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

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wizard of id
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Posted: 31st Jul 2016 11:40
Level props being added.


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wizard of id
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Posted: 31st Jul 2016 19:46
Added the First room test, need some more tweaking.But it is shaping up nicely, and for a change should be some thing entirely different to play with

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wizard of id
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Posted: 1st Aug 2016 10:41
Think it looks much better now, also made changes so that you can build your own sized room out of different sections.






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wizard of id
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Posted: 1st Aug 2016 19:31
Room 2 has been added screenshots showing how the 3 parts can be used in different configurations.


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Posted: 1st Aug 2016 20:28
That looks fantastic man. Really good stuff O_O
MXS
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Posted: 1st Aug 2016 23:33
I love it. I swear we don't the EBE. Grid snap mode vs EBE hands down this best easiest way to build a level. I feel guru is a new engine and grid snap mode is a new better was to design a level. it's like prefab and segment system all in one. wizard of id you are awesome man and I thank you so much for this. this is what I expected when it came down to the inside level designing. even unity uses something like this. but this is so much better. with 3rd person working and this type of level placement guru is looking good. I just wish Lee was working on something else .
more than what meets the eye.Welcome to SciFi Summer

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wizard of id
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Posted: 2nd Aug 2016 07:10 Edited at: 2nd Aug 2016 07:11
Busy looking and researching scifi doors, like this one, might be a bit high polygon, considering every thing so far has been under 500 polygons I don't have much to work with if I want to stay below that target, so will likely take some ideas here and there and rely on texture to provide the much needed detail.So will see how that goes, does need to be some thing really cool !!!

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wizard of id
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Posted: 3rd Aug 2016 18:11
Had to make the main frame texture by hand as there was nothing that fit it....gimp does a decent job, some thing is still missing from the door not sure what yet. Might add middle window parts, should spruce things up
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wizard of id
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Posted: 4th Aug 2016 10:09
Adding a light source or two
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wizard of id
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Posted: 4th Aug 2016 17:51
Kindly note this project is being put on indefinite hold(Pending things will cancel it), there is some thing I want to attempt first if it works out, all future projects will then be using this method.This means there will not be any updates or screenshots for the foreseeable future, while I work on the new method and hammer the kinks out.
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wizard of id
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Posted: 12th Aug 2016 21:00
Quick sneak peak, I wasn't happy with the layout of the previous sets, I wanted a more up close and personal feel to it and a more classic type of top down shooter.This is the general idea and direction I am looking at for the top down.

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MXS
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Posted: 14th Aug 2016 05:20
this looks really good. but are you still going to release the other fps sets? I think all of it is great and it seem you can't do no wrong with this project.
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Wolf
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Posted: 15th Aug 2016 02:01
'bought a bunch of your sets. Really good stuff!!



-Wolf
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wizard of id
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Posted: 15th Aug 2016 04:13
@Wolf

Thanks mate support is appreciated

@MXS
I am not entirely happy with them, while I deleted the files from the library the, the original source files have been backed up, perhaps when there is a engine upgraded I will see how the engine deals with white textures, it is currently a sore eye, I don't feel the engine can do a proper job with it...there is some thing lacking.
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wizard of id
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Posted: 21st Aug 2016 07:01
I haven't done any work in the last couple of days, as I took the plunge and got my hands on some new software to make the workflow easier, Definitely had some issues getting the scifi doors textured, will likely be spending another few days getting to know the software, so it can quickly be inserted into the work flow without issues.
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wizard of id
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Posted: 21st Aug 2016 10:19
Trying to get my head around colour ID's and curveture, as it especially important when wanting to add finer detail.

What I like now is how quickly texture variations can be done, some thing else that is neat that I need to experiment with still, is super high detail meshes with blots and other goodies baking that and applying to a lower res version to retain all those little details, which means a quite complex ID map is needed to deal with all the different materials.





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wizard of id
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Posted: 21st Aug 2016 18:30
Definitely getting the hang of it now

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wizard of id
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Posted: 22nd Aug 2016 06:21
After a long weekend of testing and experimenting I can move on with the project this week.This is pretty much spot on to what I wanted, learned quite a bit this weekend which is great. While I am going to do a clean version as well, the dirty version on the door is pretty spot on to what I wanted in the end.

