3rd Party Models/Media Chat / Wizardofid's media 2

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Errant AI
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Posted: 30th Jun 2017 03:12
New pieces look great. Reminds me of a high-res. Metal Gear (classic) or something with the top down view. Some of the footfall materials seem a little strange though. There's one that sounds like grass/foliage that I'm guessing is supposed to be carpet. Maybe there is a different material that can be assigned that would seem less out of place.
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wizard of id
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Posted: 30th Jun 2017 06:38
Thanks mate,I didn't change the material sounds for all in EBE . Level currently takes about 3 minutes to load in the entities in now, so usually just want get to testing, instead of mucking about with sounds

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granada
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Posted: 30th Jun 2017 10:19
Are you going to include a made up level with this pack,people would be able to jump strait in and look around all the pieces.that would be cool.

Dave
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Posted: 30th Jun 2017 10:34
No will add EBE buildings parts, which should make things easier
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wizard of id
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Posted: 30th Jun 2017 11:55 Edited at: 30th Jun 2017 11:59
Decided against the EBE parts. With do a video showing assembly rather.Users can make their own EBE buildings, it isn't practical considering the many different combination possible.

Added a raised versions of the most common parts, which should makes things more detailed and interesting.Just have to finish off the raised windows and floors.



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wizard of id
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Posted: 30th Jun 2017 13:39
Scifi kit is now in the store
https://www.tgcstore.net/pack/10955


2017 Collection has also been updates with the new content (Total value is currently at $272)
https://www.tgcstore.net/pack/10915
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wizard of id
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Posted: 1st Jul 2017 13:29
Going to experiment with new colours for a steam punk styled scifi corridor FPS pack.Quite like this, may need to tweak it a bit add a bit of green a little more blackish colour on edges. Texture wise is is going to be a hard one to get just right so going to experiment a fair bit over the next few days.
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wizard of id
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Posted: 4th Jul 2017 08:33
Decided on the colour scheme, I think it works well Bordering it with a dark grey allows seamless integration with other grey textures and colours

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wizard of id
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Posted: 5th Jul 2017 07:59
Quick Engine test, Tried with EBE, but don't like the end result, so will be doing the classic segment corridors which are fair easier to work with, and get precise result.However I am pretty happy overall with the textures.



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wizard of id
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Posted: 13th Jul 2017 15:25
Just a quick update, Working on a none related gameguru asset project for some one, the time being so will pop in from time to time And run a few specials as well. So look out the weekend will have some nice specials and some permanent price reductions as well
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wizard of id
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Posted: 14th Jul 2017 06:35
Some specials and permanent price reductions Specials valid till Sunday

https://www.tgcstore.net/pack/10724
$2.99

https://www.tgcstore.net/pack/10860
$4.00

https://www.tgcstore.net/pack/10955
$11.00

https://www.tgcstore.net/product/29475
$13.99
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Zero_HP
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Posted: 14th Jul 2017 21:22
Hiya Wiz, just a quick question:
Your stasis sci-fi collection on the store says "The artist has marked this item as requiring advanced user knowledge, you should only purchase this item if you are confident in your ability to implement it.". I was just wondering what the advanced part was, like what is the tricky part about implementing them?
I'm not a box of avocados, Logan
wizard of id
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Posted: 15th Jul 2017 04:23
Quote: "Hiya Wiz, just a quick question:
Your stasis sci-fi collection on the store says "The artist has marked this item as requiring advanced user knowledge, you should only purchase this item if you are confident in your ability to implement it.". I was just wondering what the advanced part was, like what is the tricky part about implementing them?"


It isn't scripting related difficulties, but assembly could be troublesome for the novice user, while all of them snap easy, and should be pretty straight forward, decided to be on the safe side, and mark it at such.....
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Zero_HP
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Posted: 16th Jul 2017 23:58
Just picked up your sale items. Great stuff at a great price, thanks
I'm not a box of avocados, Logan
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Posted: 17th Jul 2017 10:51
@Zero_HP

Thanks for the support mate, it's always appreciated.
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wizard of id
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Posted: 1st Aug 2017 00:46
So still pretty busy creating content for Myworld have some interesting stuff, I am working on this week. In the process I need to test out models.It's a slightly different style then I am use to, and the scale is also massively different, so had to unlearn a couple of gameguru scales , still fun testing out the stuff in gameguru.

