I think it looks good even if those textures are placeholders.
Today I've finished one more automap (only one left now).
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I think it looks good even if those textures are placeholders.
Today I've finished one more automap (only one left now).
![]()
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 ...
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Last edited by LarryG; 30th Aug 2009 at 22:47.
Wow, LarryG! The second one would look amazing!
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Tears of the Trickster 1 has reached a critical step in building.
Such a sad smile behind the door...
put a door on that face... LoL
WAIT! WORK! FOLLOW ME!
Today I have finished the last automap *phew* That took me a couple of days.
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.
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?
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 17:58. Reason: 800 px width limit
Nice shots, BM, but we try to keep the image sizes under 800 px wide for post embedding here.![]()
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![]()
Actually, heavy timber construction is considered one of the most fire-safe.
What it lacks is proper scorching/charring on the wood.
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?
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 10:05. Reason: photos didn't work
Can't see images...