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wizard of id
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Posted: 25th Aug 2016 08:16
Progress is slow but definitely getting there, especially love the fact of most of the details on the doors is done with painted normals, quite a mission to do things the other way around instead of baking a high poly model, simply use the lowpoly model and bake a normal map with an occlusion map directly onto the model.

The end result is pretty neat for these weathered doors.



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wizard of id
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Posted: 29th Aug 2016 23:59
Taking a bit of break, to work through the slush pile I have accumulated over the years.

Adding some more barriers among the other goodies.



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wizard of id
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Posted: 3rd Sep 2016 01:02
The slush pile is coming along nicely, quite a few entities now

Pretty awesome painting with layers and masks, allows for really eye popping detail
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wizard of id
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Posted: 8th Sep 2016 08:52
Decided that I will add entities to the brick warehouse pack for some thing a little more complete.I am not nearly done and all of it is just entities, some thing sorely needed, and a definitive diversion from the usually buildings. I don't think I will be creating buildings any more with EBE in the mix, so focus will shift entirely to things to complement EBE and entities and things EBE can't do, rather get a head start on that now.

Scatter items is definitely important and I really want people to populate levels better.





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Tarkus1971
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Posted: 8th Sep 2016 11:37
The FPS Sci-Fi stuff looks awesome Wizard. I will certainly be purchasing this pack.
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MXS
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Posted: 8th Sep 2016 13:14
I'm so disappointed for the scifi project being stop for this stuff. we have enough modern models in guru already and the one thing guru lacks the most is scifi stuff. but I can't force that so I thank you for what you already done and release with that last scifi pack. as for the EBE it don't really replace the houses , buildings or any like that in the store or what came with guru. it will be the segment system all over again.
more than what meets the eye.Welcome to SciFi Summer

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wizard of id
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Posted: 8th Sep 2016 13:43 Edited at: 8th Sep 2016 13:46
@MXS

Therein lies the problem mate I have to move with the majority of people, and that will be EBE.However that said I have very few entities on the store, so I would like to address that and balance the store media a little bit. Unfortunately, there isn't significant sales irrespective of top down or FPS scifi wise to justify it at this time, and that will have to wait.

However I disagree with regards to modern day entities, I am not referring to buildings per say, but actual foliage entities, I have found levels in general to be empty otherwise bar the buildings and such, so definitely would like to address that for a change and move away from the niche stuff I usually create, and do so some thing for the much broader audience.

I also have to change the theme every now and again, or else I will find my self stuck in a rut, this is some thing new and quite enjoying it for the time being.

Thanks for the support. I will support scifi again, but it will be in EBE form it will be worth it, trust me.
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wizard of id
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Posted: 8th Sep 2016 17:43
Really loving the dustbin, weathering around the edges does a decent job.

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wizard of id
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Posted: 25th Sep 2016 06:56
Artist collection 2 is now live

https://www.tgcstore.net/pack/10860
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Tarkus1971
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Posted: 25th Sep 2016 10:58 Edited at: 25th Sep 2016 10:58
Just purchased and liked your artist collection 2, an awesome pack. Thanks.
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wizard of id
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Posted: 25th Sep 2016 13:52
@Tarkus1971

Thanks for the support mate, was going to upload sooner, but my sister in law passed away, so did some baby sitting among other things.Hopefully I can get back to bullpen on Monday.
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Tarkus1971
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Posted: 25th Sep 2016 14:21
Sorry to hear of your loss, difficult time for sure
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wizard of id
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Posted: 26th Sep 2016 03:28
@Tarkus1971

Thanks mate

Started researching a new long term project codename: manarola, it is inspired by various things and has a very specific theme in mind.Will see today how it plays out and whether or not it can be easily done in gameguru.

Definitely need a change of scenery, and this should be it.
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Posted: 26th Sep 2016 16:54
Sorry for your loss. Thoughts and prayers for you and your family.
PM
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Posted: 27th Sep 2016 06:45
Thanks mate !