Previously wanted to do some thing like this in gameguru, the lightmapper and shadow system doesn't do it justice with normals detail it should look better Still having fun doing none gameguru related stuff for the time being
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wizard of id
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Posted: 19th Aug 2017 15:13
Some thing I am still working on

An Orc tower, still missing some thing


As a reminder there are some specials up in the TGC store for the weekend, you can get the entire 2017 collection for $45.00 as well as some other cool stuff.
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wizard of id
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Posted: 19th Aug 2017 17:50
Rendered and much better

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lotgd
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Posted: 20th Aug 2017 18:27
Your latest jobs are really great! Are the textures basic or definitive? Would be improved.

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Posted: 20th Aug 2017 19:21
It is a single texture with a special colour pallette, while all current content I am working on is for myworld I did strike on the idea of doing the same "pixel colour" entities for gameguru, a specific visual theme "cartoon like" for gameguru, a few weeks before actually starting to work on myworld content. While I am not working in gameguru directly I am testing out stuff in gameguru, in the process gaining a ton on new experience and learned quite a bit of new things.

So first thing when I am back I will be tackling a middle east themed pack with a similar styled color pallette.One would think it's easy working with a simple color pallette like this , not so much requires a fair bit of planning as to how you are going to mix colours to get the maxim out of it, you also need to consider how shadows are going to be rendered since you don't make use of normals, means you end up with a fair bit more polygons in some instances, but generally you can get away will low polygon models and specifically leave it not to render model normal, to get the best shadows out of a flat shaded model.

You could literally use a 512 x 512 texture with about a 128 colour blocks, predefine what is shiny or glows ect, even add default transparency blocks for windows and or glass if you want to, so while a single item textured like this will look out of place imagine an entire world like this Would be epic fun .

It would mean for the first time I would have to do this from the ground up, from guns, bad guys. and all the bits inbetween

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granada
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Posted: 20th Aug 2017 19:29
These are cool models,love the look of the last one.nice work wizard of id.

Dave
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wizard of id
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Posted: 21st Aug 2017 13:59
Thanks mate. As of today I am back on Gameguru duty

Being researching the colour pallette to get a good understanding of them and getting the best possible colours for gameguru. so epic Fun, I might consider another option of painting each model and have a unique texture for each model, but that is really unnecessary, I think a single texture pallette across the board will do the trick.

Also if you aren't aware the store specials is still on till later today
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wizard of id
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Posted: 22nd Aug 2017 15:48
So did my research yesterday and have a good idea of what I want, doing the city walls first, it will not be strictly middle east theme, there will be a mix and match of every thing, including some temples and such.

Decided to make a nice enter-able city wall with two levels.

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granada
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Posted: 22nd Aug 2017 16:02
I like the look of that.

Dave
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Posted: 22nd Aug 2017 16:29
Quick color test, to see how gameguru reacts, to the colors, looks pretty



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wizard of id
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Posted: 23rd Aug 2017 10:49
One of the wall buildings, I am doing it a similar style to that of what I originally did for the steam DLC, just updated and better I have decided I am going to texture this normally, as I don't like how gameguru lightmaps the plain textures.

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wizard of id
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Posted: 24th Aug 2017 09:46
Decided to give it another go with slightly greyish texture the overall result is much much better, definitely need to add some coloured bricks to break up the plain colours a bit, but definitely happier with the result.

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Teabone
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Posted: 25th Aug 2017 18:59
How do I keep missing out on these great threads. Wonderful work
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wizard of id
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Posted: 28th Aug 2017 09:32
I was concerned it wasn't going to render very well, but the new texture pallette is working well.Did a quick render test before going ahead. So hopefully this will render even better with the fixed light mapper in the DX11 build of gameguru.Because of using the special texture pallette, it will require, a bunch of entities to complement the entire pack, so this will likely take a few weeks, but should be worth it.









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wizard of id
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Posted: 30th Aug 2017 19:47
Most of the hard texturing is done, and it's for the fun part on adding the variations of the wall buildings and additional buildings.Started adding doors, wand windows and likely add some window awnings tomorrow, and other entities bits to bring in more colour.

Also a reminder that there is some midweek specials in the store

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wizard of id
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Posted: 29th Sep 2017 10:17
So I finished the work on the middle east city walls, still not entirely convinced or happy with, so will wait for PBR and see if it can't assist in the visuals, if not I will look at retexturing with real world textures which is pretty straight forward, with some pbr textures,Took my normal three weeks break after having worked almost none stop for 2 months on a couple of myworld models and needed a break.

I have a couple of store items to sort out, texture wise that the new engine doesn't like, will get to that when the official first version is released.

In the mean time while I wait, am revisiting the scifi corridors I was working on before I started with myworld models, the corridors weren't not going to do, and want some thing special to end the year on a bang, so busy with some scifi corridors to compliment the statis model pack, it will follow similar texture style, so you could use it with the stasis pack it will require updating it to make use of PBR.But that will only take place when the official release of gameguru is out.

