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

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Belidos
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Posted: 28th May 2017 20:19
Yeah that kind of annoyed me with the ebe, all this time we've been told to zero the locations on models. And then Lee makes the ebe with an off centre origin lol

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wizard of id
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Posted: 28th May 2017 21:33
Yeah just need to remind lee again to add the 0,0,0 functionality as well to the default which to be honest is pointless messy and a pain the in the behind..


Making another couple of fences, previous one was below 50 units, any thing below 50 units AI should be making use of it as cover, that is what lee said, however I wanted a couple of 90 unit walls, to use, I might swap out the base galvanized texture, but works well, had to experiment a bit to get the right masks done, I think it looks pretty sweet rendered and unshaded, always test both for a nice balance between the two.

That said I will be making more entities like this, sort of fantasy style post apocalyptic themed goodies which is lacking in gameguru, and get back to the warehouse ebe stuff once the grid snapping issue is sorted, but that really only applies to the build entities which only like 13 odd models, so no biggie.

Going to attempt some metal shed buildings this week so you can construct a small village, and some industrial type entities that fit the theme like water towers and such, definitely don't want it to clean but not too rusty or grungy looking, just between the two, slight age almost new with dirt, similar to that of the corrugated walls.
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wizard of id
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Posted: 29th May 2017 10:35
Current rough idea of a Hab building, to be build in segments

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wizard of id
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Posted: 29th May 2017 13:22
Most likely going to take the rest of the week to texture and design the little bits and pieces, the texture scheme I have in mind
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wizard of id
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Posted: 29th May 2017 20:01
Definitely need to experiment some more, the slightly cleaner texture looks better, the orange colour is another issue, the orange might be a bit much, a cream colour too bright, what I was planning on doing is provide different colours for the various segments, and allow some variation, the red may end up clashing a fair bit with orange, brown and a darker cream colour should work, perhaps add a purple tint or some thing to balance things out a bit.

Might even try camouflage and see what happens with that, definitely a fun model to work with, so I expect major changes, as a play around with the colours.

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wizard of id
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Posted: 31st May 2017 09:43
Nearly there, tried different colours and combo's orange works the best....
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granada
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Posted: 31st May 2017 10:46
Looking good wizard of id,another nice model there.

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wizard of id
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Posted: 1st Jun 2017 09:54
Outside done as well as the side door, Door came out pretty neat, might need to go for a darker grey, but fits in well with the rest of the model, also added painted corners on the orange panels, breaks the color, up nicely.I don't think I will be messing with it again, just perhaps the red/blue texture variation
but it pretty perfect otherwise.
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wizard of id
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Posted: 1st Jun 2017 18:15
Quick fix and render test, a few fixes needed with regards to transparency, and having to flip the texture writing, pretty happy how it renders in guru hopefully tomorrow the whole kit will be in the engine.....


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wizard of id
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Posted: 1st Jun 2017 21:13
Added the front door, my concern was how to paint the window, managed to figure that out by painting, 6 layers of different colors and different masks, the result is lighter outside and darker inner bit with a fair amount of dirt., over all happy with the result. might make it slightly lighter, but I think the contrast is nice.
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wizard of id
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Posted: 3rd Jun 2017 13:08
Chuffed with how it came out in the end, just one more section to import then the re textures, going to go with red, blue and green, so that you can mix and match for larger variations.





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granada
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Posted: 3rd Jun 2017 13:59
That's a nice looking model,great work.

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Gorba
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Posted: 4th Jun 2017 07:25
The name Wizard is very appropriate for your modelling/texture skills - your an f... artist - plain and simple.
I'm really looking forward to your warehouse-style/ EBE compatible pack. It looks - like everything else you lay your hands on - absolutely fantastic
Keep up the good work.

Greeting from Denmark

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wizard of id
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Posted: 5th Jun 2017 08:52
Slightly on the slow side was weekend after all lots to do But the red came out pretty neat.



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wizard of id
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Posted: 7th Jun 2017 11:21
Done ! I don't think I will add another colour.










Now for the little bits like supports, lights, and entities for this little had area.
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World Class Multimedia
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Posted: 8th Jun 2017 01:24
Very nice!

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wizard of id
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Posted: 13th Jun 2017 13:43
New hab Military styled hab

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wizard of id
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Posted: 14th Jun 2017 17:22
Just the windows and doors left



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granada
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Posted: 14th Jun 2017 18:34
I like that ,it would fit into a lot of different thems.

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wizard of id
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Posted: 15th Jun 2017 09:23
All done !





