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Snehk's WIP Megathread


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#1 Snehk

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Posted 17 March 2018 - 05:41 PM

This thread will be dedicated to asking questions, sharing ideas and suggestions, and uploading assets and WIP screenshots of my fan missions.

 

All assets posted herein by me will be available for use in any fan mission project, as well as projects not related with The Dark Mod, with only restriction being leaving a proper reference to their author (me) in project's readme.


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#2 Snehk

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Posted 17 March 2018 - 05:44 PM

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Changed the layout and rebuilt the warehouse in Black Death. It's much larger and split into three sections now, and there's a second floor where offices will be located.

 

6ORlw44.png

 

The map is going to feature a fully explorable ship at some point. I think that plans of "The Northwind" would serve as a good reference for inquisition's ship, but I'm open for any suggestions.

 

sdpJzA6.jpg


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#3 Taquito.

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Posted 19 March 2018 - 09:23 AM

Good luck with this project Snehk. The layout looks good.



#4 Epifire

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Posted 20 March 2018 - 01:52 AM

Clean design and great dedication for detailing that layout you have.

 

Do you plan on getting a modeled ship hull detailed out after blocking in all the bulkheads and rooms? There's a pretty quick and efficient way of going about sealing and portaling various sections if you don't mind shear invisible clips off the sides of the vessel. The clips would only be noticeable if you needed the player to swim close to the waterline.


You need a model? Epi does you a model.

 

Toss me a PM I promise I don't bite.

 

 


#5 Snehk

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Posted 20 March 2018 - 03:28 AM

I thought about making the whole ship using patches and brushes, but brushing out it's rooms and modeling out the exterior won't be a big problem.
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#6 Epifire

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Posted 20 March 2018 - 04:07 AM

Yeah modeling the exterior will definitely be your best bet. Trying to do the outer hull with brushes/patches sounds like it would be a total nightmare. It's also a prime candidate for some vertex blends for darkening/wear as well as the waterline for the material. I could help you setup the UVs/Blend material for that if you wanted, as it would certainly help give it some visual oomph for texture detail.


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#7 Snehk

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Posted 05 April 2018 - 11:22 AM

I think that I've finished designing the main layout of the warehouse. I'm yet to add more finishing touches to it. Texturing is still highly WIP, but I'd already chosen textures for all the rooms inside.

 

Spoiler

 

Spoiler

 

Spoiler


Edited by Snehk, 05 April 2018 - 11:27 AM.

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#8 RPGista

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Posted 05 April 2018 - 03:26 PM

Thats a good start. The proportions seem right and reasonable. Artistically however there's room to grow. Do google searches to see how roof tiles are built if you want to keep it visible from the inside (you are missing a lot of elements). Avoid long, mathematically perfect brushes. Break the geometry in sections, so the object wont be overly simple, and the tiling not so jarring. Search for how historical buildings are actually constructed. An example would be how a big opening like that entrance door has to be done in a masonry construction. Dont try to wing it, copy the examples, mix the references to create your unique building. Dont let the character walk around the whole of your structure, dont let him see the entirety of the inside space at a once. Create limited spaces the player need to find the exit from. Study Melan's, Springheel's or Bikerdude's architecture to see how it is done. ;)


Edited by RPGista, 05 April 2018 - 03:27 PM.


#9 Springheel

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Posted 05 April 2018 - 03:41 PM

There are a series of warehouse industrial modules that are designed to be used for this kind of building, along with a number of prefabs, that you might find useful.


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#10 Snehk

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Posted 05 April 2018 - 04:46 PM

I wanted to get the proportions and general idea what would go where (see it from within the editor) first, then take care of the visuals. The tiles visible from inside are an effect of texturing not finished yet and I'm not sure if they'd stay there in the end. The building is already split into several sections and player would have to find his way around to reach everything. I'm going to search for reference materials and I'll definitely check prefabs and modules.

 

Thank's for your suggestions!


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#11 Snehk

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Posted 03 June 2018 - 01:21 PM

Wow, my last post here was back in April!
 
Anyways, as I mentioned porting assets from my current project to TDM, here's one work in progress screenshot:
 

Spoiler

 
It was meant to be a part of a view model, and as such it has exactly 316 tris.


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#12 Judith

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Posted 03 June 2018 - 01:57 PM

If this is player weapon or display piece, you don't need to save up on polygons so much. First-person weapons can easily have several thousand polys and hi res textures.


