KatsBits Community

Game Editing => General Content Creation => Topic started by: kat on May 31, 2010, 01:23:00 PM

Title: General WIP
Post by: kat on May 31, 2010, 01:23:00 PM
A WIP topic to contain shots from or of levels, maps, environments and general game content that isn't modeled (but can contain models) - not game specific.

Screen shots and images should be kept to a maximum for 800 pixels width/height - members can use attachments. Also consider providing information about what you're showing so readers know what's what.
Title: Re: General WIP
Post by: kat on May 31, 2010, 01:31:12 PM
I've been rummaging through my old RtCW archive and found some bits and pieces I had completely forgotten about. The corridoor section was originally a separate idea I had for another level but it found it's way into what was originally SP Generator, the level that never made it (got too complex and ran out of entities).

Funny thing is I wonder how long it'll be before mobile and small form factor devices will be able to play games like Quake 3, RtCW and their ilk; there's got to be a lot of income potential in the huge back catalogues of publishers and developers.

Title: Re: General WIP
Post by: Shaderman on June 01, 2010, 05:49:30 PM
Nice videos kat.

I found some old screenshots showing two pieces of an unfinished Enemy Territory map:

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fshaderman.com%2Fmapping%2FET%2Fold_bridge%2Fbridge2.jpg&hash=f30d4d0408a2ad1f92fd99835e6448276a9e886d)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fshaderman.com%2Fmapping%2FET%2Fold_bridge%2Fbridge3.jpg&hash=7fc9fbeb4e744109e3e46358fde8c0e76d3c4ac0)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fshaderman.com%2Fmapping%2FET%2Fold_bridge%2Fbump_demo2.jpg&hash=5dffa8696eb5af2b27d75cbc99defe0a92f651a1)

The dome(?) of the towers is a model, everything else is brushwork I made wih Radiant. I remember that bump mapping/phong shader trouble I had... :)

I live near Heidelberg (Germany) where the original bridge and its tower are.

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fshaderman.com%2Fmapping%2FET%2Fold_bridge%2Fbridge_original.jpg&hash=8c2ab8745663c5af41c9a9db90894d84d5e3c935)
Title: Re: General WIP
Post by: Asaeis Wi Vio on June 02, 2010, 01:34:31 AM
I'm currrently working on a Quake 2 map for the Berserker engine, which currently features new shaders such as luminosity maps, filter maps and such, and I have also made a dynamic skybox in order to support a day-night cycle. However, hopefully I can find a way to change the shape of the sky'box' so that it is more like a dome or a sphere, as when the sky is applied to the box, the seams and shape of the box tend to break the impression of the way the sky looks.

Here is a video demonstration of the map so far:

Demo (http://www.livestream.com/enforcersdevelopmentchannel/video?clipId=pla_0053d249-5c31-4094-ae83-7f80dcb884d1)

This is currently my first map for Quake 2, and also my first map with Radiant apart from a small testroom I made for Quake 4.

The later version which features a dynamic skybox currently doesn't work until I find a way to increase the bounds of the map from the 8192x8192x8192 Quake 2 default, I think the engine will probably be able to handle it. The blue light shaders with their luminosity and various filter maps were made by me, but everything else which comes with a special texture pack dedicated to the berserker engine.

The berserker engine features entirely dynamic per pixel lighting, so eventually when I get the sun aswell as the day-night cycle to work, as the sun moves through the sky, the shadows on the world will move in conjunction with it. So any shadows on mountains, buildings, structures and features will all move as the time of day changes.

Here are some other textures i've made for it, which are in the later version:

Strogg Insignia (http://img.photobucket.com/albums/v449/Kajgue/strogginsigniablack1a.png)

Dynamic Skybox:
Day (http://img.photobucket.com/albums/v449/Kajgue/Skyday.png)
North (http://img.photobucket.com/albums/v449/Kajgue/SkysideNorth.png)
East (http://img.photobucket.com/albums/v449/Kajgue/SkysideEast.png)
South (http://img.photobucket.com/albums/v449/Kajgue/SkysideSouth.png)
West (http://img.photobucket.com/albums/v449/Kajgue/SkysideWest.png)
Night (http://img.photobucket.com/albums/v449/Kajgue/SkyNight.png)

Landing pad (http://img.photobucket.com/albums/v449/Kajgue/LandingpadA1.png) - Base concrete/parallaxed texture is from the Berserker texturepack

I also made a few more insignias which resemble Strogg units which I intend to put in the relevent places.

