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So, what are you working on right now?


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#6826 Epifire

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Posted 14 January 2016 - 12:51 AM

@Epifire I was trying to figure out why that room looked so oddly familiar in the picture.. and then I realized that's because it's a section of my current WIP I sent you long ago for a custom model you did for me haha :)

 

That new model looks fantastic btw!

 

Oh yeah, whoops!  :wacko:

 

I just ended up putting my random test models in there as I was messing with lights and found a setting I liked with that room. I actually had a shot in-engine (with that same location) with the rest of the room cropped out and some added text decor so I doubt anyone noticed it was in-game.

 

Thanks a bunch for the kind words all. I'm glad it's been received well, as you're the folks I make this stuff for!


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#6827 Epifire

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Posted 20 January 2016 - 12:01 AM

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Pardon the double post. Figured out the skins file and tossed together a derelict version today (with some snazzy rusty/dirty normals). I'll hopefully be able to supply some sounds through a friend later.

 

Painting normal map information for these transformers has been truly a blast with Substance Painter  B)

 

requiem_2016-01-19_23.09.22_zpsd0lu43x6.                  

 

Wondering if we have any electrical effects? I can't do particles but it would look much nicer if we had an electrical arc that would fit the prop. With that being done I'm wanting to move onto something else.. electrical.


Edited by Epifire, 20 January 2016 - 12:26 AM.

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#6828 Bikerdude

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Posted 20 January 2016 - 04:15 AM

I particularly like the middle one, very dark and moody.



#6829 Springheel

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Posted 20 January 2016 - 08:55 AM

Looks great!  I like the middle one as well.  One of the art directions I'm trying to follow is that industrial models should be very desaturated and cold looking, to contrast with the warm reds of mansion environments and the earth tones of city environments.

 

One suggestion--rotate one of the needles so that they both don't point in exactly the same direction (you could also create a new texture that points to a different table so they don't move in sync).

 

As for electrical effects, there are several particles in existence, though I don't know what would fit exactly.  Use the particle editor in DR to see what's available.


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#6830 Epifire

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Posted 20 January 2016 - 01:22 PM

Good points for industrial meshes. I could also alter that needle's position a bit too, which shouldn't be a problem. You can't see it there but the bottom gauge actually points about a hundred mortz higher than the top. In theory a well calibrated unit should have consistent intervals with both pylons reading the same frequency. But we're going to assume whoever uses these just don't give a lick about increasing performance, which would also make a bit more sense if there is any kind of exaggeration in the arc effect.

 

I think (besides UV position) the needle would benefit a lot by just being ran on a tighter rotate time to differentiate between the two. From what I could find there was only that electrical swarm kind of effect for lamposts and such. It didn't look right (as it's a bit too large) on top of the unit. The other one was kind of a specific panner looking one but it still didn't line up because of the 45 degree tilt the pylons have.


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#6831 RPGista

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Posted 20 January 2016 - 10:19 PM

They look stunning, the textures specially are fantastic, its not easy making metal that looks this good, kudos man. I think its awesome youre really putting in the work to make they come to life in every detail, like the glowing meters, the moving gauge, and now the particles.

#6832 VanishedOne

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Posted 21 January 2016 - 10:45 AM

From what I could find there was only that electrical swarm kind of effect for lamposts and such. It didn't look right (as it's a bit too large) on top of the unit. The other one was kind of a specific panner looking one but it still didn't line up because of the 45 degree tilt the pylons have.

It's usually not that hard to adjust the size of existing particle definitions to make a new one. http://bugs.thedarkm...iew.php?id=4280 has a resized tdm_arclight_2 (but note the bug in the report).


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#6833 Capela

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Posted 21 January 2016 - 02:11 PM

 

 

 

requiem_2016-01-19_23.09.22_zpsd0lu43x6.                  

 

Wondering if we have any electrical effects? I can't do particles but it would look much nicer if we had an electrical arc that would fit the prop. With that being done I'm wanting to move onto something else.. electrical.

 

 

Realy like it. But i cant see what is the dimention of the object...if is not ask to much can you put a picture with an AI figure.. Thanks


Edited by Capela, 21 January 2016 - 02:16 PM.


#6834 Epifire

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Posted 21 January 2016 - 11:55 PM

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Realy like it. But i cant see what is the dimention of the object...if is not ask to much can you put a picture with an AI figure.. Thanks

 

Right, I don't think I had anything else to show scale. Stands slightly under head height. Here's a comparison...

 

requiem_2016-01-21_22.39.58_zps993amrrq.

 

EDIT:

 

Also! We have a sound in the works (one of two). This is a base layer idle/active sound that I specifically wanted separate. If we ever include anything later that requires a starting sequence this can be started in first...

