Post your screenshots! WIP thread Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 9 years ago2015-12-19 23:07:33 UTC Post #327825
Oh, yes I have played it. And damn, they do indeed give off a Mount & Blade feel. Hah, very interesting how it turned up, I was actually looking at pictures of the tavern in Riften from Skyrim (and some Daggerfall images) for inspiration.
Posted 8 years ago2015-12-23 22:19:53 UTC Post #327869
Well, this is pretty much what the tavern will look like. I'll certainly work on it some more, most likely adding more sprites and some beds, but I'm happy with how it is now.
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Posted 8 years ago2015-12-23 23:16:03 UTC Post #327877
After all these years playing FPSs and growing up with Heretic, Hexen, Wolfenstein etc... I never thought to use sprites as props. I dig it
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-24 00:51:24 UTC Post #327881
That's because that was always kinda rough-looking =P I suppose it could be used well, though.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-12-24 00:55:22 UTC Post #327884
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 01:10:01 UTC Post #327885
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.
It's good to hear other people's opinions, no need to shut up. :D

The current sprites themselves or sprites in general? I was thinking about using brushes for props but I can't really decide. Both sprites and brushes have their strengths and weaknesses in my opinion, but sprites seem to give it a better old-school look than brushes.

Other than that, I'd love to know if there's anything else I could improve on. ;)
Posted 8 years ago2015-12-24 01:53:42 UTC Post #327886
If you want any static prop models, let me know, I'll brush off blender :D
If the sprites are your style, keep going, it's refreshing in my opinion
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-24 03:12:06 UTC Post #327887
I like the sprites. They remind me of TES: Arena. I get what Urby is saying, but I would agree that the sprites work better for the style than brushes or models would.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-12-24 03:37:15 UTC Post #327888
I think there's a certain old-game-style look that sprites really nail, but if that wasn't what you're going for, it might just be jarring.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-12-24 04:28:15 UTC Post #327891
Be honest with yourselves, you guys only like sprites because of their nostalgia value, because they looked like shit and out of place all along :P

I'm guilty of that too.
Posted 8 years ago2015-12-24 14:40:33 UTC Post #327902
Well, sprites can also be used when a full model isn't needed. Like the back row alien grunts in the "bad" ending of Half-Life, or all of the cores in the Portal ending.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-24 15:33:31 UTC Post #327903
Like the back row alien grunts in the "bad" ending of Half-Life
I think that was purely for optimization in the late 90s. You wouldn't need to do that these days. It never looked great. :lol:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 16:57:09 UTC Post #327904
model to sprite LOD is a great thing, I remember in one MMORPG there was this huge forest and it took me years to realize that all the trees far away were sprites
Posted 8 years ago2015-12-24 17:38:23 UTC Post #327905
Same thing happened in Jurassic Park Trespasser. The first game I played with a full physics system. It was pretty open world as well, way ahead of its time. 3D objects would become sprites at a certain distance. That's an example of getting it very wrong though. It would happen at like, twenty metres.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 18:22:51 UTC Post #327906
Well, all of the "3d" grass in Half-Life 2 are also sprites.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-24 18:36:57 UTC Post #327907
Yeah and it looks terrible.
Posted 8 years ago2015-12-27 08:25:51 UTC Post #327929
Here's a WIP. Maybe too much paint damage.
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Crypt Crypt120% sorry!
Posted 8 years ago2015-12-28 00:08:52 UTC Post #327932
I think it's fine. Maybe I'd even add a bit more.
Posted 8 years ago2016-01-03 02:12:43 UTC Post #328060
Learning about baking Ambient Occlusion on textures in Blender!
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Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-03 03:00:58 UTC Post #328061
AO adds so much to a prop.

Yours looks a little noisy, though - might want to increase the number of samples Cycles is running so the shadows on the back of that sweet chair look smoother. :P
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-03 04:57:13 UTC Post #328062
I wish I had known before that you could do that. I'd always rendered at a higher resolution than final and then downscaled the result.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-01-03 06:36:04 UTC Post #328063
...I've also been doing that. Thankies for the tip, Jif!
Crypt Crypt120% sorry!
Posted 8 years ago2016-01-03 15:03:51 UTC Post #328065
That was my first attempt. Couldn't find the setting for more passes. XD Thanks
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-03 17:49:29 UTC Post #328070
For anyone wondering it's around the middle of the Render (Camera Icon) tab in the default view sidebar.

More samples will of course take longer, but I find it's well worth it.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-03 20:21:09 UTC Post #328072
I really need to learn blender properly.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-04 01:20:19 UTC Post #328077
I've spent many an hour fiddling in Blender, and I can say it's well worth learning.

I've also spent many more hours waiting for stuff to render or bake, and maybe that wasn't such a good idea in some cases. Maybe have a second computer for that.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-04 04:52:12 UTC Post #328078
You can specify how many threads you want the render to take. Go with half, and you can still use your computer a bit. Might be low on memory, but it'll work.

Also i still can't find the render pass option for bakes. Got a screenie?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-04 06:32:59 UTC Post #328079
Under Gather
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Crypt Crypt120% sorry!
Posted 8 years ago2016-01-04 15:02:45 UTC Post #328080
^ That if you're using Blender Render [Internal]
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Render Samples near the bottom here if you're using Cycles Renderer.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-04 15:17:10 UTC Post #328081
So what are the advantages or disadvantages of using one or the other for this kind of work? I gather cycles is supposed to be superior for rendering cg images, but I don't know much enough about that to know whether it matters for baking textures.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-01-04 15:40:35 UTC Post #328082
I haven't actually done any side-by-side comparisons, but I don't expect it makes much of a difference if you're baking AO, normals, or textures, unless you're doing something crazy with the material nodes in Cycles that you want to bake down to a texture.