I also need to fix the lighting in that stairway which connects to the landing pad, I can manually add ambient light to account for the bounce, but i'm not sure how to implament that realistically.
Title: Re: General WIP
Post by: kat on June 02, 2010, 02:30:49 AM
@ Shaderman: you did a pretty decent job with both the bridge and the gateway/house, very interesting and distinct design.

@Asaeis: I'm not sure how the Beserker engine works but one thing you might want to look into is adding a second low value light that's in the opposite direction to the main source (http://www.katsbits.com/tutorials/idtech/dynamic-outdoor-lighting-techniques.php). The problem you have right now is that your shadows are pretty much pitch black, whilst they look ok players find them very annoying (a-la the lesson learned by idsoftware on Doom 3). Other than that, brushwork looks fine. Keep and eye on tight spots and bottle necks so make sure to use PlayerClips if available.
Title: Re: General WIP
Post by: Asaeis Wi Vio on June 02, 2010, 03:12:53 AM
The problem with adding a second low light value in this is that lights don't bounce in this engine, that's what I meant when I said that I didn't know how to substitute for the ambient light.

Hopefully there's a way to make the sky cast a blue ambient light, so that the places outside or in view of windows aren't pitch black in comparison; but i'm not sure about the interiors.

Allthough personally I didn't mind the lighting in Doom 3.
Title: Re: General WIP
Post by: kat on June 02, 2010, 04:07:11 AM
The problem with adding a second low light value in this is that lights don't bounce in this engine, that's what I meant when I said that I didn't know how to substitute for the ambient light..
You don't need to use an actual 'ambient' light if that's what you meant. So long as you can add another 'standard' light to the scene it'll act in the same way that tutorial points out; it's low value won't really effect the main light but it will lighten the shadows. It does depend on the engine though as I'm guessing based on the fact that it appears to have a decent 'dynamic' light set up(?).
Title: Re: General WIP
Post by: Asaeis Wi Vio on June 02, 2010, 04:19:41 AM
I know what you mean, but the problem with that would be that even the secondary ambient light would still have a hard shadow, since lights don't bounce, and might make the lighting look more messy on the geometory; and I couldn't add a light which doesn't cast shadows because the map isn't 100% outdoors. Having skylight (ambience) appearing even in interiors wouldn't look right unless in the presence of a window.

When I say a skylight, I mean a soft blue ambience which origionates from the sky surface itself, so that even that ambience is comming from somewhere.
Title: Re: General WIP
Post by: silicone_milk on July 14, 2010, 10:06:25 AM
Hey, I'm still around. Decided to stop lurking in the shadows. Here's what I've been up to the past two days - [dead image http://www.siliconemilk.com/music/toph_sketch6.png]

Character sheet for Toph from Avatar: The Last Airbender to be used as a modeling guide. I want her rigged and ready for animation within 6 months.
Title: Re: General WIP
Post by: kat on July 14, 2010, 04:49:51 PM
Saw the sketch you had up on Q3W and thought that was pretty good, I remember your few early scribbles from a while back so you've improved a lot. Character wise I'm liking this, I hope you keep the 'clumsiness' that's shown by the overall proportions of the design, lends a 'roughness' that people all to often try to 'design-out' of their work.
Title: Re: General WIP
Post by: silicone_milk on July 15, 2010, 07:00:31 AM
thanks Kat.

I decided after posting the shot you had seen at Q3W that I didn't like the image (wasn't of a high enough standard for me) and took it down. Looking at it compared to what I have now, I'm glad I made that decision.

I'm not sure what you mean by clumsiness and roughness. However, I'm working on matching the proportions used within the cartoon.

