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

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Errant AI
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Posted: 3rd Apr 2017 12:41
Looking good. I particularly like that door near the top of the page. Those little red accents and 2-tone gray really come together nicely.
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wizard of id
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Posted: 3rd Apr 2017 14:48
Quote: "Looking good. I particularly like that door near the top of the page. Those little red accents and 2-tone gray really come together nicely"
Thanks mate it's not prefect texturing yet, but I am getting there
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wizard of id
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Posted: 4th Apr 2017 10:25
I am going to have to experiment a bit, as I don't like the way the illumination, destroys texture detail meticulously added, so means I have to research a bit to get the best results from illumination maps.Not sure if it's the shader or the bloom, or the map it self so a bit of testing, currently still adding a mix bag of scifi gothic type and modern day light entities. But definitely want some detail of the texture to come out instead of pure white...



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wizard of id
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Posted: 4th Apr 2017 16:21
Different designs, adding a little more texture detail to light source it self, I am now going to make the first animated light source, with a swing left to right animation frame, back and forward and then an animation where the one side of the light breaks off, it first need to research the subject a bit as I would need to use bone animation so that it animates properly, tried it before and failed miserably so will have to wait and see.

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Wolf
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Posted: 4th Apr 2017 16:39
Errant AI
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Posted: 4th Apr 2017 16:48 Edited at: 4th Apr 2017 16:50
What does your DINS content look like? I'm not particularly fond of how Illumination is affected by ambient light (should either be completely independent or semi-inverted where the lower the ambient the greater the effect) but I have not found it to overly wash out detail. That said, I try to keep I maps a bit underpowered. On a range of 0-255 I try not to exceed 200.

example 1
example 2 with tweaked brightness/contrast
DINS content sample

edit: 2 posts added before I hit the post button... I am... slow.
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Posted: 4th Apr 2017 18:44
@ Errant AI going to experiment and see what I can do !
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Posted: 4th Apr 2017 19:08
It definitely better but still perhaps too bright



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wizard of id
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Posted: 4th Apr 2017 19:27
Think I got it right balance now

This is bloom at a 100 to give a comparative look, Obviously it will be a bit brighter if you add a light source no need to ramp up the bloom that high.

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Errant AI
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Posted: 4th Apr 2017 20:01
Looks to be on the right track and retaining detail now
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wizard of id
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Posted: 5th Apr 2017 14:04
Quote: "Looks to be on the right track and retaining detail now"
I see your specular maps are also pretty underpowered, does it make a difference
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Errant AI
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Posted: 5th Apr 2017 17:59
I wouldn't consider that to be underpowered. The glass still blows out to white at certain angles and lighting conditions (pic). It's probably too strong in areas like the sign panel. That said, I generally dislike that artificial wet look from overdone spec. and run at max global spec slider so that I can get really high shine while preserving mattes. I suppose I treat it more like a gloss map in some regards.
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granada
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Posted: 20th Apr 2017 17:41
Hows it going wizard of id,long time no see.hope you are well and working hard on new models for us .

Dave
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Posted: 20th Apr 2017 22:10
I am still around, just stupidly busy with 100's of things will update in due time.
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Posted: 25th Apr 2017 08:47
In between hardware failures, and other things, it has finally settled and can get some stuff done again

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granada
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Posted: 25th Apr 2017 10:45
Nice to see you back ,looking forward to more nice work.

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Posted: 28th Apr 2017 14:14
Far far from complete, but this has to do with EBE

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wizard of id
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Posted: 1st May 2017 10:05
Okay, so lets spill the beans. I am busy with a warehouse projects, and in the process of experimenting with graffiti fonts instead of paint decals, the quality is much better and less pixelation, however to get the right amount and tone done, with colours and weathering is tricky and actually takes a bucket load of work !!!!

Want to see what I can get on the brush font, but still requires lots of layers and painting, here is a quick sample. looks decently enough.

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granada
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Posted: 1st May 2017 10:18
That looks very realistic to me .

Dave
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Posted: 1st May 2017 10:51
Quote: "That looks very realistic to me .

Dave"


Thanks mate, what I need now found a few are some vector image fonts, people shapes, ect some thing I can paint on walls, instead of just text, have installed about 30 fonts that will assist and properly being able to paint walls.

Then I have to go research graffiti to see the different colours, spacing, styles ect, pretty much covered subject I think. Just maybe a few vectors
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wizard of id
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Posted: 1st May 2017 11:42
Much better, overlay white transparent background with the vector on top, with light blending. Will get better as I experiment, and look at references, I found that often, there is a background colour in most graffiti where some one sprayed over some thing else. The white and black background works well, for now at least, would like to colour it better, but I need to match common colours used. But nothing wrong with a white and black image with a halo in another colour.

So lots and lots and lots to learn about graffiti at least it's getting better.

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granada
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Posted: 1st May 2017 14:26
You also see quite a lot of unfinished graffiti and some parshily sprayed over as they try to make room for there own ones..

Dave
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Posted: 1st May 2017 17:31
Well it's massively time consuming and want to release some thing this year So will likely finish all the content first, and then do the graffiti task, that way I can take my time. What I will be doing is to make a few of them and then simply copy and paste onto the textures which means I can get a couple of repeats in apply different weathering, and sized ect, and will reduce the time aspects a lot.

