RPGista 603 Posted October 19, 2017 Report Share Posted October 19, 2017 (edited) Quality of the models is amazing, fantastic work as always Epi. I think people are finding it harder to see them blending in game because they are in their gray form, but when fully textured Im sure they would fit right in, specially considering how good a texturer Epi is. Glad you beat me to it. I particularly like the second one, even though the first is awesome and a lot more complex. Its just that Im a minimalist. Like simple designs more. Edited October 19, 2017 by RPGista 1 Quote Link to post Share on other sites
Popular Post Epifire 784 Posted October 20, 2017 Popular Post Report Share Posted October 20, 2017 Quality of the models is amazing, fantastic work as always Epi. I think people are finding it harder to see them blending in game because they are in their gray form, but when fully textured Im sure they would fit right in, specially considering how good a texturer Epi is. Glad you beat me to it. I particularly like the second one, even though the first is awesome and a lot more complex. Its just that Im a minimalist. Like simple designs more. Thankyou! Hopefully I'll be making money doing this at a studio someday (or so the plan is). Now the goal with the two variants is that we could get some hard thematic differences for those who wanted it. Technology cult on one side and another smooth simplistic/practical design that would fit in a rich mansion. I could even reuse the same eyepiece/spotlight in the material and combine it as a set. You are indeed right about grey shading with the highpoly, cause once these get textured they take on a whole new look.  For those wondering what material detailing I had in mind for the, "head on a swivel" I'd planned on using the same surface look I did for the clawed footsies of my safe models...  Maybe some various light shades of surface rust to change it up on the broad portions of the face. I really did like how the metal looked for the safe so I thought I'd do it up like that. On the other hand I wanted to do mostly clean and smooth brass/steel look for the other variant. So like I said, the plan is some really hard thematic differences for wide usage. One other thing is, I'd planned on doing a single channel mask for the lights and lens glow. I thought glowing lens' would look cooler and show off the active mode the best. The other thing is this gives full range for people to change the color via custom rgb lines in the mtr. 6 Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
Bikerdude 3740 Posted October 20, 2017 Report Share Posted October 20, 2017 That safe looks stunning Epi! Quote Link to post Share on other sites
peter_spy 1528 Posted October 20, 2017 Report Share Posted October 20, 2017 These legs look great, although the worn-out paint on the safe is a bit too much Quote Misc. assets for TDM Link to post Share on other sites
Bikerdude 3740 Posted October 20, 2017 Report Share Posted October 20, 2017 although the worn-out paint on the safe is a bit too much    I like it, but yes maybe a little to AAA for tdm? only in that all of our textures/resources arent as comprehensive/nice as the ones used on that safe. Quote Link to post Share on other sites
peter_spy 1528 Posted October 20, 2017 Report Share Posted October 20, 2017 I thought more about the use of brush on the texture. There's either paint or bare polished metal. I had similar problem with my power generator, and in the end I used a bit more subtle approach. Then again, I spent way too much time on textures/materials for such a background prop as this one:Â https://skfb.ly/69ESUÂ 3 Quote Misc. assets for TDM Link to post Share on other sites
Bikerdude 3740 Posted October 20, 2017 Report Share Posted October 20, 2017 Another DIshonoured looking/inspired model = nice. Quote Link to post Share on other sites
Epifire 784 Posted October 21, 2017 Report Share Posted October 21, 2017 I'd say it's just a difference in artistic design honestly. I'd seen plenty of references with that kind of wear and most of TDM features a lot of grunge, so it felt appropriate to go a little further with the wear. If anything now I'd maybe use a secondary mask to refine the wear buildup (more likely points of contact ect). Other than that I don't think there's anything wrong with the definition. 1 Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
Popular Post Soul Tear 15 Posted December 30, 2017 Popular Post Report Share Posted December 30, 2017 My first attempt at working with folds.Any criticism is welcomed. However, this object is already finished, but next time I will try to improve the result. 6 Quote Link to post Share on other sites
Springheel 4628 Posted December 30, 2017 Author Report Share Posted December 30, 2017 Looks good to me! Quote TDM Missions:  A Score to Settle  *  A Reputation to Uphold *  A New Job  *  A Matter of Hours Video Series:  Springheel's Modules *  Speedbuild Challenge * New Mappers Workshop  *  Building Traps Link to post Share on other sites
Bikerdude 3740 Posted December 30, 2017 Report Share Posted December 30, 2017 (edited) Looks good to me!+1Any criticism is welcomed. However, this object is already finished, but next time I will try to improve the resultJust try to limit the amount of polys used on the potatoes or what ever produce is in the sack opening. Edited December 30, 2017 by Bikerdude Quote Link to post Share on other sites
Epifire 784 Posted December 31, 2017 Report Share Posted December 31, 2017 Soul Tear, I think the definition is solid. If anything just make sure those material references are set to noshadows and just make a rough shadowmesh to match the form of the bag itself. As then you can go hogwild on the polys to get as much normal definition as needed without destroying the shadow budget. On a totally random note I forgot I hadn't finished that security camera. Welp looks like I'm leaving myself a note to remember that on my days off. Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
Obsttorte 1498 Posted December 31, 2017 Report Share Posted December 31, 2017 Looks nice. One or more low poly versions would be good to be setup as LOD. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