This is the first drawing I've done since those early sketches when I first picked up a wacom tablet. I've finally created a brush with a texture that gives a very nice graphite pencil feeling to sketch with.
Title: Re: General WIP
Post by: ratty redemption on July 15, 2010, 02:48:44 PM
milk, cool and the results of your custom brush look really good imo. also i agree with kat, your obviously improving your hand eye coordination with the tablet *thumbs up*
Title: Re: General WIP
Post by: kat on July 15, 2010, 07:37:07 PM
...I'm not sure what you mean by clumsiness and roughness. However, I'm working on matching the proportions used within the cartoon...
Heh, I meant that in the sense that she looks like she's waring ill-fitting clothing which lends 'character' to the character. I do realise there is an element of skill appreciation here in that you're still wanting to improve your drawing, but... let me put it this way... I have enough information there to model that character the way you've drawn here, and that's all you should be really concerned with at this point until your drawing skills improve.
Title: Re: General WIP
Post by: silicone_milk on July 16, 2010, 09:40:06 AM
thanks ratty.
i still feel a bit clumsy with the tablet ;)

Ah, I see, kat. I kind of adjusted her clothing a little bit to tighten it up around the waist and legs.

[dead image http://www.siliconemilk.com/music/toph_sketch7.png]

Nothing too drastic though. I think the belt is a bit more reasonable even though I only shaved a few inches off its diameter and the pants now look like pants (with a proper ending to the pant legs)

You'd really have to have the two images open in separate tabs and toggle between the two to see the difference.
http://www.siliconemilk.com/music/toph_sketch6.png
http://www.siliconemilk.com/music/toph_sketch7.png

[EDIT]removed dead image linkage. kat
Title: Re: General WIP
Post by: ward on May 27, 2011, 11:26:18 AM
Much better with correct UV maps  :). (Problem I had: http://www.katsbits.com/smforum/index.php?topic=268.0 (http://www.katsbits.com/smforum/index.php?topic=268.0))

Lightmass was set to preview quality, and the materials are just for testing, they will be replaced. The houses will get unique materials, doors and windows. Feedback is of course very welcome. (Check the original size.)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F6425%2Fhighresscreenshot00058.png&hash=a73a820db636c5f54b955929b4e2663024bba9f0)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F4194%2Fhighresscreenshot00054.png&hash=bbca602dc7cb6a88c58144b59d1d168fe6243fda)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F6281%2Fhighresscreenshot00053.png&hash=0b5c4ee6c398bc38f6bdc8fbf94439ca3498f651)

Or: http://imageshack.us/g/195/highresscreenshot00053.png/ (http://imageshack.us/g/195/highresscreenshot00053.png/)
Title: Re: General WIP
Post by: ratty redemption on May 27, 2011, 12:05:06 PM
ward, i really like the textures you've used there and the wonky wooden beams are a nice touch, i would of done exactly the same. i'm just not sure if they are perhaps a little too wonky? kat could probably clarify that.

edit: what engine, editing apps did you use?
Title: Re: General WIP
Post by: ward on May 27, 2011, 12:11:43 PM
Thanks, I like the cobbelstones and the wood materials, but the wood material tiles too much, I'm probably going to make it larger, and a few lighter/darker versions so not all the houses have the same wood.

That yellow material of the walls is definitely not goign to stay though  ;).

The beams on the second floor, from the house on the left side of the third screenshot are the most distorted beams i have btw.

EDIT: Sketchup -> blender -> UDK .
Title: Re: General WIP
Post by: ratty redemption on May 27, 2011, 01:00:37 PM
understood and cool. i would like to see more of your work, have you a link to an online gallery or something?
Title: Re: General WIP
Post by: ward on May 27, 2011, 01:16:36 PM
Nope this is my first project. (However I do have a little photoshop/multimedia experience from school).
Title: Re: General WIP
Post by: ratty redemption on May 27, 2011, 01:26:21 PM
understood and could i see that? if you don't mind showing me?
Title: Re: General WIP
Post by: ward on May 27, 2011, 01:44:49 PM
I don't have a portfolio with photoshop stuff either. I guess I never needed one since I rarely apply for a creative job because I have no college diploma, nor on the job experience, and both are asked/required most of the times. When I do apply for a creative job I usually make a small .zip with a few examples and attach that to the e-mail.
Title: Re: General WIP
Post by: ratty redemption on May 27, 2011, 02:07:59 PM
understood and i'm going to send you a pm in a few minutes.
Title: Re: General WIP
Post by: kat on May 27, 2011, 05:21:15 PM
(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F6425%2Fhighresscreenshot00058.png&hash=a73a820db636c5f54b955929b4e2663024bba9f0)

The wood texture tiling isn't that obvious in the shots so don't worry about it unless it's very obvious. It's also pretty much the exact type of timber for those framed buildings by the way - with vertex-painting available to you I wouldn't worry too much about your default textures because with a bit of creative thinking you'll be able to 'disguise' any issues.

