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So, what are you working on right now?


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#7526 Spooks

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Posted 26 November 2017 - 11:08 PM

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WIP is progressing, slowly but surely. I don't want to show too much, so a filter will have to do. If you want the non-desktop wallpaper version, you'll have to wait!

 

 

 

4ucMGJm.png


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#7527 Epifire

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Posted 26 November 2017 - 11:37 PM

That's a kickass filter I might add. Makes it look like a painting rather than a screenshot.


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#7528 Melan

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Posted 27 November 2017 - 02:15 AM

The mood is A+ as it is!


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#7529 Goldwell

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Posted 27 November 2017 - 02:34 AM

Even with a filter it's still looking fantastic Spooks!


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#7530 Bikerdude

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Posted 27 November 2017 - 02:53 AM

Man thats awesome, the level of detail and sophistication in this and your other screenshots is leaps and bounds above your first mission. I would say your on par with Kingsal and Johannes level-design wise, as in genius level!



#7531 Aosys

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Posted 28 November 2017 - 08:44 PM

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Decided to go on a small texture spree, and this was the result:

 

Spoiler

 

Some new wallpaper color variations (plus a couple extra not seen here), and sofa skins that are actually blue (the sofas on the left are our current "blue," which is more violet than anything; the ones on the right are the new ones).


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#7532 Epifire

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Posted 30 November 2017 - 05:32 AM

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Aosys, you totally reminded me that I was planning on whipping up some furniture remasters. I've got a good idea on how to just mask out the fabric (via a grayscale in the MTR) and allow people to still include their skins and additional normals blended on top of mine. Maybe you'd care to take a shot at skins when this gets finished?

 

Si5fVP6.png

 

 

I tried to stick as close as I could to the original sofa1's bounding and scale. This was just my interpretation on an updated version with proper baked normals and topology. Hoping to get the game version baked and textured tomorrow here. If nobody ends up using these, they certainly make fun day projects just for good practice.  :D


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#7533 Obsttorte

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Posted 30 November 2017 - 03:25 PM

Oh, I'm pretty sure they'll get good use :)


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#7534 Epifire

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Posted 02 December 2017 - 06:53 AM

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Alright, so here's the default chesterfield leather skin. I've got a grayscale that masks out the leather so that should allow the usage of just slotting a tiling texture (fabric or otherwise) as you're own skin. I can't tonight cause I'm already banking on six hours sleep before another shift but I wanna get some example stuff together and toss this around on the forums for people to test. If I'm doing that I might as well include the AO map so that can be applied atop a new skin as well. Either way hope ya'll like it, but now it's time for me to sleep...

 

FJZsHGJ.jpg

 

PS: Poly count only adds a couple hundred more at 1030 tris (the old one sitting at 722). All of that baked onto a 1024x texture!


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#7535 Springheel

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Posted 02 December 2017 - 08:16 AM

Looks great, though something about the wood stands out.  The wood looks a lot rougher and more low-res than the leather part?


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#7536 Epifire

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Posted 02 December 2017 - 01:47 PM

Looks great, though something about the wood stands out.  The wood looks a lot rougher and more low-res than the leather part?

 

I did adjust the woodgrain once already, as some of it was breaking definition of the underlying baked normal. It's had to do with woodgrain normals specifically so I may just try cutting that and only relying on the diffuse and seeing how that looks.


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#7537 Bikerdude

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Posted 02 December 2017 - 02:12 PM

That sofa looks stunning fella, amazing work.



#7538 Goldwell

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Posted 08 December 2017 - 04:46 AM

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9okhU46.jpg


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#7539 Springheel

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Posted 08 December 2017 - 08:32 AM

Cool!  Has a very blue TDS vibe.


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#7540 Bikerdude

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Posted 08 December 2017 - 09:12 AM

Cool!  Has a very blue TDS vibe.

That will be the blue fog light a few of us have been using, but can only get away with using it on maps with low tris scenes.

 

And on the subject of lights, if I bind a light to a nodraw FS brush and set the brush to remove on low LOD setting will that remove the light?



#7541 Obsttorte

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Posted 09 December 2017 - 05:00 AM

Probably not. Can't you remove the light directly?

http://wiki.thedarkm...?title=LOD_Bias


FM's: Builder Roads, Old Habits, Old Habits Rebuild
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#7542 Bikerdude

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Posted 09 December 2017 - 07:39 AM

Probably not. Can't you remove the light directly?

http://wiki.thedarkm...?title=LOD_Bias

let me try.



