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PinkDot

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Thanks for nice comments!

 

I was wondering, how hard would it be to have it hollow on the inside so that mappers could put whatever ship's quarters they want in it?

 

Also, what if a mapper made standard ship's quarters including monsterclip where appropriate and floor brushes, then made a prefab out of the entire thing. Would that make it possible to quickly place in a walkable, explorable ship?

Yeah, I was thinking about leaving ship hollow inside so even with the same outside it could be diffrent inside in each FM. Making one prefab with interior could be a good idea as well, so people could just modify it instead of putting dozens of brushes from scratch.

 

Are the AI models really the size of our AI models???

Of course. :)

 

Isn't it better to make something like that out of brushes, for collision purposes?

I'm sure you can build a ship using brushes and patches, but models give greater control over shape and uv coordinates, which is very important for me.

Surely that will be a good lesson of monster clip brushing...

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I'm sure you can build a ship using brushes and patches, but models give greater control over shape and uv coordinates, which is very important for me.

Surely that will be a good lesson of monster clip brushing...

 

very nice model Pinkdot. I just watched Pirates of the Caribbean 2 yesterday ;) One suggestion: you could save some polys by decreasing the roundness of the masts. I could imagine the sails being a few textured (animated?) planes.

 

looking forward seeing it ingame and textured.

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Yep, this is quite exciting. It's going to need a very cool dockside map to show it off. :)

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Sails have currently some volume cause they're rolled up - flat polys would work with unrolled sails, I think. Well... it all depends on performance - if it's really bad then I'll think about some optimization... 5000 polys is not that bad - especially that it's static.

 

It's going to need a very cool dockside map to show it off.

If it inspires some mapper to do such then it'll be worth making it... :)

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I wonder if it'd be possible to do something cool with a gui movie and have ships like this sailing around in the background of a docks mission. :)

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you could even have two out at sea for a mission

Heh, you could be a stowaway on one of them and have to transfer to the other, while they're nearby for whatever reason. And of course you take the opportunity to strip both ships of valuables while you're at it. ;) The rest of the level could just be sea, stretching out to the horizon. Classy.

 

It would be an interesting exercise to see how different an atmosphere you could get for each ship just by changing the furnishings and lighting and stuff.

 

I wonder if it'd be possible to do something cool with a gui movie and have ships like this sailing around in the background of a docks mission. :)

:wub:

 

That's the thing I've never really liked about docks missions - they always seem so dead. Aren't docks supposed to be a hub of commerce, bustling with mercantile activities? Where's the bustle, people? I want to see some bustle!

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Aren't docks supposed to be a hub of commerce, bustling with mercantile activities? Where's the bustle, people? I want to see some bustle!

It's easy to find an excuse for that in thiefy-style game - it's just a nighttime... :);)

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Bah. Excuses! I want my bustling, damnit! :D

 

Docks can work at night too... time being money and all that.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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I have some organizational question (mainly to Springheel, I suppose) - where should I put that ship model? To misc folder?

 

What about creating new folder called "ship" with all relevant models? I was thinking about uploading masts, steer and some others as separate models, so people can build their own ships' hulls with brushes and patches and then finish it with models - that would be the most versatile way of making missions taking place on the ships. At this moment I can think of about 10-15 ship related models, which I've made already or I'm going to make. We have also anchor and rope_coil model in misc folder, which could be moved there as well. Not to mention people producing some more in the future.

That's just to avoid mess in misc folder.

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darkmod/props/docks made sense to me at first, but then I started thinking that there are lots of things in other folders that you might also expect to find at a dock (sacks, crates, etc), so it might be misleading.

 

What about darkmod/props/nautical?

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"Docks" - I was thinking about that as well, but it's mostly architecture, which makes docks diffrent - piers, lighthouse - they can go to architecture folder.

 

"Nautical" is fine, even better then "Ship".

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  • 1 month later...

I posted some on one CG forum (in Game Art department) to get some feedback. As for now I don't feel ready for starting for a job in game industry - I need more experience to feel confident enough.

 

Thanks for asking anyway :)

 

And what about you? Do you show your work somewhere? Which forum would you recommend?

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Ive been showing mine at www.polycount.com and recently cgtalk.com. I'd definitly recommend polycount though.

 

Contract work is probably the easiest way to get into the gaming indiustry, you can work from home and you're not expected to be as productive as someone working in-house, and it gives you paid experience, which is pretty valueable, even some veteran games artist choose to work this way.

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  • 4 weeks later...

Pinkdot, I just noticed that the texture of grave_fence_pole is missing (should be models/darkmod/props/textures/brown_rust_d.tga and models/darkmod/props/textures/brown_rust_local.tga). Looks like you forgot to upload them.

 

BTW, your sarcopahgus looks really great ingame! :wub:

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Pinkdot, I just noticed that the texture of grave_fence_pole is missing (should be models/darkmod/props/textures/brown_rust_d.tga and models/darkmod/props/textures/brown_rust_local.tga). Looks like you forgot to upload them.

They're on SVN now. Thanks for spotting that!

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  • 2 weeks later...
  • 1 month later...

I haven't posted any stuff for a long time, so I decided to break the silence. Most of the models and textures I work on are at not_to_show stage, but I decided to post that one prop, which I've just finished. Just to show you, that I'm still active :)

 

OK, here's kind of ship lamp - the one that usually goes at the end of the ship. There are: hipoly model, low poly model (1002 tris) and two versions (lit and unlit) taken from game. Hope you like it :)

 

ship_lamp_hipoly.jpg

 

ship_lamp_mesh.jpg

 

shot00018_small.jpg

 

shot00022_small.jpg

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