So hopefully around December ish.

Right now am building the corridors and looking at how it is going to be put together, I want angled corridors for some thing different, so tested with different angle, started with increments of 25 but that posed a problem trying out increments of 30, which will get me a 90 degree angle at the end, so will need to see how that will snap in the editor.



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Pirate Myke
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Posted: 29th Sep 2017 15:39
Looking Good.
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wizard of id
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Posted: 29th Sep 2017 16:07 Edited at: 29th Sep 2017 16:08


In the process of drawing the corridor wall normals, went again with a blueish grey metal, generally works the best with gameguru.
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granada
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Posted: 29th Sep 2017 20:13
Nice to see you back,looks like your going to be busy again .

Dave
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wizard of id
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Posted: 29th Sep 2017 20:26 Edited at: 29th Sep 2017 20:27


Busy with paint layer
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wizard of id
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Posted: 30th Sep 2017 12:13
Starting to look spiffy
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Wolf
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Posted: 30th Sep 2017 16:57
Your constant high quality output is astonishing!
wizard of id
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Posted: 30th Sep 2017 21:33
Thanks mate, but it's not always that easy some times, requires 3 or 5 revisions to get some thing I like or that looks good, texture creation can be quite a mission. At first I attempted a clean why texture, minimalist approach and to be honest it looked horrible, this is the second revision, the design stayed the same however.

While the corridor looks pretty plain right now. I am adding a top cavity wall light, after which I am going to fill the middle part of the wall, but I needed a slightly detailed background for the front parts of the wall. So hopefully when done it will be almost unrecognizable
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wizard of id
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Posted: 1st Oct 2017 06:16
Some wall detail added
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Bugsy
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Posted: 2nd Oct 2017 02:39
you may well be the most talented environment modeller this forum has. I wish we'd see more games from you! That would translate excellently into level design. Your FPSC games were some of the first i saw on youtube to inspire myself.
wizard of id
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Posted: 2nd Oct 2017 07:40
A quick engine test to get some idea of the overall look

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granada
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Posted: 2nd Oct 2017 10:48
That looks very professional looking,great work.Like the lights to,not to white.that hint of yellow (that what it looks like in the pic) makes it more real i think.

Dave
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wizard of id
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Posted: 2nd Oct 2017 14:24
Quote: "That looks very professional looking,great work.Like the lights to,not to white.that hint of yellow (that what it looks like in the pic) makes it more real i think.

Dave"


Thanks mate I will be experimenting with dirt maps painted directly onto the _I map, as right now the diffuse doesn't properly show the dirt map, which is why of course I am testing out things to get a rough idea, the floor also has some light sources, but I looks like I will need to redo the normal as they are a bit small, additionally I don't like the middle wall prop, going to experiment a bit there, it also makes it awkward when dealing with the angles parts of the corridor.

Overall I am pretty happy, definitely a couple of things I want to tweak and such.
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granada
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Posted: 2nd Oct 2017 15:56
I have allways had trouble with normals in GG ,perhaps they will show better after the new update.i can already see a improvement in the rendering and Lee isn’t finished yet.

Dave
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wizard of id
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Posted: 2nd Oct 2017 16:04 Edited at: 2nd Oct 2017 16:05
Quote: "I have allways had trouble with normals in GG ,perhaps they will show better after the new update.i can already see a improvement in the rendering and Lee isn’t finished yet.

Dave"


Lol no I am referring to the normal painting for texturing, not rendering
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granada
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Posted: 2nd Oct 2017 16:09
Quote: "Lol no I am referring to the normal painting for texturing, not rendering "


Whoops ,what a plank I am .

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Belidos
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Posted: 2nd Oct 2017 16:14
Quote: "Whoops ,what a plank I am ."


well i didn't want to say anything, and I've spent weeks trying to find a polite way to broach the subject, but .....

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wizard of id
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Posted: 2nd Oct 2017 16:44
Quote: "Whoops ,what a plank I am "
Lol no problem, but if there is any doubts still

Quote: "well i didn't want to say anything, and I've spent weeks trying to find a polite way to broach the subject, but ..... "

OI ! I see you there in the corner minding your own business

Floor lights should be more pronounced now
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granada
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Posted: 2nd Oct 2017 17:14
I see what you mean now,I thought you meant ajusting the strength on the whole normal map .

Dave
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Posted: 2nd Oct 2017 19:59
Wizard your art skills astound me these are fantastic
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