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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #1801
    Member
    Registered: Jan 2008
    Location: Sweden
    Spent some time today and rebuilded the interior of the cathedral from scratch.


    Note that most of the textures are placeholders and the floor and walls needs some brush work.
    Last edited by seventyfour; 30th Aug 2009 at 11:56.

  2. #1802
    Member
    Registered: Feb 2003
    Location: Coming in from the cold...
    I think it looks good even if those textures are placeholders.

    Today I've finished one more automap (only one left now).


  3. #1803
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by seventyfour View Post
    Spent some time today and rebuilded the interior of the cathedral from scratch.


    Note that most of the textures are placeholders and the floor and walls needs some brush work.
    Wow. Very dramatic.

  4. #1804
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Wash Day!



    But I still want to do something like this one below. The wheel goes round and the piston goes up and down and the lifter does a seesaw number and the agitator goes up and down, meanwhile the basin shakes side to side. We'll see ...

    Last edited by LarryG; 30th Aug 2009 at 23:47.

  5. #1805
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Quote Originally Posted by seventyfour View Post
    That's beautiful - certainly a superb use of dramatic lightning. I like the textures, too.

  6. #1806
    Member
    Registered: May 2008
    Location: Ireland!
    Wow, LarryG! The second one would look amazing!

  7. #1807
    Member
    Registered: Oct 2006
    Location: France


    Tears of the Trickster 1 has reached a critical step in building.

  8. #1808
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Quote Originally Posted by Nightstroll View Post
    Tears of the Trickster 1 has reached a critical step in building.
    Finally
    dunno why but this face reminds me of Oddworld Abe's Odissey...

  9. #1809
    Member
    Registered: May 2006
    Location: Russia
    Such a sad smile behind the door...

  10. #1810
    Member
    Registered: May 2001
    Location: Italy
    put a door on that face... LoL

  11. #1811
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by DrK View Post
    reminds me of Oddworld Abe's Odissey...

    Nice screen, Nightstroll

  12. #1812
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!


    WAIT! WORK! FOLLOW ME!

  13. #1813
    Member
    Registered: Feb 2003
    Location: Coming in from the cold...
    Today I have finished the last automap *phew* That took me a couple of days.

  14. #1814
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Now that the cat's out of the bag...









    More, here... http://cosas.ttlg.com/9ys/

    The usual problems persist. First it was the cell limit, then the brush limit, and now it's the object limit that worries me. I also have a few "too many objects on screen" areas (which I will solve by combining groups of low detail objects into one object) and quite a few more pesky framerate killing scenes.

  15. #1815
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Wow... That looks utterly fantastic. It doesn't look like the Dark Engine at all. Is it all due to higher-res textures and higher-poly objects?

  16. #1816
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by scarykitties View Post
    Is it all due to higher-res textures and higher-poly objects?
    Yeah.

    Those screens do look great though, Digi.
    I'm pleased to see that work continues!

  17. #1817
    Member
    Registered: Sep 2005
    Location: Georgia
    Great work Digi. My reason to be jealous is because that is the vision I seen with an ol' project that slid into cyberspace lol.

    So it personally does a great deal on me seeing those photos.

    And with seventyfour's forty I like the lighting. I'm getting pissed off with mine at the moment. .

    Getting closer almost done with base architecture.
    Next..the nitty gritty stuff .

    I'm trying to fill up the walls. .it was looking pretty "bland". Then I got the idea that I'd make it to where the place was "In remodeling" stage. Thinking it would allow me to take shine off of architecture lol.

    After building all this shit I have to figure how to make it "scary" and a way to bring these complex ideas to a story.



    http://i33.photobucket.com/albums/d9...7-04-09-92.jpg
    http://i33.photobucket.com/albums/d9...7-04-15-14.jpg
    Yes that's a f** tree in the building. I've seen it many times, but theres a story behind these things lol
    http://i33.photobucket.com/albums/d9...7-06-41-53.jpg
    http://i33.photobucket.com/albums/d9...7-10-28-57.jpg
    http://i33.photobucket.com/albums/d9...7-10-35-82.jpg
    Last edited by Digital Nightfall; 31st Aug 2009 at 18:58. Reason: 800 px width limit

  18. #1818
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Nice shots, BM, but we try to keep the image sizes under 800 px wide for post embedding here.

  19. #1819
    Member
    Registered: Sep 2005
    Location: Georgia
    Thank you much!

    Oh sorry about that had not a clue

    Ever since I start using fraps I get full size pics and don't bother to resize in Photoshop lol.

    Now I shall know for next time

  20. #1820
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Digital Nightfall View Post
    I give five minutes before this room bursts into flames.

  21. #1821
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by ZylonBane View Post
    I give five minutes before this room bursts into flames.
    The newer version looks slightly less inflammable, but now that you mention it, I have to agree. Torches set in wooden beams with nothing between them and the bare wood are not a very smart idea.

  22. #1822
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Actually, heavy timber construction is considered one of the most fire-safe.

    What it lacks is proper scorching/charring on the wood.

  23. #1823
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Wash Day Again!

    I just need to add dirty water and a ripple effect centered on the agitator ... Oh, and sounds ...



    I couldn't bring myself to put on all the stuff from the antique model that provided my inspiration for this. But I could attach a set of gear driven rollers for winging out the clothing ... good idea or bad?

  24. #1824
    Member
    Registered: Oct 2008
    Location: Finland
    I have many missions under run, I guess most of them won't see daylight (atleast, not before year 2048) but here's few of those missions



    Following is like apandoned city where everyone have died to some sort of influence and Garrett sees opportunity to go there and steal everything he can ...








    next is from mission where Garret goes to hell so he could release Cutty from there and bring him back to live on earth







    next photo is from my maya mission, whichs' screen shots you have probably already seen in this thread





    next is just one random mansion





    the last photos are from some kind of catacomb system. Egyptian perhaps





    just guess how long I was making those pilars, all of them have 16 brushes on them and are made with grid size 10 (took me a weekend)
    Last edited by gigagooga; 6th Sep 2009 at 11:05. Reason: photos didn't work

  25. #1825
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Can't see images...

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