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So, what are you working on right now?


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#7651 ERH+

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Posted 16 March 2018 - 04:40 PM

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Since it will take place on an island, I have to cover the area with cliffs. My cliffs look extremely bad - I used brushes, cut them into pieces, extended the verts and finally added stone textures...these visuals really hurt the eye and I have to think about something else. I am wondering how Bikedude and ERH+ created these cool cliffs with patches. If I use patches, then the result looks extraordinary roundish instead of jagged.

 

Use "shift-s" for patch inspector and change number of subdivisions, or select vertices "v" and push green dots into pink ones, if you need jagged shape in one place of the same patch and smooth in the other.
 
5yDG3aM.jpg


Edited by ERH+, 16 March 2018 - 04:46 PM.

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S2wtMNl.gif


#7652 peter_spy

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Posted 17 March 2018 - 11:58 AM

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Very nice, but maybe a bit too clean?

 

That's more or less what I had in mind :) Text(s) will be different but the frame and the materials will do.

 

obraz.png


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#7653 Bikerdude

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Posted 17 March 2018 - 01:58 PM

Ah yes, its like night and day :-)



#7654 Obsttorte

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Posted 17 March 2018 - 06:14 PM

 

That's more or less what I had in mind :) Text(s) will be different but the frame and the materials will do.

 

obraz.png

This looks like something that will blow our minds when it gets released finally. (At least visually ;) ) Nice work, mista.


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#7655 Epifire

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Posted 18 March 2018 - 02:26 AM

The material choice really pops. Only thing I might add is you may wanna set those inside edges to hard, as it looks like the soft edge is putting off some small but blotchy inner shading. Other than that I think it's pretty mint!

 

mRAkQwE.png


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#7656 peter_spy

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Posted 18 March 2018 - 05:49 AM

This looks like something that will blow our minds when it gets released finally. (At least visually ;) ) Nice work, mista.

 

That's the hope, thank you :)

 

 

The material choice really pops. Only thing I might add is you may wanna set those inside edges to hard, as it looks like the soft edge is putting off some small but blotchy inner shading. Other than that I think it's pretty mint!

 

Weird thing is, those pieces are on separate uv islands, and there are hard edges there on the high poly mesh. Maybe my choice of smoothing groups on low poly mesh had something to do with it. I had to re-bake it anyway, because I accidentally moved the front outer edge of the frame, so it was slanted. It looks a tad better now:

 

obraz.png


Edited by Judith, 18 March 2018 - 05:54 AM.

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#7657 Epifire

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Posted 18 March 2018 - 05:59 AM

Yeah man it's actually your lowres game mesh that's facing the problems. The UV islands should be one side of the problem (if you're baking the hard edge) but that has to be referenced in the final mesh as well otherwise you'll still get that weird shading going on. I'm still trying to remember what all 3DS needs for that to be saved into the exported version. If all else fails you can still achieve it by splitting those edges manually but that'll increase your vert count a tad. I mean it's a simple mesh so you'd be able to get away with that no problem but it's a last resort if your hard edges fail to export correctly.


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#7658 peter_spy

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Posted 18 March 2018 - 06:28 AM

At first, I tried to bake normals without any Smoothing Groups on low res mesh, but that looks even worse, I get ugly sharp lines where uv islands end. But I expected that, the idea with 4 SGs was a better one, since there is some continuity in the frame, both inside and outside.

obraz.png

 

Baking it with one SG would be a disaster too, the result would be averaged to an angle between all these surfaces, and all the lines would look distorted. I think you're right, adding a few edges is a best idea here. The model itself is exported with one smoothing group, and it's only 250 tris, so I can give the engine a bit more to work with, without breaking the polygon budget.


Edited by Judith, 18 March 2018 - 06:28 AM.

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#7659 peter_spy

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Posted 19 March 2018 - 02:36 AM

Btw. that might be useful to you Epi (and other modelers), because in the end I didn't need to add any loops to the corners of the model. I just exported it with the same smoothing groups I had, when I was baking the model (i.e. the picture above). This way the gradient in normals is no longer a problem. Good thing idtech4 recognises exported custom smoothing groups! Set the specular to _white here for exaggeration:

obraz.png


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#7660 Goldwell

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Posted 20 March 2018 - 03:43 PM

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Shadows of Northdale Act I just entered into beta, to celebrate I wanted to share the briefing video with everyone here

 

 

Provided the beta test goes smoothly, I plan to have this released by the end of next week.


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#7661 HMart

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Posted 20 March 2018 - 04:04 PM

Goldwell fantastic job mister, that intro is professional work. 



#7662 Bikerdude

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Posted 20 March 2018 - 04:53 PM

Goldwell fantastic job mister, that intro is professional work. 

