Hadrian -- great man -- minted in Constantinople. An impulse purchase during a pub crawl. Pic taken with my phone, you remind me I should get someone who knows how to use a camera to take a better one :)

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Isn't that a cross on the coin? It's a bit out of place for the TDM setting.

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

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It's inside a circle so I assumed the proportions were off. Regardless, it's ambiguous enough not to worry about.

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Isn't that a cross on the coin? It's a bit out of place for the TDM setting.

You iconoclast, you... ;) Thanks guys, since this is mostly model related, Im taking it to my thread, shall post progress there. Agree with Springheel though, that the cross kinda looks like a sword, and since the coin is probably going to be like 5-6 cm wide tops, it will be hard to notice it in detail. PS: Good work everybody, lately!

Edited by RPGista
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