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

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wizard of id
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Posted: 16th May 2018 15:22
So decided I needed to improve the corridors, current WIP for the base texture, which will be reused for all the corridors, added more levels at different heights, While curved ceilings is pretty standard for all curve bunkers, it really didn't translate well, in game, with the area looking extremely large, with even best attempts would be difficult to populate and keep frame rate in check.

Basically the same width and certain aspects remains the same but for other things really needed more oomph, it doesn't look like much right now but should look much, much different when finally assembled.

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Ertlov
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Posted: 21st May 2018 01:53
Hey wizard,

short question - and sorry if it had been already asked and answered, I just skimmed over your new threads - are all your "old" assets from the store being updated to PBR? Or are they already? How can I re-download them then?

Best,

Ivan
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wizard of id
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Posted: 21st May 2018 06:51
@Ertlov
They have not been updated to PBR, I don't think any of them will be updated to PBR. I prefer to create PBR from scratch instead of a hack job converting them to PBR, as you really can't fine tune any of the objects materials at all, so you are left with a gloss map on a object that isn't particular good.

I am planing on revisiting content posted like isometric dungeon or scifi packs, and other corridors and creating similar or entirely new updated content.

That said I am currently busy with another project, once that has been completed I will have a look at what will be looked at first.
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wizard of id
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Posted: 21st May 2018 12:52
Design change tests.....



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wizard of id
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Posted: 22nd May 2018 12:18
The improvements taking shape, added a curved ramp, quite the mission to make







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wizard of id
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Posted: 23rd May 2018 11:44
Dirt maps Added still needs some minor tweaks But vast improvement

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lorddweeb
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Posted: 23rd May 2018 14:07
That grunge made a huge difference in terms of giving a feeling of depth and reality to the space. At first I wasn't sure if I cared for the new ceilings, but in the latest pic it looks great.
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Posted: 23rd May 2018 23:49
Now your getting there ,the last pic is great nice job

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wizard of id
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Posted: 25th May 2018 14:57 Edited at: 25th May 2018 14:58
Some more tweaks and new railings and parts..
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TazMan
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Posted: 26th May 2018 12:34
You really have done a great job on this Wizard.
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wizard of id
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Posted: 27th May 2018 07:34
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wizard of id
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Posted: 27th May 2018 08:36
That does it pretty much for the curve sections, additional detail like girders and such is needed, adding one special curve section for connecting to straights but pretty happy overall

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wizard of id
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Posted: 29th May 2018 04:39
Experimenting with girders....I found the simpler the design the better the result for some odd reason....
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Posted: 29th May 2018 20:55
As usual and as always and to no surprise. Everything is looking great. Just thought I would be another person praising your work.
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wizard of id
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Posted: 31st May 2018 08:25
Couple of stuff added or experimenting with still





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wizard of id
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Posted: 1st Jun 2018 19:29
New parts added small deadend sections within the curves




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wizard of id
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Posted: 19th Jun 2018 12:10
Spend the last few weeks finishing off the corridors and now back on entity duty.Started adding the military entities.
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wizard of id
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Posted: 20th Jun 2018 14:34
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Ertlov
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Posted: 20th Jun 2018 23:06
Quote: "Spend the last few weeks finishing off the corridors "


can I have a store Link please?
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wizard of id
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Posted: 21st Jun 2018 06:53
Quote: "can I have a store Link please?"
We are working towards a steam DLC, that requires lots of entities to compliment the theme and corridors and such there isn't a specific time frame for completion as yet, I have spoken to lee about it and we agreed the focus is quality over quantity.PBR assets as such takes times.


Additionally I have sent lee an email to lock down the entities still needed for the first release, which is a step closer to finishing off the content. Kindly bare with us.
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wizard of id
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Posted: 2nd Jul 2018 08:16
Hi guys just a quick note, there has been some changes to the FBX file format for gameguru, for some reason it is reducing the entity size by a 100, which means there are two options available either edit the FPE and scale model size by 200 or replace it with X files or DBO files, I don't use X files any more.It simply isn't worth the effort dealing with an obsolete file format, so I can convert to DBO without issue.

