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Thread: What are you working on RIGHT NOW? - Community WIP thread

  1. #951
    Member
    Registered: Feb 2005
    By the way, have I bored you with my last two PMs or did you just have no time to reply?
    No, not at all, your ideas are always interesting. I'm away from home, meaning from my main computer and loaded with work. With that, I'm still thinking what to do with that mission, I'm unearting some other possibility which would mean re-designing some static mesh. That's the bad thing working with meshes. If you need a new "route" for the player, most stuff has to be redone.

  2. #952
    New Member
    Registered: Jan 2006
    Location: London, England
    @Beleg - Nope those are OM textures at 1024x768 res. The large clockface actually gets masked out for parts of the movie and replaced with a crosshair target sight for the weapon.

  3. #953
    New Member
    Registered: Jan 2006
    Location: London, England

    More on Doom Crystal

    I have put together a video showing part of the movie. Its quite exciting!

    http://www.youtube.com/watch?v=NfkU3lKg2Do

    Please have a look.

    Just a reminder this is not an FM but a movie which uses T3ED to create the sets. Consequently you will see many recognisable meshes from TDS in this. Those of you who have helped me with such problems as making a piston pump, making rotating gears tilt and creating custom textures will see the results in this little (2:38) clip.

    Thanks for your help.
    Last edited by prustage; 6th Aug 2008 at 08:05.

  4. #954
    Member
    Registered: Dec 2001
    Flesh used to create movies - unbelievable!

  5. #955
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Cool

  6. #956
    Member
    Registered: Aug 2006
    Location: Deutschland
    Great things are coming. Where did it point to?

    I just thought...one would be able to do all those TDP intro movies with the Hammerite stuff in the very game.

  7. #957
    Member
    Registered: May 2001
    Location: Stir Crazy
    Get down, get to the choppa', here comes the space cannon!!

  8. #958
    I started Komag's great T3Ed tutorial last night, and after building two rooms I realised I was a Natural Born Taffer(tm) and that I should forget building the tutorial mission and make my own FM

    It's turned out to be a mausoleum/crypt mission with a Lost City influence. Which is odd because I skip that mission whenever I replay T1. But anyway, I've found it to be really addictive and building the environments is lots of fun.
    I've done 5 rooms so far which took me most of today, though two of them are quite big.

    SS

  9. #959
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Ok, I still pretty much rate as a Noob, I think.. lol. I have been swimming in photoshop, 3DSmax and T3Ed for 2 months or so trying to get a handle on all aspects of mission construction. I've chatted here and there; but, I've only showed my current WIP stuff to Ziemanskye. So, for those interested, I have pics

    The first group is my mission WIP. After a few weeks away from it in Max, there's a lot I will probably go back and rework now. Funny how horizons widen when you've got access to build your own world..


    The second group is my modelling project in 3ds. I thought I'd tackle something familiar in order to get a grip on building meshes. Though I'd almost advise aiming a little lower, I won't. The amount of grief involved in building some of the objects here were worth the cost of time in learning the process. Here are the pics.

    T3ED

    http://i37.photobucket.com/albums/e6..._080708_01.jpg
    http://i37.photobucket.com/albums/e6..._080708_02.jpg
    http://i37.photobucket.com/albums/e6..._080708_03.jpg
    http://i37.photobucket.com/albums/e6..._080708_04.jpg
    http://i37.photobucket.com/albums/e6..._080708_05.jpg
    http://i37.photobucket.com/albums/e6..._080708_06.jpg
    http://i37.photobucket.com/albums/e6..._080708_07.jpg
    http://i37.photobucket.com/albums/e6..._080708_08.jpg

    3DS
    http://i37.photobucket.com/albums/e6...s_80708_01.jpg
    http://i37.photobucket.com/albums/e6...s_80708_02.jpg
    http://i37.photobucket.com/albums/e6...s_80708_03.jpg
    http://i37.photobucket.com/albums/e6...s_80708_04.jpg
    http://i37.photobucket.com/albums/e6...s_80708_05.jpg
    http://i37.photobucket.com/albums/e6...s_80708_06.jpg
    http://i37.photobucket.com/albums/e6...s_80708_07.jpg
    http://i37.photobucket.com/albums/e6...s_80708_08.jpg
    http://i37.photobucket.com/albums/e6...s_80708_09.jpg

  10. #960
    Member
    Registered: Aug 2006
    Location: Deutschland
    The mission looks quite good already. I somehow feel a slight sympathy towards simpler architecture, don't ask me why. Maybe it has something classically-FMish. But these roof segments come in pretty handy, do they not? I can't wait to get any rooftop scenario done with them, because now they are only for decoration.

