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So, what are you working on right now?


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#7751 Springheel

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Posted 24 May 2018 - 07:46 AM

No, a decal is the right way to go, it just looked like that rectangle shadow might be the bottom of a small brush that is casting a shadow.


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#7752 Rooz

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Posted 26 May 2018 - 10:11 AM

Wow, I completely read your post wrong. I figured out what those shadows were. I had two extra patches under it. Anyway, I'm working a fake job for the next two weeks where I get a lot of time to sit around and do whatever I want on my computer. Im looking forward to making some good progress.
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#7753 JackFarmer

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Posted 27 May 2018 - 12:42 PM

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The Order of Thieves: Qualifying Examination

 

I have connected all areas of my island, and what shall I say? It works! (oh yes, oh yes, oh yes).

 

Let's celebrate with a few new shots:

 

Bank_Main.jpg

 

Bank_II.jpg

 

Cabin_III.jpg

 

Crypt_II.jpg

 

Harrington_Mansion_outside.jpg

 

Sewers.jpg

 

Next week I will start to create new patches in order to replace ugly cliffs and rocks I created from simple patches and brushes.  Subsequently I will start adding AI, some more models, readables and a few switches and mechanical devices I have left out till now. I hope to start with beta testing in August...maybe earlier.

 

 

 

 

 

 


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#7754 Epifire

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Posted 27 May 2018 - 01:21 PM

Some very intriguing designs you've got there Jack! As a firm believer in the use of material blends, I'd suggest a vertex paint for cliffs if you hadn't considered it. With newest versions of DR able to support LWO format, it's a fantastic way to fake depth and crevice information (visually). Last year I put together a tutorial just for that purpose (of painting DR based geometry)... http://wiki.thedarkm...ng_in_Lightwave

 

More reading on the subject if you're interested in the method... https://www.katsbits...d-to-models.php


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You need a model? Epi does you a model.

 

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#7755 Aosys

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Posted 14 June 2018 - 11:57 PM

Seem familiar, anyone? ;)

 

Spoiler

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#7756 Spooks

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Posted 15 June 2018 - 06:08 PM

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Hey, friends, here's an update for you. I've wanted to post this since last week but never could find the time. I've shown various pieces of content over the past months without a lot of explanation of what's from where and when you might expect a real release from me.

 

I started a speedbuild shortly before the release of 2.06, not really expecting to meet the release window. Still, I've made some good progress for 35 hours of mapping and I intend to stick through this one to its completion. I'm lucky to get 4 hours of free time a day nowadays, so progress is unfortunately slow, but know that I am still dedicating a large portion of my time to TDM regardless. I currently do not have screenshots of this speedbuild to share with you as I am in the trenches of the environment pass stage, where everything is half-finished. I'm aiming for, at most, 100 hours before I take this map to beta testing, so let's just cross our fingers and hope for the best.

 

I have two, bigger maps on the backburner, which are a part of a campaign, and another one-off which I don't plan on touching until those are done. If you enjoyed the background for the new TDM site design or the 2.06 release image, guess what? They're from one of those maps! I provided some screenshots to Springheel and I am really happy that he gracefully chose to feature them. It is my hope that, if nothing else, my snazzy scenes spark up some interest for the mod from outside viewers. There is an additional screenshot in the Media tab of the website that is also by me, if you haven't been there I recommend checking it out.


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My FMs: The King of Diamonds (2016)

 

Visit my Mapbook thread sometimes!


#7757 R Soul

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Posted 18 June 2018 - 05:38 PM

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Making a chain using Blender's physics engine (to get it to hang right):

 

At any frame the object can be merged and exported as a static mesh. We can also use the array and curve modifiers, but the latter distorts each mesh.

 

More info in the video description.


Edited by R Soul, 18 June 2018 - 05:43 PM.

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#7758 Dragofer

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Posted 19 June 2018 - 04:02 AM

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Update: The ship's exterior is fairly mature by now, and I've lifted the piers from Wrecker's Reach and made a modular set out of them. (Technically this screenshot is a little worse off because I used a different hardware setup... just imagine the sky and water as it was in the old shot if you will)
 
r4GLbYYh.jpg?2


Original message:
What started as a cog for Petike has received its stern:

Tyn2fCf.jpg?1
 
There's a much bigger fish out there for me to fry, however, and I've been doing a lot of frying on that one lately...

Edited by Dragofer, 23 July 2018 - 03:06 AM.

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#7759 RPGista

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Posted 19 June 2018 - 03:43 PM

So lovely... Looks so nice with the dark grey environment, and that water. Brilliant.

 

A lot of good work lately. Sppoks, that homepage screenshot is amazing.


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#7760 Goldwell

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Posted 19 July 2018 - 02:59 PM

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Just wanted to post an update on the status of my current FMs.

