Work In Progress / The Island (working title - name will change)

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Unspokenbond
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Posted: 2nd Jan 2017 05:06
Honestly think this would/will be a big hit if it went onto Steam. Seriously love the atmosphere and vibe. I'm buying this ASAP if it releases on Steam
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Belidos
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Posted: 6th Mar 2017 21:28 Edited at: 6th Mar 2017 21:28
I'm still slowly working on this, working my way through the hundreds of models I want to make, today I was working on some modular pieces to build a harbour/dockyard ...


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Wolf
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Posted: 7th Mar 2017 14:59
Quote: "I'm still slowly working on this, working my way through the hundreds of models I want to make"


Haha! I know the feeling!

Dock is lookin' good
Belidos
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Posted: 8th Mar 2017 23:53
Quick video showing how the modular pieces for my harbour scene fit together:


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Freakon
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Posted: 9th Mar 2017 08:46
Lovely! The animated crane is cool!
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Posted: 10th Mar 2017 11:24
Very professional looking,will look great when all the props are added to the scene.

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Belidos
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Posted: 10th Mar 2017 20:45
The dockyard is starting to come alive ...


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Wolf
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Posted: 10th Mar 2017 21:48
Indeed! You nailed the feel and the colors.
Belidos
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Posted: 10th Mar 2017 22:09 Edited at: 10th Mar 2017 22:11
Thanks Wolf, putting the scene together only took a few minutes, but getting the lighting right was nearly two hours of moving the sliders about, I wanted to get that overcast dusky feel to it, the trick is in the blue, and matching he fog and ambience colours

One thing that did elude me for a while was the stack of containers, it just looked so false, then it hit me, i'd lined everything up perfectly, and I realised there's no perfect alignment in real life, so I moved them about a bit and it just popped into focus

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Gtox
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Posted: 11th Mar 2017 06:51
Looks terrific - got the atmosphere spot on.
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Belidos
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Posted: 11th Mar 2017 07:17
thanks gtox

ooh just a thought, do you have a seagull on the store? or if not, any chance you can make one and put it on the store?

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Posted: 13th Mar 2017 05:07
@Belidos - I don't have one on the store, and it seems nobody else has one either, so I'll put one one.
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Belidos
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Posted: 13th Mar 2017 10:05
Thanks Gtox, much apreciated

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Posted: 13th Mar 2017 10:51
Excellent work .... Looking forward to this one
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Posted: 14th Mar 2017 15:13
@Belidos - I've added a gull to my waterbird pack, so if you have the pack you can download the gull, otherwise you have to buy it separately.
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Belidos
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Posted: 14th Mar 2017 15:17
Quote: "@Belidos - I've added a gull to my waterbird pack, so if you have the pack you can download the gull, otherwise you have to buy it separately."


Awesome Gtox, thanks for that. I don't have the water birds pack, just the tropical one, but i will buy the water birds pack instead of buying just the gull so i can support you in your great work

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Posted: 14th Mar 2017 19:13
Thanks Belidos
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Belidos
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Posted: 18th Mar 2017 20:11 Edited at: 18th Mar 2017 22:31
This weekend I've been working on getting the harbour buildings right ...


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Belidos
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Posted: 19th Mar 2017 17:38
Added some wildlife and ambience...


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Belidos
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Posted: 20th Mar 2017 17:55 Edited at: 4th Apr 2017 16:40
Some more models i've been working on this weekend...

Each wall is four pieces, a single 100 wide wall piece, a corner piece, a 100 wide gateway piece, and a gate, the gate animates.


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Belidos
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Posted: 4th Apr 2017 13:51 Edited at: 4th Apr 2017 13:51
Still working on buildings.


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Wolf
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Posted: 4th Apr 2017 16:23
Looking really good and has strong atmosphere.
Advice I could give would be vehicles and clutter on the street. Those hangars on the right side could use a few dirt decals or signs on one door or another to add variance.

I enjoy following this project
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Posted: 4th Apr 2017 16:36 Edited at: 4th Apr 2017 16:44
Quote: "Looking really good and has strong atmosphere."


Thanks, the focus of the last video was creating atmosphere with the settings and sounds.