My only comment would be to look to making the roof sections slightly thicker or at least less 'sharp' edged on the top side. Watch the UVW mapping as well, if you're going to use roof "tiles" you'll need to check your map is as straight as you can possibly get it.

Nice work overall, well worth the trouble it caused ;o)
Title: Re: General WIP
Post by: ward on May 27, 2011, 06:02:45 PM
Thanks for the feedback, I noticed the rooftiles too, to solve it I will just deform the island so its square. I didn't think of rounding the roofs yet that should add some more realism for sure, thanks for the tip. I'm tired of messing with meshes for now though haha, going to keep these for now, and re-import the meshes when I fixed the remaining issues.

I just discovered snippets btw, this is going to be extremely usefull to place my meshes.
Title: spkat5 "Generator"
Post by: kat on November 22, 2011, 01:23:35 PM
Still plugging away on this one, thought I'd show some Radiant shots of each level that forms part of the overall 'mod'. Had to model a few map objects for these - lamp-posts, telegraph poles and so on. It's funny how much effort goes into these massive projects for maybe only an hour or two worth of game-play.

First level
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_1_sml.jpg) (http://www.katsbits.com/images/maps/rtcw_generator/spkat5_1.jpg)

Second level
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_2_sml.jpg) (http://www.katsbits.com/images/maps/rtcw_generator/spkat5_2.jpg)

Third level
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_3_sml.jpg) (http://www.katsbits.com/images/maps/rtcw_generator/spkat5_3.jpg)

Final (fourth) level
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_4_sml.jpg) (http://www.katsbits.com/images/maps/rtcw_generator/spkat5_4.jpg)
Title: Re: General WIP
Post by: ratty redemption on November 24, 2011, 11:20:23 PM
interesting and is this for wolf et?
Title: Re: General WIP
Post by: kat on November 24, 2011, 11:44:56 PM
Ooops forgot to add that info. It's a series of levels for RtCW single player, basically a continuation of "Generator (http://generator.katsbits.com/)" (continuation to hopeful completion).
Title: Re: General WIP
Post by: ratty redemption on November 25, 2011, 12:21:39 AM
cool, i would play more sp maps for wolf sp (rtcw) if i still had the disk, i lost that along with my doom3 disks when i moved a while ago, might buy them all again on steam, especially since we can still mod those older idtech engines.

could we see some close up images of the various map objects you have been building etc? and are you making many new textures or mainly using the default ones?
Title: Re: General WIP
Post by: kat on November 25, 2011, 12:29:20 AM
It's mostly default textures that have been mapped to new objects and items. Can't show any details shots yet as it'll give too much away ;) Most of the modelling has been relative to objects that are small and detailed (relative to the brushwork at least), lamps-posts, ladders and so on. Had to rebuild quite a few assets as well because the default MD3 files are broken (age old problem that).
Title: Re: General WIP
Post by: ratty redemption on November 25, 2011, 12:44:36 AM
understood and i wasn't aware of the bug with the default md3's is that only when imported into blender, as i assume they still work in game, yes?

i'm looking forward to seeing more of this project of yours.
Title: Re: General WIP
Post by: kat on November 25, 2011, 01:01:46 AM
It's been a long time since I really looked into it but yes, I think it was related to the way Radiant 'pathed' the texture/shaders for the MD3 files, it meant that whilst they worked in-game when you opened them in the editor you'd just get the missing shader black/red checker. The odd thing, iirc, was that not all the models worked correctly when compiled so they must have included a number of broken assets in the editor pack anyway. I'm looking forward to seeing more from this project too.. Lordy knows it's been sat on for long enough! (real life etc.. etc..)
Title: Re: General WIP
Post by: ratty redemption on November 25, 2011, 01:10:27 AM
understood and i vaguely remember the missing textures now you mention them. odd that they released the sdk in that condition, something i doubt either of us would do without first checking our assets worked with the publicly available editing tools used at the time.