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Posted: 2nd May 2017 07:22
Nothing much to show just checking for EBE aligned and snapping.Have to make a slight adjustment, after which I will start importing the base stuff, the rest can be done with EBE

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granada
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Posted: 2nd May 2017 10:59
It would be cool if your last sci-fi pack worked in the ebe ,above image looks cool to

Dave
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Posted: 2nd May 2017 13:05
Quote: "It would be cool if your last sci-fi pack worked in the ebe ,above image looks cool to"
All the textures from that pack is on the store and also in the 2017 content pack.
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wizard of id
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Posted: 8th May 2017 12:43
Was not happy with the end result of the textures, so been experimenting and testing the last couple of days and finally found some thing I am quite happy, the contrast isn't too rough and there is a blend piece with the plaster and brick



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granada
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Posted: 8th May 2017 16:08
That looks like a natural looking effect you have there,can't tell a lot from the second pic on my phone at the moment.

Dave
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Posted: 15th May 2017 18:22
Yes I know I am taking my sweet time but I aiming for one large update, so bare with me it will be worth it in the end, some goodies for the warehouse.

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wizard of id
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Posted: 17th May 2017 09:48
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granada
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Posted: 17th May 2017 09:58
Nice,I can see you are getting back into the swing of things again

Dave
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Posted: 17th May 2017 13:57
Yeah pretty happy to be back in a groove.

Pretty happy with the metal stairs, however they are suppose to be indoors, but really just testing out snapping and such, but stay tuned, will be integrating it with EBE in the next two days or so, Then it should end up EPIC only have a couple of building "segments" to import, then I am moving over to entities which has a more varied use.

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wizard of id
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Posted: 17th May 2017 19:43
EBE test Not much to look at, but EBE integration works seamlessly, while you need to delete some parts to integrate with EBE, it's at least better then plain flat floors, however I am getting annoyed with gameguru, the performance is terrible, it's likely due to AMD GPU I have even the editor runs like a dog, which isn't encouraging...



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Belidos
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Posted: 18th May 2017 07:40
Quote: "even the editor runs like a dog"


Go into your setup.ini file and change:

disablesurfacesnap=0

to:

disablesurfacesnap=1

Then reload GameGuru. According to Lee this uses a faster technique to place items, maybe that will help a little, at least in the editor.

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wizard of id
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Posted: 18th May 2017 08:56
Nope spoke to him about it, still getting mirco stuttering, it's likely I will need to revert to an older version of gameguru that I know that works fine, sort off.
It's definitely not GPU related or drivers, it's definitely gameguru having an elliptic fit
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granada
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Posted: 18th May 2017 19:38
I like the rusty look on the stairs and handrail,realy old and worn looking.

Dave
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Posted: 18th May 2017 20:12
Some more entity snapping testing, and finally getting to play with light sources to get an idea how the every thing fits, I think pretty spot on



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Posted: 19th May 2017 11:17
Now for the fun part internal bits, currently shopping about for references

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Posted: 19th May 2017 19:33
If you aren't aware yet, 2017 collection weekend special till Sunday 19:00 GMT

https://www.tgcstore.net/pack/10915
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wizard of id
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Posted: 19th May 2017 21:05
Custom textures time again, at 400 polygons you can building decent structures, there are some additional parts. so you can sort of go nuts....



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granada
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Posted: 19th May 2017 22:21
The wizard is back,looking good.

Dave
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Posted: 21st May 2017 23:54
Will finally get around to building another demo level for now just testing out bits and bobs with ebe



new light source comes in 4 different colours
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wizard of id
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Posted: 22nd May 2017 18:53
Some more light sources, now to add more wall pipes, and wires....





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Posted: 23rd May 2017 07:39
With the rusty items done time for a few grey texture versions.

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Posted: 23rd May 2017 20:38
New items added and testing out assembly, of the various new grey metal girders together.





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Posted: 24th May 2017 10:59
More electrical stuff, moving onto windows next which should be fun



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Posted: 24th May 2017 20:46
The previous toying around with EBE gave me some idea of a metal tower, Pretty happy with the rusty look
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Posted: 27th May 2017 05:19
More metal things



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Errant AI
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Posted: 27th May 2017 20:33
Something sort of bugs me with the weathering on the large concrete pieces but the latest industrial pieces look great. Especially with a bit of lighting.
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wizard of id
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Posted: 28th May 2017 20:13
Quote: "Something sort of bugs me with the weathering on the large concrete pieces but the latest industrial pieces look great. Especially with a bit of lighting."

Not entirely happy with it either, tried a few different filters, and mixes nothing kinda popped for me. That said I still have a while to go before I release the warehouse parts any ways as lee needs to update the software, as some how he decided that grid snapping be different in EBE, as to what every else is in the engine and used by other artist, EBE used an off grid snapping coordinate instead of 0,0,0 which I have always considered to be "grid snapping" as long as x and z coordinate is centered at 0,0 it doesn't matter what the actual length is for z or x .

EBE uses 50,50,0 for a 100 x 100 unit entity which means it makes it extremely annoying when you have a z or x coordinate which is different considering all content on the store and in the software and DLC's all use 0,0,0 for grid snapping, which is a major, oversight, so lee is going to allow with the next update to change ebe grid to either the default or 0,0,0 which is far more easier to work with and less time consuming on export.
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