 

Spoiler

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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7761 JackFarmer

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Posted 19 July 2018 - 03:09 PM

Hello Goldwell,

 

Great. As always. Wizard.

 

Regarding picture #1: is this a new skybox or is it something I can find in the standard package as well?


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#7762 Goldwell

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Posted 19 July 2018 - 03:13 PM

Hello Goldwell,

 

Great. As always. Wizard.

 

Regarding picture #1: is this a new skybox or is it something I can find in the standard package as well?

 

There are a few elements at play there, for one the skybox is a custom one created by the very talented Sotha, he used it in his final mission for the Thomas Porter series called The Lich Queen's Demise. Additionally there are also some lighting and fog tricks that help to add to that dusk feeling.


The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7763 Springheel

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Posted 19 July 2018 - 03:23 PM

Love the morning ambience in the first shot!


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TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
Video Series:   Springheel's Modules   *   Speedbuild Challenge   *   New Mappers Workshop  *   Building Traps

#7764 RPGista

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Posted 19 July 2018 - 10:20 PM

Brilliant indeed! 

 

Just reading your roadmap makes me tired, I really admire your effort and talent, man, I mean, Ive been wrestling with a concept map for months now, and its barely more than a few skteched scenes. Good luck with it, looking great so far.


Edited by RPGista, 19 July 2018 - 10:23 PM.

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#7765 Judith

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Posted 20 July 2018 - 01:22 AM

That morning screenshot looks really promising, I like how the lighting is carefully matched with the skybox :)


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#7766 Dragofer

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Posted 20 July 2018 - 03:06 AM

Exciting, can't wait to see what we'll find in that safe :)


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#7767 JackFarmer

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Posted 22 July 2018 - 12:56 PM

@Goldwell:

 

The "rainy street in Grimwood district" video with its hypnotizing calm reminds on the latest Frost/Lynch TV series I watched last week with its long scenes without movement - and I remember your "Red Room" like music in AC2 when talking to the thief...

 

After connecting the dots I come to the conclusion that you must be a huge fan of Twin Peaks! :)


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#7768 Goldwell

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Posted 22 July 2018 - 01:16 PM

@Goldwell:

 

The "rainy street in Grimwood district" video with its hypnotizing calm reminds on the latest Frost/Lynch TV series I watched last week with its long scenes without movement - and I remember your "Red Room" like music in AC2 when talking to the thief...

 

After connecting the dots I come to the conclusion that you must be a huge fan of Twin Peaks! :)

 

Thank you! I try my hardest to create really atmospheric scenes so it makes me happy to know that it's working :)

 

It's funny you bring that up because i've never seen Twin Peaks, but a friend has been recommending I watch that series for a while now. So I guess it's all just a happy little coincidence ;)


The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7769 Springheel

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Posted 22 July 2018 - 02:38 PM

Ah OK, I grabbed that off a random model.

 

 The stand is almost there, some touch ups and a shadow model. I'll probably do an lod too, it's at 3000 tris right now.

attachicon.gif display stand.jpg

 

Any chance these ever ended up in a repository somewhere?


TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
Video Series:   Springheel's Modules   *   Speedbuild Challenge   *   New Mappers Workshop  *   Building Traps

#7770 Judith

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Posted 26 July 2018 - 03:52 AM

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Making new furniture, having fun with shaders, while still getting optimised results. It's great that you can do so much with glass, basically every aspect is covered in the engine. I can control transparency, specularity, add fake cubemap reflections, and control refraction. And I can still do it all just with base set of _d, _n, _s textures and proper unwrapping.
 
obraz.pngobraz.png


Edited by Judith, 26 July 2018 - 03:54 AM.

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#7771 Bikerdude

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Posted 26 July 2018 - 06:49 AM

Very impressive.

#7772 Goldwell

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Posted 26 July 2018 - 09:49 AM

Damn that looks amazing Judith!


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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7773 RPGista

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Posted 26 July 2018 - 10:44 AM

Indeed, very good texturing... I like the subtle warp effect on the glass, and specially like the metal work, how it stands out on its own. Great job. Just be careful when mixing this with stock furniture, as most tend to have texture maps with lower resolutions.


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#7774 Judith

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Posted 26 July 2018 - 01:08 PM

Thanks, it's always nice when someone notices the details and amount of work that goes into this :) For my project I'm making every model, surface, and texture from scratch, so using 2k textures won't be a problem, but when the model pack gets released, mappers will have freedom to scale it down, if they want to mix it with base TDM assets.



#7775 Bikerdude

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Posted 26 July 2018 - 01:10 PM

Making new furniture, having fun with shaders, while still getting optimised results.

Dont suppose you would like to recreate some of our more basic furniture models...?





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