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

  1. #7751
    Member
    Registered: Apr 2016
    Is this the interior of that real-life place you're recreating? Looks very nice and posh indeed

  2. #7752
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Quote Originally Posted by marbleman View Post
    Is this the interior of that real-life place you're recreating? Looks very nice and posh indeed
    It is. The interior will be a lot different to the real place, though the layout of the rooms is about 70% correct.

  3. #7753
    Member
    Registered: Jun 2015
    Location: Germany
    The First Screenshot from "Paradox Equation", this is not a normal Thief FM.


  4. #7754
    Member
    Registered: Aug 2016
    Location: My mum's basement
    Nice! Are you going to give us a sneak peek of one your 'crazy puzzles' you have planned?

  5. #7755
    Member
    Registered: Jun 2015
    Location: Germany
    Not Yet, its to early.
    The Next Screens and maybe a trailer will be ready in the end of the month.

  6. #7756
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Nicked always fancy, nice work there.

    Terra that looks very unique, its looking very interesting, good job there so far.

  7. #7757
    Quote Originally Posted by nicked View Post
    A few more tweaks - increased the ILLUM brightness, reduced the transparency of the crystal, and made the alpha 1-bit to stop some z-sorting issues:



    Pretty happy with it now. I don't have enough polys for proper bulbs to be visible, but with the tweaks and the fact that it'll only ever be viewed from beneath, I think that's fine. The 1-bit alpha is a little annoyingly crispy, but again it'll mostly be viewed from far below where it won't be as obvious.
    That looks pretty nice, but the glass still is not as bright as the light source it uses. IMO, you could give up on the glass transparency altogether. NewDark uses material definitions, right? You could make an emissive (glow) mask for the glass, so it looks more like a light source:


  8. #7758
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Wouldn't an emissive texture still glow when the light was switched off?

  9. #7759
    You'd have to link it with a switch as well, yes.

  10. #7760
    Member
    Registered: Nov 2010
    Location: Beyond boundaries of Magia

    A toy city battle royale! Which team you'd cheer for? Red or Blue?



  11. #7761
    Member
    Registered: Sep 1999
    Location: Portland, OR
    I love the toy city Zoro!

    ----

    Just hashing out the city wall around the same industrial area I've been working on. I have some facade details to do on it, and giant portcullis. Lighting is just for demo.


    Then there it is again from inside my gatehouse. I haven't created the back weight holding clamps yet lol so it's just floating.

  12. #7762
    Member
    Registered: Oct 2008
    Location: Finland
    Looks very good Gamophyte!
    ..but is the wall bit too thin around the portcullis? For now, it looks like enemy soldiers with right tools might get through it very quickly.

  13. #7763
    Member
    Registered: Jun 2015
    Location: Germany
    @Zoro Nice Little City, i am also working on a littel City in "Paradox Equation".



    @gamophyte
    Looks very Good!

  14. #7764
    Member
    Registered: Oct 2014
    Location: Asia
    https://imgur.com/a/StfBy

    Middle of development: A few characters and a the home of a playwright. I have a female ghost playing piano - the fallboard opens manually until I can use tweqs to keep it open. The blacksmith is linked back to an AIWatchObj using Conv 7 (arms in front moving up and down). I edited an anvil hammer sound to synch with the motions, but it does so temporarily before going out of synch for a while (more investigation required). For the minstrel I used the Motion Editor and took a frame from Conv 128 (femturnh). Playwrights home: Art Deco / Edwardian textures and a superimposed letter on the door from DeiGratia font.
    Last edited by Derspegn; 22nd Oct 2017 at 10:24.

  15. #7765
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Random piece of street scenery...


    Click to enbiggen

  16. #7766
    Member
    Registered: Nov 2010
    Location: Beyond boundaries of Magia
    -Terra-
    Looks interesting. However, I'd myself probably make the orange brick and cobblestone textures smaller.
    gamophyte
    Castle-Medieval cities is one of my favorite themes. I really like how textures are blended together, it looks really good.
    The Watcher
    Mysterious and looks really good.

  17. #7767
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by gigagooga View Post
    Looks very good Gamophyte!
    ..but is the wall bit too thin around the portcullis? For now, it looks like enemy soldiers with right tools might get through it very quickly.
    Thank you! Ha that is actually close to what it is in real life.

    https://www.google.com/maps/@48.6350...7i13312!8i6656

    I admit it could still be a little thicker but it worked out that way being on a diagonal grid. Perhaps it's a repurposed area, yes it used to be a second line of defence once the the old outer wall is breached.
    But also, if the draw was up it covers that section snugly, and the door is crisscrossed with a iron plating. Also when the portcullis comes down it fortifies the gap. So there!
    Quote Originally Posted by -Terra- View Post
    @Zoro Nice Little City, i am also working on a littel City in "Paradox Equation".
    @gamophyte
    Looks very Good!
    Oh interesting little modern area there. I am intrigued. And thank you!

    Quote Originally Posted by Derspegn View Post
    https://imgur.com/a/StfBy
    Middle of development: A few characters and a the home of a playwright. I have a female ghost playing piano - the fallboard opens manually until I can use tweqs to keep it open. The blacksmith is linked back to an AIWatchObj using Conv 7 (arms in front moving up and down). I edited an anvil hammer sound to synch with the motions, but it does so temporarily before going out of synch for a while (more investigation required). For the minstrel I used the Motion Editor and took a frame from Conv 128 (femturnh). Playwrights home: Art Deco / Edwardian textures and a superimposed letter on the door from DeiGratia font.
    Looks fun with attention to AI, looks like we're in for a good tight story too.

    Quote Originally Posted by The Watcher View Post
    Random piece of street scenery...
    Yeah I'm a fan of all of your screens lol, I was scared it wasn't going to be developed anymore. I hope this is a sign that it is.

    Quote Originally Posted by Zoro View Post
    -Terra-
    Looks interesting. However, I'd myself probably make the orange brick and cobblestone textures smaller.
    gamophyte
    Castle-Medieval cities is one of my favorite themes. I really like how textures are blended together, it looks really good.
    The Watcher
    Mysterious and looks really good.
    Thank you Zoro, it means a lot, lots of stress finding the right textures.

  18. #7768
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland

    I'm working on a collection of goits, gimboids and all round smegheads.

  19. #7769
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    Quote Originally Posted by -Terra- View Post
    @ -Terra-

    Interesting area you've made there. Do you want to use the newer cars from TROTB 2? Those versions use materials for their bodies. If you don't want the material effects on them, I can remake the textures.

  20. #7770
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by Purgator View Post

    I'm working on a collection of goits, gimboids and all round smegheads.
    LOL, make me want so chicken vindaloo!

  21. #7771
    Member
    Registered: Aug 2012
    Location: Nova Scotia, Canada
    Wow lots of great pics everyone

    I've been cooking up quite a bit in DromEd lately too but I won't reveal anything yet because I'd rather be secretive

  22. #7772
    Member
    Registered: Jun 2015
    Location: Germany
    Quote Originally Posted by GORT View Post
    @ -Terra-

    Interesting area you've made there. Do you want to use the newer cars from TROTB 2? Those versions use materials for their bodies. If you don't want the material effects on them, I can remake the textures.
    I want this material effects, i really like this.
    I am using all the stuff from Rotb2.

  23. #7773
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    OK. Here are the models.

    Vehicles.zip

    If anyone else wants to use them, they can. Just remember to give me credit for them.

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