Quote: "Advice I could give would be vehicles and clutter on the street."


This is planned, the video has no clutter at all because i wasn't testing models, i was trying to get the sound and atmosphere right.

Quote: "Those hangars on the right side could use a few dirt decals or signs on one door or another to add variance"


The warehouses are mostly placeholders, i have another three or four variations planned, so it won't be all the same, i just needed some buildings set up for the scene to text the lighting ambiance and see if the sound worked for the scene i was imagining. The buildings on either side will also be broken up a little using the gates and walls i posted a few posts up, these will be set back into wide alleys with parked cars, bins, and rubbish in them.

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GraPhiX
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Posted: 4th Apr 2017 19:52 Edited at: 4th Apr 2017 19:56
looking really nice Belidos atmosphere is perfect your buildings look very good, I see you got the hang of Blender now, I'm still struggling with it

it would look good if you had old newspapers rubbish blowing in the wind, are there any animated paper scripts? could Gtox bird scripts be edited/modified for paper rubbish flying around like a dust devil LOL there is always a breeze near the sea
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Belidos
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Posted: 4th Apr 2017 20:42 Edited at: 4th Apr 2017 20:44
Thanks GraPhiX, yeah plan to have a lot of clutter items strategically place.

Here's a quick engine test of my latest model, this model so far is less than 550 polygons and uses a 4096x4096 texture, so is low poly but high definition, just look at the fish poster to see the texture quality, I think this is probably the best quality model I've made so far (no normal or specular texture yet, wanted to check the actual textures first).



I plan to add pylons and railings to the wooden dock, as well as furniture and clutter items inside and outside of the building.

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Freakon
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Posted: 5th Apr 2017 07:49 Edited at: 5th Apr 2017 07:50
Nice new model! The poster is impressive

Are you thinking of having this an active shop for survival type fishing?
Belidos
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Posted: 5th Apr 2017 20:39 Edited at: 5th Apr 2017 20:40
The final base model is complete...


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Belidos
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Posted: 26th Apr 2017 08:37 Edited at: 26th Apr 2017 12:17
A quick peek at what i'm working on at the moment...


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GraPhiX
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Posted: 26th Apr 2017 16:03
LOL windows something that I have been trying to do for a week looks good Belidos
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Belidos
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Posted: 28th Apr 2017 23:06 Edited at: 28th Apr 2017 23:18
Here's an In game screenshot


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Belidos
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Posted: 29th Apr 2017 19:06
And here's how it all comes together in a video ...



I'll be making more variations of the various buildings to break it up even more, just a quick test with what I've done so far.

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Belidos
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Posted: 2nd May 2017 10:13 Edited at: 2nd May 2017 10:16
Thanks Bod, i've really been trying to make it my own, so i'm taking a long time with all the models etc. In fact, in that scene i think there's only three models i've used that aren't mine (the two fishing boats, and the construction building), although i'll have to use more eventually as certain things i can't model, mainly organic things like animals, birds etc. and things like plants/trees are fairly generic so i think it will be safe to use those.

This scene's also another great example of smoke and mirrors, there's only a couple of small streets there, along with the docks, but it looks like it's part of a larger city, even the buildings themselves, which look like complete buildings aren't what
they seem, here's a picture of what the houses look like from behind...



Only half a building, half the polygons and less texture space used, it's little tricks like this that i've been learning to keep the framerate up.

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Belidos
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Posted: 5th May 2017 21:04 Edited at: 5th May 2017 21:06
I now have seven individual buildings, including my three latest corner buildings:


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Wolf
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Posted: 7th May 2017 18:20
Looking very good!
Belidos
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Posted: 25th May 2017 15:15 Edited at: 25th May 2017 20:33
I've pretty much finished the houses so far, no on to the bigger buildings.



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cybernescence
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Posted: 27th May 2017 07:46
Looking superb.

All of those new original assets are going to help make this a superior production.

How many levels are you thinking of having?

Cheers.
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Posted: 27th May 2017 12:19
I have 6 planned so far.