So once the official public preview is released and models are still down scaled a fix with be applied to the sewer pack which is the only pack which is affected by the FBX changes by gameguru.In the mean time don't delete DBO files, or increase to FBX entity scale to 200 in the FPE, till I can confirm the changes made is official.

Thanks

https://www.tgcstore.net/product/31014
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wizard of id
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Posted: 23rd Jul 2018 10:44
After sending off files to lee,Lee made some requests that some changes be made, still need to tweak tile normals a bit.
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wizard of id
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Posted: 28th Jul 2018 08:29
Some more tweaks and little fixes



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wizard of id
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Posted: 29th Jul 2018 15:10
Busy converting the light sources to PBR, placing the light sources in the curves are troublesome, so I am busy combining a couple of light sources to be placed in the curves as a single entity, thus reducing effort and reducing draw calls.
The PBR changes I guess are pretty subtle to the light source, but the end pieces of the light tubes are usually dirty and has a slight yellowish tint to it

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JPH-GAMES
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Posted: 29th Jul 2018 15:19 Edited at: 29th Jul 2018 15:21
beautiful work, superb, brilliant, ...
congratulations wizard of id

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Bored of the Rings
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Posted: 29th Jul 2018 18:04
wow, excellent work WOI
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wizard of id
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Posted: 30th Jul 2018 15:33
What it looks like with baked light mapping.

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Bored of the Rings
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Posted: 31st Jul 2018 10:42
reminded me of half-life for moment there-nice work
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wizard of id
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Posted: 31st Jul 2018 12:35
Quote: "reminded me of half-life for moment there-nice work"
Then we are definitely a Step in the right direction Busy sorting out grid alignment for the meshes, a stupid mistake carried all the way through 24 meshes a quick fix at least
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wizard of id
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Posted: 2nd Aug 2018 06:44
Some more little fixes applied, the grid system now works perfectly, just have to convert the railings over to the grid system.After which I want to add a couple straights with larger room areas, with perhaps a second level, and the two segments I have been putting off for awhile, side access corridor and deadend, this will allow using curves any which way you want.

I can't believe I have been working on this for the past 5 months, it's quite rewarding to see how it has evolved up to this point, it's also quite frustrating that I had to rebuild the corridors 3 times already, from the curved roof to size and finally the flat roof, and smaller multi level floors.But the end is in sight at least



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Bored of the Rings
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Posted: 2nd Aug 2018 18:54
looks fantastic, awesome work WOI Yes, it's always rewarding when something you've worked on for what seems like forever pays off.
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wizard of id
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Posted: 2nd Aug 2018 19:30
thanks mate

I am done for the day but decided to have some fun wanted to see how 3rd person would look.Not too shabby, obliviously just a quick test but some better light mapping would really bring it to life.But yes 3rd person works, has given me ideas for a top down segments, but some thing to do much....... much later, 3rd person also gives a closer look at the assets tiles came out wonderful

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GraPhiX
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Posted: 2nd Aug 2018 20:55
well done wizard of id this looks amazing
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Posted: 3rd Aug 2018 03:49
Looks really good !
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synchromesh
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Posted: 3rd Aug 2018 13:29
Brilliant work but you know what would be a good idea …
A variation of texture sets .. Nothing to complex but simple Concrete variations or tile variations perhaps.


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wizard of id
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Posted: 3rd Aug 2018 14:17 Edited at: 3rd Aug 2018 14:21
Quote: "A variation of texture sets .. Nothing to complex but simple Concrete variations or tile variations perhaps."


Would look out of place if you were to use a different tile or concrete set, considering, every thing fits with every thing, subtle variation is possible, but any drastic would definitely mess with continuity.So there is some draw back, it's possible to have side rooms, with different texture scheme altogether.But I am not touching the corridors textures again, other then subtle variations, for that you will have numerous decals that will add dirt, grime and slime to the mix. Adding broken tiles to the mix isn't possible due to the texture atlas, there was only so much space, having different broken tile states would not have been possible, A curve is 1700units long, with 20 odd repeating sections.

In order to get more texture variation on concrete, tiles, ect and such would require slicing it into two sections of 45 degrees each, or 20 odd sections it just exponentially increases the overall difficulty for the end user and increases the draw calls to some that can't be managed by the engine. Current draw call on a fully kitted out level that takes just short of half the entire map space only has 215 odd draw calls, that is low and prefer keeping it that way, polygon rendering is gone up a bit to 500K at any given time.I wish there was more to be done, but the texture space is quite limited unfortunately, multi texture approach is not what lee wants either but it will be the job on the entities to mix things up in the corridors with pipes, wires, fences, control boxes.

