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So, what are you working on right now?


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#7351 Epifire

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Posted 21 April 2017 - 08:06 PM

Ah cool, I might have a go at doing that then. Will start of simple like removing text and changing colors.

 

Wonna drop me a PM sop I can create these for you, so you can include them in the final release.

 

Once these release it's truly out of my hands at that point as to what people want to do with them, or if they want to kitbash/modifiy them with other existing assets. As for making additional skins, it would be difficult (but still possible) without using Substance Painter. Though I don't recommend it as most the control comes into play with smart masks and real time preview adjustments. I don't give out source assets (highpolys and working files) as a matter of principal, simply to maintain and supply legal grounds as the valid owner (should the need ever arise for it). It's a standard I uphold across all mods I've worked on but to that end I only share the final release versions for that reason.
 

Once these files (among probably a hundred other bits of models) make their debut in a collaboration FM, I'll be seeing to a public release for community use.


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Needing dem environment models?

 

Speak to the EPI!

 

Or rummage my online mesh repository instead...  https://www.mediafire.com/folder/7q1r8him1y63d/TDM%20Repository


#7352 Judith

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Posted 22 April 2017 - 05:01 AM

Looks good, you might want to put it on Sketchfab to show off the materials a bit more :)



#7353 teh_saccade

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Posted 22 April 2017 - 10:38 AM

Epifire - that safe looks fkn awesome (idk if I'd open it onto a prize bust tho) and the distress on the metal is mint.

However, the hinges and handle look pristine or plastic compared to the rest of the metalwork.

There is a visual disparity between the mechanical parts that would experience wear (hand-wear on wheel and oil/movement wear on hinge) and the static parts that would remain polished and in good order (that are the most distressed).

Only my eye - pinch of salt, mate.

But... wow... Really nice.


 



#7354 Spooks

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Posted 29 April 2017 - 06:04 AM

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fmT6sAF.jpg


Hey! For this particular scene I actually had a couple of lighting experiments I had done that I liked way more than this. However, I couldn't find any screenshots of them so I just had to post the most recent version of the map. I just found the old screenshots in my Recycle Bin, so it's time to amend that picture!

Abr0113.png
uObupiW.png
z43mcLw.png


Anyway, anyway, that's old stuff I'm not working on right now. Right now, I've actually got a fair amount of an FM done, but I don't really want to show any screenshots to the public (a couple people from the community have seen my current WIP). Suffice it to say I'm hard at work and you should be expecting some exciting stuff in the (near?) future!
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#7355 Springheel

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Posted 29 April 2017 - 09:17 AM

That lighting is drool-worthy.



#7356 Bikerdude

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Posted 30 April 2017 - 06:21 AM

That lighting is drool-worthy.

+1, the normal on that rug is awesome.


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#7357 teh_saccade

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Posted 30 April 2017 - 09:25 AM

+1, the normal on that rug is awesome.

 

Yeah - Spook's attention to detail such as how the chair-leg has rumpled the carpet is really noteworthy.

Waiting for some "worn" looking decals to start making an appearance down the middle of heavy traffic areas.


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#7358 NeonsStyle

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Posted 30 April 2017 - 09:33 AM

Gorgeous work. Can you bind say a painting to them as a cover?



#7359 Anderson

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Posted 30 April 2017 - 09:44 AM

I like the wood outlines of the hall doorway pass in the second picture. It has a very distinct reminiscence of Thief: DS, would love to see that used more often in TDM. There's something very special about it.



#7360 Goldwell

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Posted 09 May 2017 - 11:48 AM

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Springheel's modules and an hour of detailing a room produced this

 

eAXLUgv.jpg

 

edit: updated with slimmer windows


Edited by Goldwell, 09 May 2017 - 12:48 PM.

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#7361 NeonsStyle

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Posted 09 May 2017 - 12:54 PM

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Started a town map, this is just the start. I have a thing for Venice, so I'm going to use it. :)

 

ve2_zps9btep1m9.jpg

 

 

 

ve1_zpswyhxcfbx.png


Edited by NeonsStyle, 09 May 2017 - 01:44 PM.

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#7362 Obsttorte

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Posted 09 May 2017 - 01:03 PM

Springheel's modules and an hour of detailing a room produced this

 

eAXLUgv.jpg

 

edit: updated with slimmer windows

Nice, but the chimney of the fireplace should rach to the ceiling, shouldn't it?


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#7363 Bikerdude

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Posted 09 May 2017 - 02:06 PM

@Neons, very nice mixing the new modules with brush based buildings. Only crit is the canal could do with being half the width it is atm.



#7364 Goldwell

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Posted 09 May 2017 - 02:11 PM

Good job there NeonStyle, your canals look fantastic!