  11. #961
    Member
    Registered: May 2001
    Location: Stir Crazy
    [starts wolf stare at havoc211]Please tell us you're gonna share the static meshes with the community, please please please.[/end wolf stare]

  12. #962
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Quote Originally Posted by Beleg Cúthalion View Post
    The mission looks quite good already. I somehow feel a slight sympathy towards simpler architecture, don't ask me why. Maybe it has something classically-FMish. But these roof segments come in pretty handy, do they not? I can't wait to get any rooftop scenario done with them, because now they are only for decoration.
    Thank you. I am going for rustic for certain. I'm one that never liked the old western movies where everyone was in shiny new shirts and hats and riding horses with new saddles, new guns, new wood on all the buildings, etc. I like moth-eaten, gritty, dirty, practical. If you look at the pics inside the jail - the railing for the stairway doesn't quite fit. That's because I hadn't realized I could change the texture yet when I put it in place. But, after looking at it, I'm thinking it might stay as a remnant of this having been an inn.

    And, Yes, the roof segments ROCK!!. I tried using the roof styles built in and found that there is a built in ceiling with them as well. Transparent of course.. so you can find out by troubleshooting everything under the sun to figure out why I can't climb the stairs into the next level for some odd reason... GRRR. Maddening. Props to the author!

  13. #963
    Member
    Registered: Feb 2005
    Looks good havoc.

  14. #964
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Quote Originally Posted by Martin Karne View Post
    [starts wolf stare at havoc211]Please tell us you're gonna share the static meshes with the community, please please please.[/end wolf stare]
    Hadn't really thought that far yet, Martin. Mostly I've just concentrated on keeping my forehead black from ramming it through my keyboard as I fix boolean explosions. I just spent two days fixing about half of turbolift 1 after booleaning in the door track. I didn't have that problem in the lift junction when I carved out it's door track. Here, I'll show you something else..

    http://i37.photobucket.com/albums/e6...s_80708_10.jpg

    Two sets of independant functional doors. The set from the lift exits the lift and slides into a track on the junction. As long as the doors are open, the lift itself cannot move. Every bit of detail I can cram in is going in. As I hadn't thought much about this, how much would you want? lol. I'm not "just" doing the bridge itself. If you noticed the floor in the pics extends beyond the stations.. it's because there are outer gangway walls not shown there that have to be layed in yet...

    You're -just- looking at Deck 1. And only the raw meshes. I haven't done any scripting yet. The doors are there for the lifts; but, they need proper scripts to open as a grouped set - both sets of doors. Also have to figure out how to move the lifts vertically, horizontally and everyother which way if possible in the t3 engine. I don't even want to think about lighting all the consoles.. lol. That nightmare has been lingering in the back of my mind since I started. Let's talk rofl.

  15. #965
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Quote Originally Posted by Flux View Post
    Looks good havoc.
    Tankya

  16. #966
    New Member
    Registered: Jan 2006
    Location: London, England

    where it points

    @beleg

    It points at a small house in West London - where incidentally, I just happen to live...

  17. #967
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    I've only got pretty basic stuff so far. In fact, what I'm about to show is the nearest to completion (and simplest) of the 5 static meshes I've currently got in production.

    So, without further ado...a window frame. Ooooh. What you're looking at there is the low poly mesh (378 polys) with the displacement map made from the high poly mesh (soon to be the normalmap) wrapped around it.

    The other meshes consist of a door, the surrounding wall, the shutters for the window, a set of vines, and a pillar.

    It isn't much at the moment, but I wanted to set a theme.

    Edit: Also a lamp I ain't ever gonna do crap with. I think it's pretty, though, so I'm gonna show it off.
    Last edited by Renzatic; 8th Aug 2008 at 22:53.

  18. #968
    Member
    Registered: May 2001
    Location: Stir Crazy
    OM NOM NOM!!! More models than you can shake a 3DS at.

