3rd Party Models/Media Chat / Wizardofid's media 3 (2018)

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wizard of id
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Posted: 7th Feb 2018 18:10
Added additional curves and added end cap pieces, for seamless transition between curves.








Next step is adding the sides passages.
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wizard of id
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Posted: 8th Feb 2018 07:25
In order to do the side passages I first need to add a proper bunker door.

Current wip, of a heavy door, likely to make a smaller door for inside the side corridors.
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wizard of id
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Posted: 8th Feb 2018 13:43
Base door all textured, now to animate Going to make a door with painted numbers as a simple texture variation.

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granada
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Posted: 9th Feb 2018 11:10
That’s a nice model .

Dave
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Posted: 9th Feb 2018 21:26
Had to keep the corridors pretty simple, in order to export as a single entity as it just makes assembly easier.Would have been easier if Gameguru had a better widget and movement system, but alas I can make do with what is available, these corridors only connect between the main tunnel from 4 access points, will be adding a 5th access point which will connect then to the main bunker rooms, which will all be separate entities will also add an extra large corridor that connects exclusively to the main corridor

I am a bit worried users will have a hard time connecting all the parts for final assembly, as it requires normal snapping, grid snapping isn't possible due to all the unique shaped objects.But I will put proper warning, some assembly vids and create a simple game from all the assets for potential clients.But it will be epic.Still lots to do and entities and entity foliage layers to add.



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wizard of id
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Posted: 10th Feb 2018 20:58
Reward at the end of the day when every thing made on the day is assembled and tested in GameGuru

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wizard of id
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Posted: 15th Feb 2018 15:51
Some good news, and some bad news

Had another round of alignment fixes done, as well as some changes to the curves in making them more user friendly.Done away with the side corridors as they just didn't do it for me, and come up with an alternative plan to compliment with corridors and variations.

In other news is that provisionally this is being developed as a new steam DLC, so the focus moving towards more rounded content pack, with foliage entities as well as military entities from that era, the bad news is that slightly less screenshots and more selective screen as to not to spoil all the fun, but expect A LOT of gameguru first's with regards to entities and level design.I have set my self another set of goals, as with all content I develop, working with curves and uvmapping them, Curves generally use to be my least favorite thing to do as the UV map can be a mission to do, add a rounded roof to the mix, it becomes a lot more fun.Easiest method I found using planar mapping and mapping and aligning each face with the next.



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wizard of id
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Posted: 16th Feb 2018 18:44




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granada
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Posted: 16th Feb 2018 23:34
Looking realy nice,I can here the dripping water and the echoes from here.nice work wizard of id.

Dave
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wizard of id
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Posted: 17th Feb 2018 05:52
Thanks mate, it's rather sad, that I had to dial back the details on some entities, had considerably more detail on the grates, with bottom support arches, But I think I will bring back those arches as a separate entity layer entirely optional to use.I am going for realism here, metal walkway without support hanging in the middle of nowhere, doesn't exactly scream realism here, it's only 6K polygons, so not exactly bad.

I have kept the entity layers all under 10k, with most coming in a 8k, 5 entity layers only costs 40 000K for a 450 x 900 unit area that is pretty good overall use, it also means 5 draw calls.Most definitely push it a bit more, 50K is my target and limit.
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wizard of id
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Posted: 19th Feb 2018 05:48
Spend some time this weekend on getting an upper control room completed.


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wizard of id
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Posted: 19th Feb 2018 15:24
That is it then for the curves for now, every thing fits together, now onto the separate entity parts and connecting rooms.
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granada
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Posted: 19th Feb 2018 20:45
That came together great,nice job.

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wizard of id
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Posted: 20th Feb 2018 19:09
There is still some thing missing, Here is the reference picture, I think it's possible too long and it's to be broken with a side room, even a fake door possibly.





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wizard of id
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Posted: 21st Feb 2018 20:02
Amazing what difference the little side passage makes, I have divided that into little rooms as well instead of having that as another long corridor, bit of a mission to get done.Missing now is perhaps an upper level walkway, should significantly reduce visible space.The fun part is that I can now add the side corridors to all the other curves, in no time flat, as all the leg work is done.

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granada
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Posted: 21st Feb 2018 21:49
Great looking models,the only thing I thought was that the pipes could look a bit older or rusted more but that’s just me .nice project though .