What he said, this is your best intro yet I believe.



#7663 Amadeus

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Posted 20 March 2018 - 05:04 PM

Whoa...impressive! If the mission will be half as good as that video, I think well be in for a real treat:)

#7664 Bikerdude

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Posted 20 March 2018 - 05:06 PM

Whoa...impressive! If the mission will be half as good as that video, I think well be in for a real treat:)

Yup - http://forums.thedar...306#entry418539



#7665 Goldwell

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Posted 20 March 2018 - 05:10 PM

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Whoa...impressive! If the mission will be half as good as that video, I think well be in for a real treat:)

Unfortunately due to the amount of work and effort that went into the briefing video there wasnt much love given to the rest of the FM.

Heres a screenshot of the actual mission

5jZ1hcS.jpg
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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I | ACT II
 
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Lord Edgar's Bathhouse | Spring Cleaning


#7666 chakkman

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Posted 20 March 2018 - 06:12 PM

 

That looks super nice. Can't wait. :)



#7667 RPGista

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Posted 21 March 2018 - 10:16 AM

Amazing work, goldwell. Narration sounds great, the premise is fun, and the production value is through the rough with all the artwork, effects, and even animations! Brilliant.



#7668 CarltonTroisi

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Posted 21 March 2018 - 01:45 PM

Unfortunately due to the amount of work and effort that went into the briefing video there wasnt much love given to the rest of the FM.

Heres a screenshot of the actual mission

 

I assume the player character is the blue one?  And it's still a Thief-like game?  What about stealth.  Where can the thief hide?  (the 2 others are guards)

 

Even though you only had time to make a 2d level here, it's different in a refreshing way.  Looking forward to it.



#7669 Springheel

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Posted 21 March 2018 - 03:48 PM

Shadows of Northdale Act I just entered into beta, to celebrate I wanted to share the briefing video with everyone here

 

 

 

Provided the beta test goes smoothly, I plan to have this released by the end of next week.

 

Very impressive!  Your best yet, I think.  I'd love to see something like your opening to replace our old low-res intro video.


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#7670 peter_spy

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Posted 21 March 2018 - 04:43 PM

Shadows of Northdale Act I just entered into beta, to celebrate I wanted to share the briefing video with everyone here

 

 

Provided the beta test goes smoothly, I plan to have this released by the end of next week.

 

That's impressive overall, although I must say there are elements that kind of drag down the new high quality of the presentation. Like the "Powered by The Dark Mod" animation is awesome, but TDM logo and its appearance looks like pasted quickly from elsewhere, and it's weak by comparison. IMO, it's also kind of redundant, since you already got the Powered by TDM message (a flash of light and transition to next part would be enough). Mission Title looks amazing on the other hand, as well as those ice-like transitions. It's Lord of the Rings quality, but then we get same old oilified, unsharp-masked sepia shots. I know it's tons of work, but if you can get those elements to be on par with all the new high-quality stuff, you will really knock people's socks off :)


Edited by Judith, 21 March 2018 - 04:44 PM.


#7671 JackFarmer

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Posted 23 March 2018 - 02:10 AM

Hello Goldwell,

 

Awesome, awesome to the max.

 

Eidos Montreal should have hired you for their last Thief project.  I am positive you would have fixed it.

 

I am not too familar with the English voices in the Thief games  (Thief 1 & 2 is available with German narration, thus I only know the English voice in TDS) but your lad is quite close. Who does the job for you?

 

However, one thing is for sure: You guys do so much better interpretations of the Thief material as the current franchise holders.


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#7672 Epifire

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Posted 23 March 2018 - 03:13 AM

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Goldwell voices most (if not all?) of his own protagonists for his FMs. Any time you hear that "TDM Garrett" in a FM, you know Goldwell has struck again! He got me started and gave a lot of tips on my own voice acting and now I'm doing an antagonist for my own FM work. Multi-talented fellow and really is the living definition of the jack of all trades when it comes to modding.


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#7673 Taquito.

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Posted 24 March 2018 - 06:21 PM

Shadows of Northdale Act I just entered into beta, to celebrate I wanted to share the briefing video with everyone here

 

 

Provided the beta test goes smoothly, I plan to have this released by the end of next week.

 

 

peytonbinocs.gif


Edited by Taquito., 24 March 2018 - 06:22 PM.

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#7674 Spooks

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Posted 25 March 2018 - 04:10 PM

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6cEQ3SG.png

 

 

Workin' on those wall modules! ᕕ( ᐛ )ᕗ


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#7675 Bikerdude

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Posted 25 March 2018 - 04:47 PM

The way you place and arrange your lighting, Very impressive work as always Spooks  ^_^


Edited by Bikerdude, 25 March 2018 - 04:48 PM.




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