What I have already considered doing and planned is A, B, C versions that has different tile dirt, with the concrete it isn't possible because of the repeating patterns, I previously had the tile walls as a separate entity but that would have been too complex for user assembly.

Example attached.
1700 units long, 900 units wide and 450 units tall, fitting that on a 4096 x 4096 and keeping texture detail required repeating patterns for the tiles the most as the bulk of the curve is concrete.I think it's quite informative, to talk about the drawbacks of doing things a certain way.
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synchromesh
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Posted: 3rd Aug 2018 14:34 Edited at: 3rd Aug 2018 14:35
Pity .. What about just a default concrete textureset ?
Im only thinking its something I may like to use in various levels or games .. so I could use it more than once to be honest as it has so many uses... An old Sewer, an old Railway Underground, up to date complex or apocalyptic underground ..
Lots of ideas but only the one set
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wizard of id
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Posted: 3rd Aug 2018 14:54
Quote: "Lots of ideas but only the one set"

Oh, Different texture sets for the entire mesh set. Oh yes, that is on the cards. I thought you meant in the same textured mesh set.

I have a color ID map of the texture set, so it's pretty straight forward, changing and swapping out the floors, tiles and such.
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synchromesh
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Posted: 3rd Aug 2018 15:07
Quote: "Oh, Different texture sets for the entire mesh set. Oh yes, that is on the cards. I thought you meant in the same textured mesh set. "

Fantastic !!
Im a definite buyer then
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wizard of id
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Posted: 3rd Aug 2018 15:18
Quote: "Fantastic !!
Im a definite buyer then"


Lol, You can have as many texture sets as you want, Takes about a day to do a texture set, pretty straight forward but takes a few hours to get it looking great however.Additionally will be more then happy to pass on the colorID map to any one who wants to texture it to their own specs, as the meshes all fit onto one single texture map, no mess, no fuss I guess that it is why it has taken 5 months so far
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granada
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Posted: 5th Aug 2018 17:47
Better and better ,very nice work

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wizard of id
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Posted: 6th Aug 2018 09:51
With the bunkers sorted for the time being, I am back on entity duty to populate the enviroment with, all of this now works on the grid system by default I didn't want the entire length of the curves covered in pipes, as that is a bit much, so now you have small sections of different pipes clusters sell the effect much better.

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wizard of id
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Posted: 7th Aug 2018 10:37
Decided on making the valves separate entities, this allows placing the valve any where on the pipe line you would like as well as rotating on a particular axis and get some unique every time.The little touches is going to help to push it over the top . Still have a couple more pipes to do, then I am going to start adding debris and decals.


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Belidos
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Posted: 7th Aug 2018 11:04
Quote: "Decided on making the valves separate entities, this allows placing the valve any where on the pipe line you would like as well as rotating on a particular axis and get some unique every time.The little touches is going to help to push it over the top . Still have a couple more pipes to do, then I am going to start adding debris and decals. "


Yeah i did that with the very first item i pu on the store, it also means you can animate it like i did ....


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wizard of id
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Posted: 7th Aug 2018 13:58
Blue valve added. Can't wait to get around constructing a level

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wizard of id
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Posted: 11th Aug 2018 20:09
Some new pipes added for the pillars

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Posted: 12th Aug 2018 08:16
Great job, all my congratulations .

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wizard of id
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Posted: 13th Aug 2018 10:11
Doing the texture variations today, this includes, railings and barriers having different color/rust theme.

What I have done so far today.

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wizard of id
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Posted: 14th Aug 2018 16:50
So I experimented with different tile colors, orange and a light blue one, as well as 5 other colors unfortunately it doesn't fit well.White tiles is best suited to the enviroment, to add variation, there will be plain, red, blue and yellow striped tile variations with matching railings.

Will add a special straight one which will add number to denote level 2, level 3 ect.

This is the blue set

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wizard of id
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Posted: 15th Aug 2018 15:22
New kind of large wall pipe I am working on.

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