and kat, just keep in mind the old saying 'better late than never' he he  ;)

Title: Re: General WIP
Post by: kat on June 30, 2012, 10:48:44 AM
Some screenshots from the first level of Generator. 1 level down about 4 or 5 to go. These may be a bit on the dark side due to the way gamma adjusts when the game is running, but the general setting it at night so you can't really go crazy with lighting when outdoors (level is outdoors, eventually leading indoors). Also, there's no terrain blending on this because of the way it was built - alphaMod works but it a bit to time consuming to put into place for a large terrain; this is where being able to do simple vertex blending a-la Doom3 would be sooo very handy...

Reused the 'keep' from Castlekeep
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_lvl1_shot1.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_lvl1_gtk2.jpg)

Terrain section
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_lvl1_shot2.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_lvl1_gtk1.jpg)

Man-made structures (canal)
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_lvl1_shot3.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5_lvl1_gtk3.jpg)
Title: Re: General WIP
Post by: ratty redemption on June 30, 2012, 03:22:56 PM
from what i can see, it looks very atmospheric, also the first image reminds me of quake1, which is cool.
Title: Re: General WIP
Post by: carnage on July 28, 2012, 11:31:02 PM
Wow those screenshots look awesome. Makes me want to dust of the editing tools for rtcw again. Nice work.
Title: Re: General WIP
Post by: kat on July 01, 2013, 01:20:52 PM
Heh, I put the other working editor shots in the wrong topic (http://www.katsbits.com/smforum/index.php?topic=6.msg2862#msg2862)... oh well.. a couple of in-game shots from level 2 of Generator. Level is built and final rendered, just got to go over the scripting to make sure it's all working correctly. Work on level 3 is well underway.

(screens may be a little dark as they're not gamma adjusted. They're also taken running RtCW in windowed mode as there isn't a 1280x720 setting for full screen)

(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-rtcw-generator_e2_01.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-rtcw-generator_e2_03.jpg)
Title: Re: General WIP
Post by: ratty redemption on July 01, 2013, 04:35:54 PM
the gamma looks find my end, and i love the lighting and textures. very polished looking.
Title: Re: General WIP
Post by: Shaderman on July 04, 2013, 02:54:36 PM
Very nice kat!
Title: Re: General WIP
Post by: kat on July 07, 2013, 11:49:26 PM
Had to do quite a bit of re-engineering to create a workable level from several incomplete maps for number 3. Should have some internal shots soon.

(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-rtcw-generator_e3_01.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-rtcw-generator_e3_02.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-rtcw-generator_e3_03.jpg)
Title: Re: General WIP
Post by: ratty redemption on July 08, 2013, 12:32:17 AM
i enjoy seeing these editor images, makes me look forward to when i can use unity to build maps.
Title: Re: General WIP
Post by: kat on August 11, 2013, 11:57:10 AM
Build done. Scripts next. A couple of in-game shots of the third and final level.

(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-generator-lvl3_1.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-generator-lvl3_2.jpg)
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-generator-lvl3_3.jpg)
Title: Re: General WIP
Post by: ratty redemption on August 11, 2013, 12:05:41 PM
very nice work.

i'm aware some gamers complain about the brown and grey color palettes, but i personally think they suit the ww2 based games perfectly.
Title: Re: General WIP
Post by: kat on August 11, 2013, 01:21:49 PM
There's interesting colour theory behind their use those same gamers don't know about ;)

Aside from 'Front' based colour schemes, Olives for European, Khaki's for Desert, the greys, browns and blacks are colours associated with 'calm' and 'order' - black is an 'authority' colour which is why it was used by the SS; the greys and browns are none-threatening which means they don't stir the emotions, totalitarianism makes frequent use of them for that reason, members/follows can be kept subconsciously subservient through colour. On top of this you then have the red of the flag which stands out for a reason of emphasis, the soldiers allegiance is to the 'homeland' as represented by the flag so they (the flags) are given colours which highlight that point of priority visually and psychologically. Aside from that, they are cheap colours to manufacture in war time when resources are differentially prioritised.
Title: Re: General WIP
Post by: ratty redemption on August 11, 2013, 01:54:06 PM
very interesting.
Title: Re: General WIP
Post by: silicone_milk on November 19, 2013, 11:37:41 PM
I'm back from the void. I've been pretty busy with work for these past few months. I still have to finish up those videos I was working on earlier this year but in the meantime, I was playing around with rendering 2D sort-of-isometric sprites in Blender.