So I have some thing like this in mind, this is a long term project with no rush.I want to see how photo realistic I can get gameguru.I have taken a few references from various sources, especially quite like the layout of the CS source map Italy, and has a similar design to it but want to further expand on the idea.First I had to figure out how to do town, and make it compatible with gameguru so you don't have a billion pieces the end user needs to assemble, the best solution so far is grid/block snap method.I first want to see if I can do the base city as a single mesh and keep it under 20000K polygons but I suspect it will not be possible, and likely will have to use slice method and slice it up into 4 or 5 large blocks.

I definitely want a seafront part of Manarola.


Easier said then done, so will have to wait and see, perhaps it will only end up as a demo level.But definitely want lots and lots of detail



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wizard of id
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Posted: 29th Sep 2016 07:03
Doesn't look like much yet going to do the textures today which will be spread over the rest of the town, I needed to get the first building done to get the average building height and style , will only be using 4 or 5 different shades of stucco paint, with various damage and wear and tear.This building costs 1 K in polygons, so overall not too shabby however considering this will be an enclosed city, I have forgone the back faces of the buildings as to allow a decent city on a large scale, rather ambitious, but I want to cover at least half the gameguru map, in total less then 40K polygons, but likely about 60K, as the seafront might cost a fair bit more, and the sloped streets.

I hope when done this will end up awesome !!!!

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Tarkus1971
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Posted: 29th Sep 2016 10:06
looking good so far, and different too!!!
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wizard of id
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Posted: 29th Sep 2016 15:11
Colours might need to be slightly lighter.....Will play around before settling, as the window shutters would need to match somewhat....
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wizard of id
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Posted: 29th Sep 2016 22:12
The result so far, still little additional details needed, unfortunately polygon count is also climbing sadly, not too badly, 2500K, Will likely end up with about 3.4K polygons when done.

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wizard of id
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Posted: 30th Sep 2016 11:54
Done, however stupid 4096 x 4096 atlas isn't enough so meh, I give up.....
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granada
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Posted: 30th Sep 2016 13:33
I can imagine trying to fight through that little town on the hill.allyways rooftops etc.interesting idea,I have a idea you could pull it of.

Dave
PM
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Posted: 30th Sep 2016 19:37
The big problem is textures....There is only so much you can fit onto an atlas, imagine doing several buildings, I can do it via multi texture approach, not some thing for the store.So I am done for the weekend will see what I can do on Monday again.Gameguru limitations rearing it's ugly and it's depressing to say the least......
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granada
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Posted: 30th Sep 2016 19:49
Quote: "The big problem is textures....There is only so much you can fit onto an atlas, "

Been having the same problem with a sci-fi level I was building.

Dave
PM
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Posted: 30th Sep 2016 20:19
Either way I think I will have to do it with the EBE.Gives me the opportunity to create all the windows, doors, ladders, railings and every thing associated with it so it will not be in vain. Some thing positive at least......
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wizard of id
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Posted: 4th Oct 2016 08:49
Started with a different approach, so far so good, going to take a few days to get the layout done, while there will be far less texture variations, the trade off is I can get exactly what I want, using a single 4096 x 4096 texture, but far less texture detail.So win-win, this is going to be epic when done.

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wizard of id
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Posted: 5th Oct 2016 05:47
Getting there albeit slow
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wizard of id
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Posted: 14th Oct 2016 08:17
Some one requested new media, so obligated to do the client request. So will be spending a few says on this then.City project is moving along nicely.

First concept, I guess you can never have enough dungeon kits
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wizard of id
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Posted: 18th Oct 2016 08:43 Edited at: 18th Oct 2016 08:43
The first initial test, pretty happy, more traditional look and feel...
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Wolf
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Posted: 18th Oct 2016 16:11
Pretty great content on here!!
wizard of id
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Posted: 19th Oct 2016 08:55
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darimc
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Posted: 19th Oct 2016 16:42
Looks awesome so far! Is this going to be for sale to us as well?
Signatures are overrated.
wizard of id
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Posted: 19th Oct 2016 17:08
Yes, it will be. Pushing for a weekend release.Will see what happens.
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