 

I get a bit of a Thief 2 done modern vibe from that screenshot as well. Looking forward to playing it :)


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#7365 Melan

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Posted 09 May 2017 - 03:23 PM

NeonsStyle: I like where it is going - it is a different style than we are used to, and that's great!


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#7366 NeonsStyle

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Posted 09 May 2017 - 10:54 PM

Spooks, that is just exquisite lighting



#7367 NeonsStyle

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Posted 11 May 2017 - 06:04 AM

@Neons, very nice mixing the new modules with brush based buildings. Only crit is the canal could do with being half the width it is atm.

 

I can see that, however this canal is based on a real one, so I've modelled it after that. There will be others and they will be

very narrow. If you're going to do Venice, then you have to have at least one wide canal. :) I think it's important to mix prefabs,

modules with brush based buildings, otherwise everyones maps will end up looking the same. These are combination

prefabs and brush built. 

 

Thanks guys. :)


Edited by NeonsStyle, 11 May 2017 - 06:06 AM.


#7368 teh_saccade

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Posted 17 May 2017 - 10:25 AM

Spoiler

 


Edited by teh_saccade, 17 May 2017 - 10:30 AM.


#7369 teh_saccade

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Posted 17 May 2017 - 11:50 AM

I am working on making sure my


Edited by teh_saccade, 19 May 2017 - 09:22 AM.

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#7370 teh_saccade

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Posted 17 May 2017 - 11:53 AM

posts aren't split up, like this.


Edited by teh_saccade, 19 May 2017 - 09:23 AM.

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#7371 Spooks

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Posted 18 May 2017 - 10:01 PM

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Spooks - are you sure you're not secretly an interior designer? The choice of your ambient light, colours, pattern, and interior decor is always so in compliment with everything else in view - it is consistently very well done, always improving.

 

Well I have background in art so I like to think that helps.

 

Mapping can be solitary work, so I think it's time I shared the first screenshot of the FM I'm working on the forums. I just finished this staircase section, but it's still very much work in progress. Still, I think it represents a close approximation of the quality I'm aiming for in the rest of the FM.

 

wnJVwoe.jpg


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#7372 NeonsStyle

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Posted 19 May 2017 - 02:38 AM

Oh looking lovely Spooks. Very moody.

 

I've always thought TDM levels too dark, because I felt in the medieval times, houses would be as light as they could make them;

of course that would depend on the wealth level. 

 

It's like Patina, we take it for granted, and it's adds so much, but in the times, most of the stuff we consider old would

be new. That beautiful medieval house you saw, in it's day would've been the new kid on the block. Sometimes I think

we forget that in levels. However patina does do so much for immersiveness. There's nothing like a grime soaked wall. :)

 

Imagine how grimy your new modern home will look in a thousand years (if it's still standing), such a contrast to it's 

state today. 


Edited by NeonsStyle, 19 May 2017 - 02:45 AM.

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#7373 Fingernail

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Posted 23 May 2017 - 12:08 PM

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I'm working on a small harbour mission (it was going to be the first area of a much more amibitious, currently shelved plan).

 

I'm really just posting these as some tentative motivation - please note nothing is final, particularly there is very little detail or lighting. I'm trying as best I can to block out the whole map, whilst also starting to build in the feel of each area, but not get bogged down in placing loads of objects or details.

 

The first is/will be a marketplace area in the harbour. In the background you can dimly see a sailor's tavern and what will be a port office/admiralty type building. The second is the larger harbour area, bordered by warehouses (furnished by some lovely modules) Also everything is quite on-grid feeling at the moment, the plan is to finish the buildings and then replace/rotate them to make the scene more organic. Not the warehouses mind.

 

Also, ignore the fps - it doesn't run that badly! Or, I should probably say, everything runs that badly!

 

I really need to find a good water effect/texture to suit such a place. Nothing I've tried so far really works. But again, I'm not finalising anything. Also the skybox is just a prefab.

Attached Thumbnails

  • market2.jpg
  • harbour1.jpg

Edited by Fingernail, 23 May 2017 - 12:09 PM.

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#7374 Bikerdude

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Posted 23 May 2017 - 01:53 PM

Well I have background in art so I like to think that helps.

For me atleast the image is very very dark, so cant see much.

The first is/will be a marketplace area in the harbour.

My only feedback would be the spacing (height and width), its a tad on the large side, otherwise looking good with nice texture placement.



#7375 Fingernail

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Posted 23 May 2017 - 02:09 PM

My only feedback would be the spacing (height and width), its a tad on the large side, otherwise looking good with nice texture placement.

Yeah, this had occurred to me too with the market... I was going to leave it until I had some other elements in there (stalls/AI) to decide for sure. My idea was to make it quite packed and cluttered with stalls on all sides, but obviously closed up for the night.





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