Here are a couple gifs of a meteor effect I was trying to achieve -
http://s9.postimg.org/er2s7l0bx/meteor1.gif
http://s18.postimg.org/bxeqxowwn/meteor2.gif

And a sprite rendered out from a box. Was playing with indirect lighting.
(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fy95aaonjl%2Fsprite1.png&hash=9b14e789252c20e1b1c0b3e5a266b5f43ed26aab)
Title: Re: General WIP
Post by: kat on November 20, 2013, 12:06:01 AM
It's alive!!

The meteors look interesting but the effect does look a bit like a bad render at that larger size.. does it look better rendered to a smaller size? For the cube, did you mean using the "Emit" material settings? I've always been puzzled why it's called "Indirect Lighting" when all you're actually doing is using an object, via materials, into a light volume instead of a Lamp object! :D
Title: Re: General WIP
Post by: silicone_milk on November 20, 2013, 12:20:52 AM
The cropped render (I'm assuming that's the one you mean is the larger render) is my least favorite. That was using a vector blur node prior to scaling and pixelating. I liked the more stylized non-blurred version more but I'm having a hell of a time recreating it again.

For the cube, only the magenta on the right is an emitter. The red on the left and green on top do not emit light but their material color carries over to the material for the cube body. There is a strong light shining down onto the cube from the upper left which bounces on the materials to carry their color around.
Title: Re: General WIP
Post by: kat on November 20, 2013, 12:50:39 AM
Ah, that explains the difference between the areas.
Title: Re: General WIP
Post by: silicone_milk on November 21, 2013, 01:22:30 AM
Yep. The diffuse color on both the left and right 'reds' are actually the same color. I was mostly playing around to see what kind of effects I could get with lighting the sprites with emitters for things such as tavern facades with lanterns hanging out front or something like that.

I rendered out my Unity character in 'sprite' form and the results are... terrible, to say the least. This could be because I rendered out all keyframe + the interpolated frames of the walk cycle rather than just rendering the few main keyframes (like a normal sprite would be animated). I'll have to play around with it some more I think.
Title: Re: General WIP
Post by: kat on November 21, 2013, 03:02:36 AM
Ah yes, think Doom - a single sheet dedicated to some pretty complex animation sequences typically only has maybe 4 or so images per sequence + the rotations - not many frames per individual action but with x4 for each main pose it adds up.
Title: Re: General WIP
Post by: silicone_milk on November 24, 2013, 10:37:59 PM
Playing with Freestyle to add outline strokes to the border of the sprite and inner highlight strokes.

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fs17.postimg.org%2F6a6154mtn%2Fimage.png&hash=dba3a9ab523210701cb881cac553ae935fcbd830)
Title: Re: General WIP
Post by: Asaeis Wi Vio on March 15, 2016, 11:03:25 AM
Heya,

Myself and some others are working on a project for Unreal which is firmly kept secret from the immediate Unreal community until launch, I'll share some screenshots if there is any interest:

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FambFAuP.png&hash=197bf5cfa0b2c9a45ff0c6a4fc8cf612b1409ac8)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrQFLXHi.png&hash=02d715e0536c4c79ee3d7bc0c84e958b7b42babd) (https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3JaPnTX.png&hash=305ac11eff00c785c77626186ef44b5e21236434)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYxiRiek.jpg&hash=ee8dda2ecd4f9322e20d4f1bd8d7c20c94060ad0)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fr6teGSL.png&hash=15023dd50320b9b34db91ae2eb7e828b1aa93873)

Texture for a space backdrop (Panoramic)
(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC1KCVDS.jpg&hash=f40a1e2a63a2c22927c7cc6f4d68facd23c3b075)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlPIrF1i.jpg&hash=449cdefd09b5189406c6997c170dec11e981e567)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNfW57aS.jpg&hash=4fcb65482b0eb3cd89ee9aa6d7b7c6759955d8d1)

This is some stuff we've been working on so far. :)

[EDIT] reduced the number of images, you don't need to post quite that many! Also the editor shots were several megabytes each so removed. Consider using smaller sizes and linking to full-res instead. kat
 
Title: Re: General WIP
Post by: kat on March 15, 2016, 12:30:25 PM
Pretty decent considering the old Unreal Tech being used.