Popular Post Epifire 784 Posted January 1, 2018 Popular Post Report Share Posted January 1, 2018 There's one catch to the head swivel cam, and that is that it's gears gotta rely on some feedback from the camera panning to rotate back and forth. If we're being realistic that is. Anywho, a quick photo in Substance Painter to see that grungy metal I'mma goin for...  EDIT: Here's an in-game shot to show the scale a bit more. @Grayman if you need the camera to be bigger let me know, otherwise I can send this stuff off to you whenever you like. Also I can make a simple mask for the right eyepiece to get the spotlight skin functional. I've been considering what to do for a damaged model. Are you wanting a skin for that or just a mesh toggle for the head? A mesh toggle would be much less for the file size as I could just vertex paint some basic scorching in, which I'm sure would do the job. 7 Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
Goldwell 2439 Posted January 1, 2018 Report Share Posted January 1, 2018 Looks fantastic! Very creepy looking too. Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Obsttorte 1498 Posted January 1, 2018 Report Share Posted January 1, 2018 It's a bit big, isn't it? And the suspension feels a bit overproportional to me. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
Bikerdude 3740 Posted January 1, 2018 Report Share Posted January 1, 2018 It's a bit big, isn't it? And the suspension feels a bit overproportional to me.As fantastic as it is, I was kinda thinking the same thing. Maybe reduce the size by 25% - that said how far away from the camera is it? its directly above the sofa..? or closer to the camera. Quote Link to post Share on other sites
Epifire 784 Posted January 1, 2018 Report Share Posted January 1, 2018 Oh that was a little closer to show more of the material details. The actual size is roughly about that of an actual head model. Â Â Some things are cast in larger scale (for the supports and pivots) because of how much heavier these components would be over a modern day camera. With an outer casing that's forged, not to mention bulky wireless transmitters I'd imagine just the head alone would be very dense and heavy by itself. I'm not sure what I want to do on the other camera yet, as some things really don't mesh well in the round design approach. Though very archaic this camera rolled off from the early design and ideas pretty easily. 1 Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
Bikerdude 3740 Posted January 2, 2018 Report Share Posted January 2, 2018 Ah thats better Quote Link to post Share on other sites
grayman 2968 Posted January 4, 2018 Report Share Posted January 4, 2018 There's one catch to the head swivel cam, and that is that its gears gotta rely on some feedback from the camera panning to rotate back and forth. Oh boy: gear manipulation. Send me what you have and I'll look at it.  @Grayman if you need the camera to be bigger let me know, otherwise I can send this stuff off to you whenever you like. Also I can make a simple mask for the right eyepiece to get the spotlight skin functional. I've been considering what to do for a damaged model. Are you wanting a skin for that or just a mesh toggle for the head? A mesh toggle would be much less for the file size as I could just vertex paint some basic scorching in, which I'm sure would do the job. If I can get this working, I'll include it in 2.06 and the Remote Camera wiki. If I can't, it'll have to wait for 2.07, when I can find more time to get it working. As for damage, a skin change would be fine. Quote Link to post Share on other sites
Soul Tear 15 Posted January 6, 2018 Report Share Posted January 6, 2018 (edited) Looks good to me! +1Just try to limit the amount of polys used on the potatoes or what ever produce is in the sack opening. Thanks! Basically there are halfs of potatoes (20 polys). https://drive.google.com/file/d/172LNjtajLcieEa8ceATrlUFtN_N5siXR/view?usp=sharing Edited January 6, 2018 by Soul Tear Quote Link to post Share on other sites
Soul Tear 15 Posted January 6, 2018 Report Share Posted January 6, 2018 (edited) Soul Tear, I think the definition is solid. If anything just make sure those material references are set to noshadows and just make a rough shadowmesh to match the form of the bag itself. As then you can go hogwild on the polys to get as much normal definition as needed without destroying the shadow budget. On a totally random note I forgot I hadn't finished that security camera. Welp looks like I'm leaving myself a note to remember that on my days off. Damn, I'm not sure I understand this, but the shadow mesh is included. Do you make these models for your fm? Edited January 6, 2018 by Soul Tear Quote Link to post Share on other sites
Epifire 784 Posted January 7, 2018 Report Share Posted January 7, 2018   Damn, I'm not sure I understand this, but the shadow mesh is included. Mainly emphasizing that you make sure the main detail body of your mesh is set to noshadows in the material. I don't actually make shadow meshes near as often as I used to but I have forgotten to make the main material noshadows on several instances. Because yeah if you leave both rendering shadows, it defeats the purpose of the shadow mesh since the lighting pass will render both.   Do you make these models for your fm?  Well not exclusively but I may end up using the camera if it fits the context of my current mission. I do model near all of my level assets from scratch (and generate textures from Substance Painter) but I take requests on the occasion. Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
peter_spy 1528 Posted January 7, 2018 Report Share Posted January 7, 2018  Mainly emphasizing that you make sure the main detail body of your mesh is set to noshadows in the material. I don't actually make shadow meshes near as often as I used to but I have forgotten to make the main material noshadows on several instances. Because yeah if you leave both rendering shadows, it defeats the purpose of the shadow mesh since the lighting pass will render both. The same goes for collision mesh. You have to disable collision in your main material, otherwise the model will have 2 overlapping collisions. Quote Misc. assets for TDM Link to post Share on other sites
ERH+ 660 Posted October 23, 2018 Report Share Posted October 23, 2018 It's more like a bug so request is for tweaking existing model - wood_debris01.lwo have one of its chunks apparently duplicated in the same position. While it is not z-fighting, in a fog light it become oversaturated and stands out from the distance. Quote Link to post Share on other sites
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