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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.

#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.


You need a model? Epi does you a model.

 

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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.



#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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