P.S. see edit note at bottom of your post! Also this (http://www.katsbits.com/smforum/index.php?topic=11.0) ;o)

Title: Re: General WIP
Post by: Asaeis Wi Vio on March 15, 2016, 12:51:12 PM
Thanks mate :)

Apologies for the lack of resizing the images :(
Title: Re: General WIP
Post by: kat on March 15, 2016, 01:06:01 PM
No worries, you won't be harassed off the Internet for it ;)
Title: Re: General WIP
Post by: ratty redemption on March 15, 2016, 09:50:50 PM
looks very atmospheric, and nice textures. i'd like to more over time.
Title: Re: General WIP
Post by: Asaeis Wi Vio on September 17, 2016, 01:46:38 PM
looks very atmospheric, and nice textures. i'd like to more over time.

Thank you :)

Some more WIPs:

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeM6TOYZ.png&hash=094ec2c5fe02834e099a7d6e2b0c237f84a3c283)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIcJe8Zd.png&hash=b9d2fa25480d61b80019d231650d789602d49530)

(https://www.katsbits.com/smforum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FttgrmEX.jpg&hash=67a49ba0302b6af00354fcee936e46b92e3024e1)
(Utility transport craft model by Steve "Hybrid" Donaldson)

Hope I haven't posted too many images for this topic already, I should probably double check the posting regulations and see if i need to edit anything.
Title: Re: General WIP
Post by: kat on September 17, 2016, 02:24:30 PM
You're OK on the number of images, file size is pretty big though because you're using PNG - ideally you aught be saving your screenshots as JPG or uploading jpg to imgur (or using jpg link option if that's provided).

The rooms look like they're for meetings? Great Halls, that kind of thing? If they are you might want to consider adding a bit more visual interest so they don't look quite as big and empty as they currently do (assuming there isn't more work being done on them) - large hanging flags and insignia, big portraits, standing lights, statues, things of that nature, the big window could even be stained glass like a cathedral or similar rather than just a hole in the wall (maybe a scene from a great space battle of something). The front of the ship intake could be a grill of some kind, just to add a bit of variety. Look pretty decent overall considering its Unreal Engine (UE1).
Title: Re: General WIP
Post by: ratty redemption on September 17, 2016, 04:42:58 PM
Thank you :)

you're welcome and i agree with kat's suggestions. keep up the good work.

incidentally, i'm looking forward to getting back into level design modeled in blender in the future, when i'm got enough of the code written for my unity game. and i'll be posting screencaps of my models here on katsbits as well as on deviantart. the latter is another good place for storing large images which can be linked to.
Title: Re: General WIP
Post by: Asaeis Wi Vio on September 17, 2016, 06:08:50 PM
Heya,

@Kat

Thanks, basically that chamber is the lobby which leads to a survival course (sortof like a tutorial for the human class). It's currently a WIP, I was planning to add much more to this room like holographic bulletin boards, lobby seats, an information desk under the teal/light greenish light with an automated droid and more features which are necessary for a space station (like emergency airlock/bulkhead switches and panic alarms).

As for the ship, it's mostly unskinned as well, it's currently a work in progress.

@ratty_redemption


"incidentally, i'm looking forward to getting back into level design modeled in blender in the future, when i'm got enough of the code written for my unity game. and i'll be posting screencaps of my models here on katsbits as well as on deviantart. the latter is another good place for storing large images which can be linked to."

Cool.

I had a deviantart account quite some years ago, although i guess i could either revive the account or make another + store images there. Didn't actually think of that, thanks for the suggestion. :)
Title: Re: General WIP
Post by: ratty redemption on September 17, 2016, 07:05:09 PM
cool. as far as online art galleries, da is huge and has lots of server space. therefore they don't have to worry about users uploading too much content. i even have videos on there of a non game related project. many game modders and indie devs promote their work on da. although do keep smaller sites like katsbits in mind for more direct feedback.