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So, what are you working on right now?


Springheel

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Thank's for the feeback guys !

 

Not to give too much away ... just let me say it is an important part to get the atmospheres and state of mind right on the scenes in this map.

it makes it look a bit sureal me thinks..
We will have to wait and play.
Nice Gygax reference too.

;)

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"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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the rugs appear to be lined up exactly straight. Bump them off kilter a bit so they don't look odd in the space
Very good point Lux. Thanks for that suggestion!

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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hahahahaha "It is done"

 

Those turned out better than expected but damn I think you need to turn the volume down because its clipping like crazy (even the player sounds)

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"It is done" :)

 

Awesome work.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Nice. Is the wallpaper texture custom? Looks pretty good.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Very nice!

 

Better double check that lower wood panelling, though. It looks like a wood board texture has been stretched into unrealistic proportions. There are some better and natural-looking wood panels that fit your color scheme.

Clipper

-The mapper's best friend.

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Obsttorte: Yes, and it is hopefully coming soon to a TDM update near you!

 

Sotha: That's just a slightly upscaled wooden board, but I'll look for alternatives.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I would use a trim texture instead and you may think about adding a bit more shape to it by extruding that part into the room by 4-8 doom units. This way it looks more plastic.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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With over 2100 brushes placed, time to post another screenshot of Penny Dreadful 2:

 

allthewayup02_zps91131265.jpg

 

Looks very good Melan! But I wonder why a painting needs a curtain?

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Looks very good Melan! But I wonder why a painting needs a curtain?

 

Protect from fading? From soot/dust/grime? From prying eyes? From the impressionable? From the judgmental?

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Protect from fading? From soot/dust/grime? From prying eyes? From the impressionable? From the judgmental?

 

Geez its just a painting in a house not a museum piece :P

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@ Springheel: Currently the sword is part of the viewmodel used for the player swordshort. It would be great if there would be a model without any weapon but with a joint mappers could attach any weapon onto. I think AlumniumHaste was the one who once asked for a way to give the player an axe instead of a sword, and this would be a way.

 

Any chance that this is happening (as you seem to be the person to ask for :wub: )?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Looks very good Melan! But I wonder why a painting needs a curtain?

Because it looks good :D

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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A sword a little too genteel for your main character?

Lowlife: The Clubbing! B)

 

The curtain on the painting is there for a reason, which will be revealed... ...in Penny Dreadful 2!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I would mark this a A+ for effort seeings as its your very first map and a B+ when compared to other maps of this style. This is very impressive for a first time mapper, you have nailed the lighting and textures use (specially the room) are spot on.

 

If your story telling skills are as good as your mapping skills at this early juncture, then I will speak for the community say "we look forward to your first mission with relish!"

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This is really nice for a beginner. However, as saying kind words does not help you much a few tips:

  • texture alignment: on wood the grain always goes into the direction of the longest side, this is very obvious in your shots and needs fixing (I did that mistake, too in my first FM and it takes me hours to fix that, so better get used to do it right in the first place -> texture lock)
  • there are models for supports which you can use either, in addition, it makes sense to create supports out of patches as you can deform those easier to make them look more natural
  • when building doorframes try to add displacements, as you can see them in the doorframe model you've used, this looks much more interesting
  • be aware of transparent windows as they can cause performance issues, test this carefully
  • outside floor parts can be created out of patches either, so you can bump them to make them look more natural and interesting, too

As said, good for a first start. Note that the above are just recommondations (except texture alignment, you really have to fix that). Don't forget to make a proper beta test and don'T be too shy to ask questions in the editors guild. We always appreciate the possibility to help new mappers getting the best out of their work.

 

On another note: Beneath optics and storytelling the main part of any game is the gameplay. So don't forget about that one ;)

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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