Dave
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Posted: 21st Feb 2018 22:50
Quote: "Great looking models,the only thing I thought was that the pipes could look a bit older or rusted more but that’s just me .nice project though .

Dave"
Will actually be making a rusty version as well as a Coloured one, the more the merrier, once populated with all manner of entities, and additional level building pieces, it should look nothing like gameguru, gameguru isn't use to curves so already doesn't look like gameguru in some way.

Was actually planning on doing other stuff this week like the straight and room sections, there is actually some much you can do and add to the curves, once you think you are done some thing else pops up, the perfect example above, with the side rooms, also decided on stick with the right hand curves only, To create the left hand curves requires, that every single piece needs to be recreated, don't want to spend another 3 weeks on just the left hand curves I am going to experiment with symmetry duplication much quicker, but i don't think it will work because of the innards of curves isn't centered, so will likely just add two generic left hand curves to mix things up a bit.

But it's my intention to add a tjunction and cross junction possibly which would make it connecting curves at different angles possible, still early days, and still a lot to do.
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granada
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Posted: 21st Feb 2018 23:40
Quote: "To create the left hand curves requires, that every single piece needs to be recreated, don't want to spend another 3 weeks on just the left hand curves "


If you mirror the model in the program your using to build it,will that muck it up !

Dave
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wizard of id
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Posted: 22nd Feb 2018 16:44 Edited at: 22nd Feb 2018 16:57
Quote: "If you mirror the model in the program your using to build it,will that muck it up !

Dave
"

Lol symmetry functions is my bread and butter, if you select the entire model it creates a duplicate of it in which ever XYZ coordinate you select, essentially it becomes one mesh, however you can offset the duplicate before accepting the function, besides I always save and duplicate any model before symmetry or boolean functions, and which I just delete the left or right hand side mesh parts.

Recenter and move into place, this symmetry is a bit tricky.


Any ways this weeks work so far, Couple of new curves tweaked railings and improved pipes, it doesn't have that annoying repeating pattern.



The alignment issue.
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wizard of id
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Posted: 23rd Feb 2018 09:35
Start with left hand curve, I figured out a quick way to go about it, symmetry on the whole mesh doesn't work so basically created a new shell, all I have to do now is import each mesh, remove the shell and mirror the innards place that in the left hand shell and export, rinse wash and repeat for 45+ plus assets a bit of a boring section of work, so might only do a couple.



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wizard of id
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Posted: 23rd Feb 2018 15:31
Okay nearly impossible to get symmetry from asymmetrical assets Decided a brute force is needed........Added a buffer piece, now you can rotate curves every which way you want.Just need to tweak it a bit more, and have a whole new line of straight mesh ideas based on this.



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wizard of id
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Posted: 26th Feb 2018 12:28
Some more goodies added, looks better and better with every addition made, I am looking at adding a much large room possibly, but due to polygon limitations it is always a bit of a struggle to populate large areas so that it looks good enough.So might just stay with the rooms and special corridors.Will see how it progresses.

This week is going to be about adding global entities.

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wizard of id
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Posted: 5th Mar 2018 09:41
So after some feedback it was decided that some additional colour needed to be added, also didn't want to tile the entire right side, wanted to leave a nice contrast been the top and bottom, did have the bottom and top section with the tile texture but that was too much.

I will have to rendered the texture again, and the white tile texture res came out too low, So going to have to move some things about on the up to make space.

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wizard of id
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Posted: 7th Mar 2018 08:39
Pretty long and slow process getting new textures in and tested, adding dirt masks and testing PBR effects.The improvement to visuals is 10fold
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Posted: 7th Mar 2018 16:34
granada
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Posted: 7th Mar 2018 17:01
Getting better every day wizard of id .

Dave
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Posted: 9th Mar 2018 19:13


Experimenting with texture layers to get some broken tiles done, not too shabby for the first version while not even remotely accurate, as the first test was to see if it would work.
I Hit on the idea now to overlay the none broken tile texture, will then be able to draw the missing tiles via colour id map, alot more precise and more natural looking tile decay.

After which I will need to add some polygons and trace the broken tile edges and pull that section back a few millimeters just to create extra depth, when looked at different angles without the shader effect it's pretty flat, so doesn't look all that appealing.

