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So, what are you working on right now?


Springheel
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Thank you!!

 

 

I made 2 more smaller variations of the chandelier for diversity. Also have been fixing/improving BHM, man I missed it so much. :) I put the new chandelier into the ball room.

 

Such a great shot with the large gear forms being a major part of the scene and layout. Reminds me of how some very large imagery was crafted into the levels and layout of Bioshock Infinite. If you fellas need an extra hand with enviro detailing, I'd love to hop on that with you guys. I try and commit larger scenes to texture atlas and can be pretty flexible for mesh optimizations (shadow/draws included). It looks like some real fun for the portfolio, so toss me a PM if you're interested Dram!

Modeler galore & co-authors literally everything

 

 

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If you fellas need an extra hand with enviro detailing, I'd love to hop on that with you guys. I try and commit larger scenes to texture atlas and can be pretty flexible for mesh optimizations (shadow/draws included). It looks like some real fun for the portfolio, so toss me a PM if you're interested Dram!

Thank you for the help offer! I would definitely say yes if BHM was less complete, but right now there is mainly scripting/objectives/pathing etc to complete, with a few areas to redo in terms of enviro. If you still want to work together however, would be epic fun for the next map!

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Thanks :) I must say I still have problems with scale, things almost always end up bigger than they should. I'm used to heights like 128, 192, 256, because it's easier to match tiling textures (and design tiling meshes for grids like 16 or 32), but with player being 80 units high, that looks way too big.

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Thanks :) I must say I still have problems with scale, things almost always end up bigger than they should. I'm used to heights like 128, 192, 256, because it's easier to match tiling textures (and design tiling meshes for grids like 16 or 32), but with player being 80 units high, that looks way too big.

I get that problem in Maya, though I usually keep the scale correct in meters and then simply scale the final result to 0.433. This gives the correct scale versus the player size :)

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Thanks :) I must say I still have problems with scale, things almost always end up bigger than they should. I'm used to heights like 128, 192, 256, because it's easier to match tiling textures (and design tiling meshes for grids like 16 or 32), but with player being 80 units high, that looks way too big.

Only at first glance. A 128 doom units high room appears relatively small once you start adding stuff to it. And it will appear even smaller if you want to add a hanging lamp without the player or the ai constantly hurting their head at it :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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  • 2 weeks later...

Loved the William Steele series. :) Looking forward to next in the series

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I cant wait Goldwell! Looks fantastic as always! I'm also really digging those open areas. Seem's like we'll finally get a chance to fully embrace the beauty in the north

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I cant wait Goldwell! Looks fantastic as always! I'm also really digging those open areas. Seem's like we'll finally get a chance to fully embrace the beauty in the north

 

Grimwood really shows off the forest and mountainous parts of Northdale :)

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  • 2 weeks later...

It's a decal. I don't recall coming across a "poster" type, but is that what I should be using?

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