 

http://www.mediafire...former_loop.wav

 

We'll finagle with the volume later as it's still a little quiet, but I'm happy with it so far. It doesn't loop yet but we'll hopefully have that done with an arc sound for the beam. I have no hand in the sound creations, so this I credit to my friend Evan Thornton who has been happy to lend a hand. He's into writing and recording music and novels which are even on his own site: http://www.fallenproductions.net/

 

So yeah all I need now is to find someone who can help me with the particle effect.


Edited by Epifire, 22 January 2016 - 01:15 AM.

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#6835 Capela

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Posted 23 January 2016 - 04:41 PM

@Epifire, thats big than i tghout and its really a good work, i hope the TDM team just incorporate the 3 versions.



#6836 Capela

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Posted 28 January 2016 - 06:08 PM

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Well, what should be a simple back door entrance to the castle. just results in this. And theres still alot to do in this zone.

 

CM_05_2016_01_28_22_47_40.jpg

 

 

CM_05_2016_01_28_22_48_28.jpg


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#6837 Goldwell

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Posted 28 January 2016 - 06:57 PM

I really hope your maps see the light of day one day because wow they look incredible!


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#6838 Melan

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Posted 29 January 2016 - 03:30 AM

You really nailed the garden - lit up just enough to feel mysterious and foreboding. Cool!


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

#6839 Epifire

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Posted 30 January 2016 - 02:54 AM

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Done with the major baking, soon to texture tomorrow. My overly complex take on the Harbour Spotlight, has five various cranks and levers. One for on/off, pitch/yaw, pitch lock and of course the large rear crank to loosen the front cover hooks. Should stand about 180 units high, and is about 4.8k polys for the whole thing...

 

Taken from within Substance Painter

 

CZ88XH-VAAAibm3.png

 

CZ88XXKVIAEo9MK.png

 

Hopefully I'll have it done and in-engine tomorrow.


Edited by Epifire, 30 January 2016 - 02:55 AM.

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#6840 Melan

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Posted 30 January 2016 - 03:28 AM

Very elegant work, Epifire! Love the detailing. :)

 

How about a separate spotlight object (without the support structure and the hanging box), in a smaller and larger size? That could be a versatile prop.


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

#6841 Bikerdude

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Posted 30 January 2016 - 04:49 AM

Hopefully I'll have it done and in-engine tomorrow.

Cant see anything :-(

 

Bloody browser addons blocking the images.


Edited by Bikerdude, 30 January 2016 - 04:51 AM.


#6842 Epifire

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Posted 30 January 2016 - 05:13 PM

Very elegant work, Epifire! Love the detailing. :)

 

How about a separate spotlight object (without the support structure and the hanging box), in a smaller and larger size? That could be a versatile prop.

 

Thank you! And for a separate object it just all depends. I'm on the ropes about splitting this one up (for rotation posing in DR) but I could probably use the main body of this if I were to create an alternate version. 

 

My only thoughts are what other parts would be present with just the light? My thoughts being, how would it be mounted and positioned. The box is the electrical receiver and is there for balancing the weight for ease of adjusting the pitch axis (in theory anyway). So if I removed that it'd be a bit hard to work around unless I just baked a new texture (which is also possible). Either way, message me more details if you're wanting to get specific.


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#6843 RPGista

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Posted 30 January 2016 - 10:05 PM

Amazing details!



#6844 Bikerdude

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Posted 31 January 2016 - 07:36 AM

Afternoon

 

Here are some screenshots from a mission Melan, myself and Shadowhide are currently working on, enjoy.

 

shadowhide_2016-01-31_12.21.50.jpg

 

shadowhide_2016-01-31_12.22.56.jpg



#6845 Goldwell

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Posted 31 January 2016 - 08:13 AM

Those sewers are incredible! I'd thought you hit the top tier with Sir Talbots sewers but these blow those away 10 fold!


Edited by Goldwell, 31 January 2016 - 08:14 AM.

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#6846 Springheel

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Posted 31 January 2016 - 08:39 AM

I think those are the best sewers I've ever seen in TDM.


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#6847 MirceaKitsune

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Posted 31 January 2016 - 08:55 AM

I think those are the best sewers I've ever seen in TDM.

 

Seconding that. Looks very awesome!



#6848 Bikerdude

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Posted 31 January 2016 - 09:12 AM

Said sewers were originally going to be part of Bcd, but had to be removed due to hitting various limits which kept causing the game to crash.



#6849 Capela

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Posted 31 January 2016 - 10:11 AM

Very well done and very immersive ambient.



#6850 Epifire

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Posted 31 January 2016 - 10:51 AM

Said sewers were originally going to be part of Bcd, but had to be removed due to hitting various limits which kept causing the game to crash.

 

If any modeled details could help (if it's a brush entity limit in question) I'd be willing to help. Cause damn, that's some pretty awesome looking sewers.


Edited by Epifire, 31 January 2016 - 10:51 AM.

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