That said, I just habitually use Cycles now because I sometimes do renders of the models I'm working on, and also because I just prefer the slight change in lighting on untextured objects in the viewport. Internal is generally faster to render or bake, though.

Oh, one thing to note is that if you're baking a texture in Cycles, whether for special effects or because you want the final model to have a different UV from what you currently have while keeping the same texture, you'll have to set the material to be using the Emission shader, and then do an Emit bake. IIRC doing just a diffuse color bake doesn't work with textures.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-07 15:02:49 UTC Post #328125
Hi
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Using default half life textures for now, making textures for this is gonna suuuccckkk
Posted 8 years ago2016-01-07 16:06:04 UTC Post #328126
Looks good. Is it going to be a Sven Co-op campaign?
Oskar Potatis Oskar Potatis🦔
Posted 8 years ago2016-01-07 16:12:36 UTC Post #328127
Sweet columns and arches! I hope those are func_detail!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-07 16:32:19 UTC Post #328128
It's going to be just one map I think, maybe I'll make it into a campaign, idunno yet. As for the arches and columns some are some aren't, haven't made all of those func_detail yet, made a quick compile because i wanted to see how it looked ingame :P
Posted 8 years ago2016-01-15 11:38:08 UTC Post #328285
Learning blender
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Posted 8 years ago2016-01-30 19:32:20 UTC Post #328567
Tried my hand at a small team deathmatch map for UT. Turned out small enough that i couldn't find room for jump pads. Ported from UE to GS, still greyboxing, heavy wip.
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Posted 8 years ago2016-02-03 13:33:01 UTC Post #328641
Big underground places. Something is to be installed in the center, I don't know yet what.
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Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2016-02-03 13:44:34 UTC Post #328642
Holding Tanks?
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-02-03 15:59:33 UTC Post #328644
No, doomsday machines.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-02-03 20:30:25 UTC Post #328646
I can't wait to see those caves fully displaced, Striker. ;)
Moaby MoabyMk. III
Posted 8 years ago2016-02-04 10:20:40 UTC Post #328659
My TWHL world:
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I don't think it will get any bigger.
Posted 8 years ago2016-02-06 05:21:54 UTC Post #328689
I've been experimenting with making textures out of Cycles materials in Blender, rather than hand painting them in Paint.NET or using an image from Textures.com. So I make a hi-poly model, bake the materials to an image, and then apply that to a low-poly version.
Here's a cooking pot:
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And the hi-poly verion in Blender:
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I spent a long time trying to get the soup looking right, although now that I actually see it on the low-poly model I'm not sure if I like it as much. It looks a bit silly as is, like there's no air gap between the soup and the lid.

I also made an aperture lamp, on and off:
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And the way I made it in Blender:
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I only have in-Sledge shots for now, as the map they are intended for isn't complete enough to show them in a normal environment.
I'm not sure yet if I prefer this method. I feel that I could eventually make much better looking textures this way, but at the moment the whole materials system is fairly new to me, so I'm spending a day doing something that could probably be done in an hour the other way.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-02-06 06:24:02 UTC Post #328692
Dude! Nice! Thats the direction i want to go too! Id like to model a wall or something and then bake the texture to a flat surface to generate diffuse and normal maps! Awesome work!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-22 15:20:43 UTC Post #328979
I did a compo once, I improved it by moving over to Unreal Engine 4.

Any tips on improving further?
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Oh, here's the old one for comparison:
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As I first made the level in Source for the competition I thought at least someone would be interested in where it has led up to.
Moaby MoabyMk. III
Posted 8 years ago2016-02-22 17:43:35 UTC Post #328981
Looks good, i think fog and volumetric lighting would do wonders for your scene, at a sunset/sunrise time. Also much more moss and maybe a tad bit of a darker tint for the bottom parts of those floating rocks, just my 2 cents.
Posted 8 years ago2016-02-28 05:35:17 UTC Post #329042
Something seems off with the lighting in the second screenshot, like the areas of the rocks which are in shadow are still quite bright. If the undersides were lit up by light reflected by the ocean, you'd expect the light to be tinted blueish or perhaps for there to be those rippled reflections from the wavy surface.

I've been experimenting with Rainmeter in order to display information on my desktop a little more neatly. For the past few years my wallpaper has been a picture of my college timetable, and I've had several text files of information I don't want to forget in my startup folder. This is fairly messy however, and since it's a pain in the arse to add/remove stuff from my startup folder whenever I want a reminder of something, I've decided to give Rainmeter a go, so this morning I installed it and spent some time on the tutorial pages.

I spent all day making this:
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It's my timetable, but it's only visible when I mouse over the black bar on the left of the screen. The Windows 8 aesthetic isn't really intentional, it's just that flat colour rectangles are easy to make. :P

As well as this, I've spent the last hour or so on a desktop Shoutbox:
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I'm not sure yet how I'm going to deal with links, or shouts that are very long. As well as that, at the moment it only shows the 8 oldest shouts, rather than the newest. I suppose I'll fix those problems tomorrow, and I might see if I can get it to play an alert sound if anything is different after it refreshes itself.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-02-28 17:47:33 UTC Post #329045
aircraft design, propulsors? are you a NASA men or what? O_o
Posted 8 years ago2016-02-29 03:38:49 UTC Post #329047
That desktop calendar looks neat! Does it tie up with Google Calendar or is it a manual thing?

Also, brb.

Just visiting you on your desktop shoutbox.
Posted 8 years ago2016-02-29 04:19:24 UTC Post #329048
@TJB: Neat, but don't spend too much time on any scraping stuff because TWHL4 will change it. There'll be an API though, so that'll probably help!
Penguinboy PenguinboyHaha, I died again!
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