#7543 Bikerdude

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Posted 09 December 2017 - 01:08 PM

Probably not. Can't you remove the light directly?

let me try.

That worked! once the LOD has been set to low enough to remove the light, it stayed removed unless the game is restarted.



#7544 Bikerdude

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Posted 09 December 2017 - 01:34 PM

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Here are some gratuitous bling shots of the new SW sections of the city map that is currently being worked on -

 

jzMz2ny.jpg

 

0w3IPHd.jpg

 

m3oiudX.jpg

 

RijMEfJ.jpg


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#7545 Bikerdude

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Posted 13 December 2017 - 08:23 AM

If you want the non-desktop wallpaper version, you'll have to wait!

 

4ucMGJm.png

Dual desktop please, I will stitch the two shots together.


Edited by Bikerdude, 13 December 2017 - 08:26 AM.

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#7546 Spooks

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Posted 14 December 2017 - 07:32 PM

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cfKgQtr.jpg

 

 

Different filters, stitching panorama images is a real pain with how fov is. The aspect ratio is not perfect, but I think it should suffice.


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#7547 rich_is_bored

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Posted 15 December 2017 - 05:15 AM

Next time capture an environment shot instead. This way it's already stitched and all you have to do is convert the projection from cubic to equirectangular or spherical.

 

For example this would do the job...

 

https://github.com/t...n/cube2equirect


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#7548 Spooks

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Posted 15 December 2017 - 06:06 PM

Interesting, thank you. I initially did the screenshot command with a 32:9 ratio but even messing with r_fovRatio it proved to be way too distorted at the edges. The limitations of 3-point perspective and all. I was quite tired so I sorta rushed it, I'll be sure to get some better promo images for when that section is complete.


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#7549 Epifire

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Posted 16 December 2017 - 12:03 AM

I can't get over how cool that filter is Spooks. I'd be half tempted to play a game with that if it could be passed as a post process screen effect. Can I ask what method you use to edit that with or is it top secret Spook level stuff?


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#7550 Outlooker

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Posted 16 December 2017 - 07:06 AM

I think that filter works the way it does by idealization:

By removing details, blurring them out, the human mind has to "fill the gaps" - and it does so in a way to idealize what it "sees", that is, provides an over-realistic mind-internal representation of reality.

 

It seems this principle works in many areas, for example:

1. Beauty

Female faces from afar (less details visible) look nicer than from close by (pores, imperfections visible).

Makeup serves the same purpose: By removing details (imperfect skin) it shows a smoothed-out superficiality, an ideal.

Female nylon stocking works the same: Imperfections of the leg's surface are hidden and replaced with a perfect, smoothed-out illusion.

(Sidenote: In after WW2-Germany silk/Nylon stockings were extremely scarce, as the silk/Nylon was needed for the War effort (parachutes); they were much more available in the US (Nylon was invented + produced there), and because such stockings increase female sexual desirability for males to such a high degree (increases female power and options), many German women prostituted themselves for those stockings with US soldiers; the exchange rate was roughly the weight of the stockings in actual gold (there was, for some time, a black market in this trade), and some women even traded whole houses/properties for a shoe-box full of Nylon stockings).

 

2. Porn and Prostitution 

The red light ("red light district") makes imperfections on female skin (which are often bluish in color, for example small bluish veins) much less visible (no blue light --> blue things become "invisible"), creating the illusion of perfect skin, therefore driving this business.

 

3. Art/Paintings

Compared to a detailed, high-resolution photography, brush-drawn art has a much lower resolution of the image, much  less details are visible.

The human mind seems to replace the missing details with an internal model that is idealized, therefore giving the impression that a painting is "beautiful", "more" or more perfect than reality.

 

I noticed this effect in some early video games, for example in early games with a resolution of only  320x240 pixels, which, despite their "blockiness", their low resolution, often provided an aesthetically pleasing experience - because our mind "fills the gaps", idealize what we see with our imagination/fantasy.

 

4410-the-legend-of-kyrandia-dos-screensh

 

scummvm01810.png

 

 

When our minds lack information, we seem to automatically try to see what we want to see to some degree, and that is, inherently, what we find most pleasing.

Spook's screenshots without the detail-removing filter applied would be a more realistic picture, but also one with inevitably more imperfections, therefore reducing aesthetic pleasantness.


Edited by Outlooker, 16 December 2017 - 07:37 AM.

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