But the addition of the broken tiles already makes a huge difference, just needs to be ALOT more precise.
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wizard of id
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Posted: 9th Mar 2018 20:58
All I have to do now is remap for repeating patterns.









and because of being plain jane faces it super easy
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Posted: 13th Mar 2018 18:26
Relative slow week, as I needed to isolate parts of meshes to construct the final curves and such, also change the corridors a bit so that it's more closed in. have the couple of straight sections that needs to be finished off then it's onto prop duty for the next few weeks.



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Posted: 16th Mar 2018 16:16
Final importing done





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Posted: 16th Mar 2018 16:56
just curious could you do a screenie or two with the flashlight on?
Thanks
wizard of id
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Posted: 9th Apr 2018 11:05
Hi guys unfortunately I had some family obligations I needed to take care off this last 3 weeks or so, wasn't able to do much in the sense of new models.Things are nearly back to normal and was able to squeeze in a new model.

Barrier with light sources, used an emissive map and will have to experiment to see how it works with PBR, but looks pretty cool rendered, just some minor fixed to the colour ID map needed as smaller details didn't render out correctly.

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wizard of id
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Posted: 9th Apr 2018 18:44
The end result.

FYI after some testing, I figured out the PBR shader supports, colored emissive maps which also means you can paint light source bleeding onto the _I map, the UVmap here unfortunately isn't configured to make use of light bleeding, will definitely make use of this in future, what is also nice is the _I here retains the normal detail.



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Posted: 9th Apr 2018 21:03
the detailing on that is really good! nice work!
granada
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Posted: 10th Apr 2018 03:52
Nice one wizard of id,cool model .

Dave
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Posted: 10th Apr 2018 04:39
Quote: "the detailing on that is really good! nice work!"


It's one of those I baked the normal details, because it is so small the wood work needed an extra push. Gameguru doesn't do it justice thou.
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granada
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Posted: 10th Apr 2018 10:11
Quote: "Gameguru doesn't do it justice thou."


You will find that with all pbr models .

Dave
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Posted: 10th Apr 2018 10:15
Oh, I don't know it is pretty good and can only get better from now on, hopefully, the PBR will get better as time moves on.
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Posted: 10th Apr 2018 10:33
Quote: "Oh, I don't know it is pretty good and can only get better from now on, hopefully, the PBR will get better as time moves on."


It still has a way to go,hopefully it will get there .

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Posted: 10th Apr 2018 13:59
Quote: "It still has a way to go,hopefully it will get there .

Dave"
The biggest issue is lightmapping and the render.
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Posted: 10th Apr 2018 15:33
Collected a bunch of signage today. Decided on making them from scratch, currently experimenting with rust layers and such, While not bad it can be a lot better.
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Tarkus1971
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Posted: 10th Apr 2018 15:44
This is looking great WoD. Will these be in none PBR too.
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wizard of id
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Posted: 10th Apr 2018 16:05
All of it will be PBR only, as we are working towards a official model pack.
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granada
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Posted: 10th Apr 2018 20:26
Quote: "Collected a bunch of signage today. Decided on making them from scratch, currently experimenting with rust layers and such, While not bad it can be a lot better."

Yes it’s easy to go over the top it’s about finding the sweet spot with damage rust ect.

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Posted: 11th Apr 2018 06:23
Quote: "Yes it’s easy to go over the top it’s about finding the sweet spot with damage rust ect.

Dave"


What I think I will do today is create a template, rust/primer/paint and weather that, as the writing is the last layer and that can be manually be weathered.
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Tarkus1971
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Posted: 15th Apr 2018 09:23
Looking fantastic WoI. Just purchased your 2017 collection and the sewer pack too, these will be very useful in my new smaller project. Thanks.
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Posted: 15th Apr 2018 10:47
You are welcome mate enjoy and thanks for the support. !
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Posted: 16th Apr 2018 09:05 Edited at: 16th Apr 2018 09:05
Things are finally back to normal, got the template working like I wanted it's just a matter of changing borders, text and vectors and colour, the biohazzard sign just need a two tone colour...also added a little easter egg/watermark.


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Posted: 16th Apr 2018 11:18
Nice Hazzard signs, I love the wear you have on them, looks very realistic.

Andrew...
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Posted: 16th Apr 2018 16:48
Color is off a bit, so a bit of tweaking needed

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