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#13 Snehk

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Posted 03 June 2018 - 02:48 PM

The project that it was primarily made for is a Half-Life modification, so I'm trying to save up as much as I can. This may be repurposed as a moveable or I may detail it more later on.
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#14 Judith

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Posted 03 June 2018 - 03:10 PM

Oh, that makes sense then. In TDM you don't have to hold back on triangles that much. One of my hero meshes is 12K tris and it works fine. Shadows and multiple materials are more problematic, especially if you want to have good lighting.


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#15 Epifire

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Posted 04 June 2018 - 12:34 PM

I know in Sven Coop they have some pretty densely packed (polygon wise) 1st person guns. I was trying to look up what GoldSrc can actually handle but on modern hardware people tend to use more in place of little to no advanced shaders.


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You need a model? Epi does you a model.

 

Toss me a PM I promise I don't bite.

 

 


#16 Snehk

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Posted 04 June 2018 - 01:49 PM

The engine can hold quite a bit, but the project has a low poly aesthetic. This + making most models low poly will ensure it'd run smooth even on ancient devices.
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#17 Snehk

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Posted 21 June 2018 - 04:49 PM

The sword got textures made by Admer456:
 

Spoiler

 
And here's a thing made entirely by Windawz:
 
Spoiler

 
They are members of TWHL forums and my development studio, and they are working with me on our current project.


Edited by Snehk, 21 June 2018 - 04:50 PM.

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#18 Epifire

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Posted 22 June 2018 - 03:07 AM

Awesome to see you've got some good help lined up for that! If I wasn't so intent on a full environment done alone (for portfolio) I'd be doing the same thing and try to collab with other modelers.


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You need a model? Epi does you a model.

 

Toss me a PM I promise I don't bite.

 

 


#19 Snehk

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Posted 03 July 2018 - 12:14 PM

Time to get crazy. Ye auld Sicklehammer! Prepare for a devastating blow comrade!

 

Spoiler


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#20 Snehk

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Posted 31 July 2018 - 06:58 PM

A little work in progress concept art inpired by Hammerite Haunts and Revenants.

 

Spoiler


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#21 Snehk

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Posted 01 August 2018 - 05:28 PM

A little step forward.

 

Spoiler


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#22 Snehk

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Posted 29 August 2018 - 03:05 PM

Laying out the basic outline. This is for a current non-TDM related project of which I'm a lead developer. The team had dispersed and I'm basically working alone in my spare time, but I'm too stubborn to just leave it. Things done right now: HUD Design (needs to be brought into the project), menu design (done), base directory structure (done), source code base (done), base ambient sounds (done). It's time to move onward! I'm planning to learn playing an instrument to make soundtrack for the project (I've got the basics of it), but also because it's a neat hobby.

 

This is the starting area, a stone bridge over mountain valley leading to a haunted, accursed fortress infested with undead and ruled by a husk of a war god. Right now, only the bridge is layed out.

 

Spoiler


Edited by Snehk, 29 August 2018 - 03:08 PM.

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#23 RPGista

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Posted 30 August 2018 - 04:37 PM

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Not to be that a-hole, because I do appreciate the labour of love thing, but looking at your project and the fact you said you are mostly on your own now, I would probably suggest you reconsider your path, instead of going foward regardless. Look at TDM, its a team effort and with lots of brilliant people slaving on it for years, and its still not complete. Making a map alone, without worrying about art or code, just focusing on that, building a place, adjusting the scenes, getting it right, for a single person that can take months or even years to finish. So, going alone is sure to end up in exhaustion. This is none of my business and everyone will do whatever they want, but perhaps you could take your concepts and your existing material and migrate to a new community, a new engine, like Godot for example, there seems to be a lot of things going on there. Its also the sort of engine a single person can in fact move things along by himself, because its meant to be a user friendly, DIY plataform, unlike say Idtech. 


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#24 Snehk

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Posted 11 November 2018 - 09:03 AM

It's been a while since I posted anything here. I was busy with many things.

I decided to abandon the previous project (which was on GoldSource engine) for now, and focus on id Tech 4. I find working with this engine enjoyable, and I tried several engines in the meanwhile (including Godot). My team is gathering back, though still relatively small and busy. And even if it breaks up again, I'd still work alone. Development is one of my passions, and even small additions that don't push things too far are great fun for me. I'm not working on any commercial projects as well and don't care about cutting edge graphics.
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