Basically I have a very rough story planned out, with it split into six areas, I haven't built any of the areas yet, i'm going through each area and making the bigger models I will need for each, then I will map out the levels using the larger models, once I've done that I will work on the smaller and clutter models for each level, and place them as needed. I have the basis of the main scripts I need, the hud is done, the task system is done to the point where I can just edit in the tasks, so I have the framework ready to go and it will just be a matter of placing and tweaking the mechanics. I'll use that process for each level

I'm trying to make this game as unique as possible asset wise, so this is a very long term project, it's going to be some time before I have a real working level, or anything substantial game wise to show. What I may do is, once I have roughed out each zone with the larger models, and adjusted the lighting. release a test level to a few of the community so they can walk around, find any holes in the placement, and make comments about the lighting.

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Posted: 27th May 2017 19:49 Edited at: 27th May 2017 19:51
its looking really nice Belidos well done

Can you post another video of the docks with prebens water shader, I would like to see that
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Belidos
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Posted: 6th Jun 2017 11:40
Quote: "Can you post another video of the docks with prebens water shader, I would like to see that "


Not the original docks i can't, i completely dropped that when i started building the city, i will probably redo it better once i have the street scenes finished.

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Wolf
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Posted: 9th Jun 2017 15:49
Do you plan to add a light rain effect to these? It would work very well.
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Posted: 9th Jun 2017 16:07
Not sure how i would do that to be honest Wolf, i could use the rain box, but that's a bit heavy for what i want.

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Posted: 11th Jun 2017 13:58
This is coming along beautifully Belidos, I like the style too, excellent. Keep it up.
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Belidos
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Posted: 15th Jun 2017 13:17 Edited at: 15th Jun 2017 13:24
Thanks Tarkus.

I'm not even a fraction of the way through the modelling for this project.

Today I ended up rethinking the way I made the houses to streamline the process. I've rebuilt the models in such a way that I now have 32 different houses, all off of just 4 house meshes, two foundation meshes, and 4 textures.

So not only a huge variety of houses, but a lot less stress on resources because they're sharing models and textures.

Edit: I've also reduced the texture space for each model by around 50% by mirroring UV''s wherever possible.

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TechCo
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Posted: 26th Jun 2017 11:26
Great belidos these looks so professional..
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Posted: 4th Jul 2017 22:20
Thanks TchCo, but i'm hardly in professional leagues, i'm barely competent :p

I've been playing with the shaders today, and i'm starting to like the cartoon shader, i'm seriously thinking about doing my game Borderlands style



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Wolf
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Posted: 4th Jul 2017 23:21
You nailed that bande dessinée noir look there. It reminds me of these "the punisher" comics visually.
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Posted: 5th Jul 2017 08:13 Edited at: 5th Jul 2017 08:58
Thanks Wolf, i have no idea what bande dessinée noir is, but it sounds like a compliment so i'll take it :p

A dark graphic novel feel is actually along the lines of what i'm aiming for, things like the punisher, preacher, walking dead, and more specifically the style of the old batman graphic novels, obviously i don't think i'll be able to emulate the characters, it's mainly the style of the scenery, buildings etc i'm trying to emulate.


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JonRobbo
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Posted: 5th Jul 2017 10:16
I prefer more natural real look to cartoon shaders, I always think they are being used to mask poor models and graphics which clearly wouldn't be the case for your game.
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Posted: 5th Jul 2017 17:24
Belidos I like the cartoon shaders too, I think they look fantastic on your project as well, I have been using them for sometime for my project as well.

Great stuff.
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cybernescence
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Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 12th Jul 2017 18:46
Quote: "I've been playing with the shaders today, and i'm starting to like the cartoon shader, i'm seriously thinking about doing my game Borderlands style "


I went though this cycle a few months back and tried out a load of cartoon shaders and various settings ... I could never get it to my satisfaction, the post process shader Preben did is pretty good and I tried a lot of others also but I either got over emphasised outlining or too little. I concluded this was down to the depth buffer not having enough fidelity to it (think these type of cartoon shaders based on depth info produce the best outlining and coloring effects) .... I've just noticed thought that Lee's latest 'blog' post shows an amazing looking 32 bit depth buffer as part of the DX11 update - it's seriously much better than we've currently got in GG - so I may end up going through that cycle again.

Hope you keep going and get it playable ... looks great in the screen shots.

Cheers.


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