  19. #969
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Quote Originally Posted by Renzatic View Post
    I've only got pretty basic stuff so far. In fact, what I'm about to show is the nearest to completion (and simplest) of the 5 static meshes I've currently got in production.

    So, without further ado...a window frame. Ooooh. What you're looking at there is the low poly mesh (378 polys) with the displacement map made from the high poly mesh (soon to be the normalmap) wrapped around it.

    The other meshes consist of a door, the surrounding wall, the shutters for the window, a set of vines, and a pillar.

    It isn't much at the moment, but I wanted to set a theme.

    Edit: Also a lamp I ain't ever gonna do crap with. I think it's pretty, though, so I'm gonna show it off.
    Very nice. I really love the window frame.

  20. #970
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by havoc211 View Post
    Very nice. I really love the window frame.
    Why thank you.

    If you click the link again, you'll see the start of my wall. Once I finish it and the shutters, and get it into TDM myself, I'll send the model off to Flux to see how it looks inside of T3.

  21. #971
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Quote Originally Posted by Renzatic View Post
    Why thank you.

    If you click the link again, you'll see the start of my wall. Once I finish it and the shutters, and get it into TDM myself, I'll send the model off to Flux to see how it looks inside of T3.
    Again, beatiful work. I made some progress over the last day or so myself.. at least in 3ds. I think I'm addicted.

    http://i37.photobucket.com/albums/e6...ss_81008_1.jpg
    http://i37.photobucket.com/albums/e6...ss_81008_2.jpg

    I Also think I'm putting in 3-5 hours of research for every hour of modelling.. which is not so fun.

  22. #972
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by havoc211 View Post
    Again, beatiful work. I made some progress over the last day or so myself.. at least in 3ds. I think I'm addicted.

    http://i37.photobucket.com/albums/e6...ss_81008_1.jpg
    http://i37.photobucket.com/albums/e6...ss_81008_2.jpg
    Yours is looking pretty good as well, specially for someone just starting out. When I first jumped on the high end 3D bandwagon, the best I did was make completely unconnected blocks and scream alot.

    I Also think I'm putting in 3-5 hours of research for every hour of modelling.. which is not so fun.
    That's about normal. I went through tons of tutorials before I became even remotely competent (and I'm still not as good as I think I need to be). But eventually you'll get used to it. Then you start flying. I've seen videos where people have blocked out, sculpted, and UVed a million plus poly mesh in less than an hour. It's amazing to watch.

  23. #973
    Member
    Registered: Jun 2008
    Location: Kokomo IN
    Quote Originally Posted by Renzatic View Post
    Yours is looking pretty good as well, specially for someone just starting out. When I first jumped on the high end 3D bandwagon, the best I did was make completely unconnected blocks and scream alot.
    LOL. I used to give my drafting teacher fits because I could finish his assignments in 5 minutes and everyone else would be slaving over them for an hour. Helps being an artist I guess


    That's about normal. I went through tons of tutorials before I became even remotely competent (and I'm still not as good as I think I need to be). But eventually you'll get used to it. Then you start flying. I've seen videos where people have blocked out, sculpted, and UVed a million plus poly mesh in less than an hour. It's amazing to watch.
    Oh, I've followed Buzz3D's videos and am waiting to see the completion of the AT-AT walker. But, my frustration is that I can't find all the information I need at times to finish portions of my model. I also have multiple sets of blueprints. One set says the depth of the consoles is X meters and another says the console plus the wall behind it is the same measurement. It has resulted in my model being off in places by as much as 18 inches depending on which set of blueprints you choose to look at. Being a stickler for detail, it becomes frustrating for me. That said, I have more updates..

    http://i37.photobucket.com/albums/e6...s_81008_03.jpg
    http://i37.photobucket.com/albums/e6...s_81008_04.jpg

    I'm getting ready to carve out the three isolation doors, the gangway access to the next deck.. Basically roughing in all the troublespots to make sure all my geometry works with the next deck as well as this one.

  24. #974
    .
    Last edited by ShadowSneaker; 16th Aug 2008 at 20:48.

  25. #975
    Member
    Registered: Dec 2001
    As I love doing 10k things at once, apart from Cabal and texture project this is another forest expriment - making it a bit hard for Garrett in a daylight, Maybe re-painting his outfit to forest camo would help?


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