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So, what are you working on right now?


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#7401 Goldwell

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Posted 11 June 2017 - 10:00 PM

Slaved on this scene the whole day. I am figuring out the style I want to go for in my exterior, so this art test will be a good stepping stone to the actual map.
 
 
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Far out Spooks that looks incredible. Your use of lighting and shadows are perfect!


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#7402 Epifire

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Posted 20 June 2017 - 01:10 AM

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Well the time has come. As some of you know I've been working on making a fully functional tram vehicle for TDM. I finally completed my work on the highpoly and wanted to share some renders on the design before I head to retopo and baking/texturing. 

 

tram_final_zpstggsjntn.png

 

 

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As of the time of writing this the tram gameplay itself is fully functional (with sounds and two way motion). Now I just have to finish the tram itself as well as a railway track set to use for it's path.


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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


#7403 Judith

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Posted 20 June 2017 - 02:08 AM

That's tons of good HP work. Will those pipes and tanks/batteries at the bottom be ever visible to the player though? ;)


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#7404 Epifire

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Posted 20 June 2017 - 04:15 AM

That's the magnetic driver plates that move the tram on the bottom. I plan on making a non-riding version of it and since I'm also constructing suspended bridge style railways it's very possible. 


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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


#7405 Bikerdude

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Posted 20 June 2017 - 06:30 AM

Slaved on this scene the whole day. I am figuring out the style I want to go for in my exterior, so this art test will be a good stepping stone to the actual map.

That scene looks drool worthy, what DC number are you getting..?



#7406 Judith

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Posted 20 June 2017 - 06:35 AM

That's the magnetic driver plates that move the tram on the bottom. I plan on making a non-riding version of it and since I'm also constructing suspended bridge style railways it's very possible. 

 

And, you can always crash one somewhere in the level to show off that goodness underneath :) I'd love to see it textured and in real-time.


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#7407 RPGista

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Posted 20 June 2017 - 06:11 PM

The quality of the model is through the roof, all the details, the precise hard surface modeling coupled with the soft detail of the couch. Im amazed at how much work was put into in, the geometry is stunning. I quite like the style of it, because it blends a sort of futuristic design with a bit of kitsch and antique feeling to some of the elements. Will be great seeing your texturing for this, and even more so seeing it working in game.


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#7408 Epifire

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Posted 20 June 2017 - 10:47 PM

The quality of the model is through the roof, all the details, the precise hard surface modeling coupled with the soft detail of the couch. Im amazed at how much work was put into in, the geometry is stunning. I quite like the style of it, because it blends a sort of futuristic design with a bit of kitsch and antique feeling to some of the elements. Will be great seeing your texturing for this, and even more so seeing it working in game.

 

Thankyou! I'm very happy to see this getting done as I was stuck trying to get the gameplay end of it in place for the past month. Once I have a whole working scene with this in it I wanted to record a video of the whole thing in action. To be sure I'll definitely circle back with the finished model at the very least.


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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


#7409 Spooks

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Posted 21 June 2017 - 07:15 AM

That scene looks drool worthy, what DC number are you getting..?

It isn't properly VP'd yet, so I'd be unfair to throw preliminary numbers around, but it does hover in the 55-60 FPS range.


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#7410 Bikerdude

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Posted 22 June 2017 - 04:22 PM

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Melan and myself have been putting in some time on Shadowhide's city mission, currently with the help of Skacky, Obsttorte and Destined. These are just a hand full of the multitude of locations and vista's - enjoy.

 

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Edited by Bikerdude, Yesterday, 04:13 AM.

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#7411 Obsttorte

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Posted Yesterday, 01:45 AM

You really need to learn to spell my name correct. Maybe you should stick with Obs ;)


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#7412 Bikerdude

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Posted Yesterday, 07:23 AM

Typo corrected -_-


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#7413 Dragofer

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Posted Yesterday, 03:01 PM

Now that's a sewer. I also like the apartments, such as the speakeasy and the one with the persian window, I've been following progress on that.
(Note: there's a misalignment of a bar, last shot, bottom left)

It must be addicting, to have so many apartments, streets & niches across multiple large maps at your fingertips.
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#7414 Bikerdude

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Posted Yesterday, 03:19 PM

The best thing about this map is the shear number of ways the player can get from point A to point Z -

  • there are numbers thief Highway routes (and Im making more of these as I go),
  • there is the streets which maze-like (I have have asked Obsttorte to create an Auto map, otherwise players will surely get lost)
  • and then there is the expansive sewer system with attached & adjacent underground and basement locations.

I walked from one side of the map to the other and it puts BCD to shame in that regard :blink:


Edited by Bikerdude, Yesterday, 03:19 PM.


#7415 Goldwell

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Posted Today, 07:08 AM

Those shots look incredible Bikerdude!

 

Especially the last image of the spiral staircase in the sewers, top notch work man!


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#7416 Bikerdude

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Posted Today, 01:10 PM

Especially the last image of the spiral staircase in the sewers, top notch work man!

Thank you for the kind words.

 

The original version of that cistern was built by our very own Flanders, I then built the spiral stairs and did a detail pass or two. The whole sewer section (there are several other sections in addition to the two shots shown above) was originally built for BCD, but due to hitting various DR/TDM limits we had to remove it. So when this map came along it was a no brainer.


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#7417 CarltonTroisi

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Posted Today, 01:57 PM

  • there is the streets which maze-like (I have have asked Obsttorte to create an Auto map, otherwise players will surely get lost)

Good idea!  The auto-map is something we need more of.

 

I could have used it for BCD, also...   ^_^



#7418 Bikerdude

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Posted Today, 02:53 PM

I could have used it for BCD, also...   ^_^

BCD came with an Auto map...





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