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wizard of id
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Posted: 15th Jun 2017 11:33
Adding additional texture types, desert, snow, and forest, ect,

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wizard of id
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Posted: 15th Jun 2017 16:23
Snow
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wizard of id
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Posted: 16th Jun 2017 09:09
3 more done, I want to do 1 more for my local South African army which has a brownish colour






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wizard of id
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Posted: 16th Jun 2017 20:23
Added the South African army as well as a window cubemap.I am not sure which one I like the most, wanne be patriotic and all and say my country, but I will have to go with the the first snow one



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wizard of id
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Posted: 17th Jun 2017 09:02
Uploading content in the next day or two.Spotted a fix, that is needed minor edge aligned. In the mean time video of the habs
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wizard of id
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Posted: 17th Jun 2017 10:23 Edited at: 17th Jun 2017 10:24
Habitats is now available on the store
https://www.tgcstore.net/product/30355

It is also available in the 2017 collection
https://www.tgcstore.net/pack/10915



2 more packs to upload
metal entities and light sources.
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Tarkus1971
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Posted: 17th Jun 2017 17:44
beautiful work wizard, i got to buy this when its all done. Amazing.
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wizard of id
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Posted: 17th Jun 2017 20:09
Quote: "beautiful work wizard, i got to buy this when its all done. Amazing."
Thanks mate all of it is on the store now
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AmenMoses
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Posted: 17th Jun 2017 21:16


Certainly is!
Been there, done that, got all the T-Shirts!
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wizard of id
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Posted: 18th Jun 2017 17:51
Deciding on the next project.



Or cartoon scifi corridors and buildings I like the idea of cartoon scifi, some thing I have never done before so should be interesting
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AmenMoses
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Posted: 18th Jun 2017 18:33
Do you plan to include the curved sections for the scifi habitats, maybe even some T junctions?
Been there, done that, got all the T-Shirts!
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wizard of id
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Posted: 19th Jun 2017 09:02
Quote: "Do you plan to include the curved sections for the scifi habitats, maybe even some T junctions? "
No, decided against that.I will in future revisit habs perhaps and add some thing else entirely.

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wizard of id
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Posted: 19th Jun 2017 09:34
Decided on creating another top down Scifi kit. Some thing more like this Which I think will tie in nicely with DX 11 upgrade, once you have all the fancy shaders and stuff in

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wizard of id
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Posted: 20th Jun 2017 21:21
Progress so far, Wall, free standing walls, corner, tjunction, and cross junctions adding a fair amount of texture detail

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Posted: 20th Jun 2017 21:30
Is there any way to make a ceiling so it could be used for FPS/TP games? I would definitely buy this. I just don't really do top down anything.

Mike
YOU DREAM IT - WE CREATE IT!

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wizard of id
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Posted: 21st Jun 2017 12:22
No ceilings this time around, does work well with 3rd person.

Started importing, once done importing, will add new floor textures, pretty happy so far the door frame came out perfectly, I exported so that it is completely compatible with EBE.
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wizard of id
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Posted: 21st Jun 2017 17:08
More parts added






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wizard of id
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Posted: 22nd Jun 2017 13:25
Final walls coming together nicely, every possible combination and stop gap added, which means. walls of any shape and angle





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MXS
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Posted: 22nd Jun 2017 21:17
beautiful! I hope this one gets released.
more than what meets the eye.Welcome to SciFi Summer

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wizard of id
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Posted: 24th Jun 2017 11:21
Busy creating the floor textures





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granada
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Posted: 24th Jun 2017 13:26
Although i never play that sort of game,your level kit looks great .

Dave
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wizard of id
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Posted: 25th Jun 2017 08:19
Improved the block floor texture a bit
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wizard of id
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Posted: 26th Jun 2017 07:33
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wizard of id
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Posted: 26th Jun 2017 16:51
Added a large door and door arch, next step is adding some writing on walls, and then finally the entities



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wizard of id
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Posted: 27th Jun 2017 07:42
Discovered a minor annoyance that I need to pester lee about till it's fixed, you honestly need to be able to rotate floor textures in EBE, ceilings as well, another annoyance is that you should be able to raise the painting grid in increments of 5 units when you are only painting floors and ceilings.

Keeping it pretty simple on the textures with text, adds another level of detail, keeping it generic will allow reuse.
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wizard of id
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Posted: 27th Jun 2017 14:00
Added a roof just to check if FPS does work with EBE, it does simply requires placing a roof with EBE



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granada
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Posted: 27th Jun 2017 16:36
Quote: "Added a roof just to check if FPS does work with EBE, it does simply requires placing a roof with EBE "


Now Ime interested .

Dave
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wizard of id
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Posted: 28th Jun 2017 08:27
Forgot I was using EBE, was about to create platforms when I remembered you can use EBE to paint them, that means I just have to make textures for the platforms and add wall textures to the EBE pallette and maybe create a special wall texture or two.

Currently between a rock and a hard place, on deciding on what entities to add, like stairs and light sources.

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wizard of id
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Posted: 28th Jun 2017 15:58
Nearly Done


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wizard of id
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Posted: 29th Jun 2017 16:12
Not entirely happy with it, but practice makes perfect, I forgot I can add scanlines in gimp and add some static which might improve the overall look of holo.

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