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dimoxinil
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Posted: 21st Oct 2014 15:02


Hello everyone.

I'll create a series of models for Survival/horor games. This thread contains Models available in the TGC store and WIP.
dimoxinil
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Posted: 21st Oct 2014 15:10 Edited at: 21st Oct 2014 15:21
Locker type 01.



All are variations od the same model.

Animation A/ Door does not open completely and remains in this position. We avoid showing the content of the Locker.

Animation B/ The door opens fully and remains in this position that shown the inside of the Locker (you can spwan items coinciding with the door opening)

Open/close sounds are included.



the three models are part of a package for 70pts







dimoxinil
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Posted: 21st Oct 2014 15:16 Edited at: 21st Oct 2014 15:20
Cabin in the woods



WIP model.















Pirate Myke
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Posted: 21st Oct 2014 17:30
Looking great. Any in game screen shots yet?

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dimoxinil
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Posted: 21st Oct 2014 18:53
Hi Pirate Myke.

screenshots of the lockers inside the Reloaded engine.







Emrys
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Posted: 21st Oct 2014 19:03
Great work

I will defiantly purchase the lockers pack when it's available.



PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 2GB

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dimoxinil
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Posted: 21st Oct 2014 19:08 Edited at: 21st Oct 2014 19:23
Thanks E30Legend, Your words are music to my ears.





Pirate Myke
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Posted: 21st Oct 2014 20:58
Cool. Nice presentation. Great idea for displaying your stuff.

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Wolf
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Posted: 23rd Oct 2014 16:33
These are great models, and a very appealing presentation!



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"

“There is nothing outside of yourself that can ever enable you to get better. Everything is within. Everything exists. Seek nothing outside of yourself.”
dimoxinil
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Posted: 28th Oct 2014 20:41 Edited at: 28th Oct 2014 20:41
Thanks guys.



A new model pending approval.











Inside Reloaded.











Bye!
unfamillia
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Posted: 28th Oct 2014 21:57
I have just purchased your lockers. Top quality work there buddy.

I look forward to seeing these in the store. Am I correct in assuming that these are also animated?

Cheers

Jay.





TattieBoJangle
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Posted: 28th Oct 2014 23:14
purchased your lockers cant wait for the buildings keep up the great work





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unfamillia
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Posted: 29th Oct 2014 09:11
Just purchased the wooden box as well.

Great work.

Cheers

Jay.





tomjscott
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Posted: 29th Oct 2014 17:03
I was just looking at your wooden crate models in the store and while they look pretty good, I wonder why they have such a high polygon count. They are listed as almost 1300 polys. Looking at a similar set of models in the Unity asset store, they have wooden crates between 14-140 tris.

https://www.assetstore.unity3d.com/en/#!/content/16599

And here is a really nice weapons crate at less than 500 tris.

https://www.assetstore.unity3d.com/en/#!/content/16669

If you could get your poly counts down, it would be good for performance. Your locker props seem to be more reasonable.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
dimoxinil
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Posted: 30th Oct 2014 11:15
Hi Guys

Thanks jays and TattieBoJangle, both the Locker and the wooden box are animated models.
tomjscott thank you for the commen, I'll keep that in mind for my next models.

Bye!
dimoxinil
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Posted: 10th Nov 2014 08:25 Edited at: 10th Nov 2014 08:28
Hi Guys



More models pending approval.



A dirty backpack.





In Reloaded engine.





A old piano





In Reloaded engine.





A rusty radiator









In Reloaded engine





A Ceiling Fan /animation: Ceiling Fan rotate





In Reloaded engine





More models next Monday




dimoxinil
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Posted: 17th Nov 2014 12:07
Hello everybody

More models available in the store.











In Reloaded engine.

More models next Monday


Wolf
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Posted: 17th Nov 2014 13:17 Edited at: 17th Nov 2014 13:17
It is my observation that every modeler will...sooner or later...model a toilet.

The amount of toilets by different artists in my fpsc model collection is just staggering!

Yours are particulary good though, I'll give you that.







-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"

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Jackal
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Posted: 17th Nov 2014 16:28
whats the poly count on this stuff? Info needed. Thanks

"Vae Victis" P.S I am a GOLD Backer of this project. I'm just to lazy to email for my badge. If your reading this, then your probably thinking that I could of sent that email instead of typing this. Well, you wouldn't be wrong! Now that you have read all of this....Back This Project. Thank You And Have A Good Day or Morning or maybe evening....
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Jackal
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Posted: 17th Nov 2014 16:33
Static objects should never be over 400 polies unless there large objects. Or one detailed object for a small zone. Some of these look to be in the 1000s. In which case doing lets say a bathroom with your models would bog down a players pc. Good looking models none the less.

"Vae Victis" P.S I am a GOLD Backer of this project. I'm just to lazy to email for my badge. If your reading this, then your probably thinking that I could of sent that email instead of typing this. Well, you wouldn't be wrong! Now that you have read all of this....Back This Project. Thank You And Have A Good Day or Morning or maybe evening....
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sic1ne
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Posted: 17th Nov 2014 21:54
awesome work i cant wait to get all the assets nice models work

Wolf
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Posted: 17th Nov 2014 23:02 Edited at: 17th Nov 2014 23:03
Quote: "Static objects should never be over 400 polies unless there large objects."




You say this as if it was a general rule, yet most static objects are far above 400 polygons. If you want to design a lowpoly type game, then thats cool, but it doesn't apply to everyone. Having all static objects below 400 polies is very 2003 to 2004ish. Nowadays the polycount of objects in most games (except those of people who really really know what they are doing ) is rather high. The "altar" in fpsc's stock media has about 4500 Polygons for example.



In fact, the polycount is not that important for your performance anyway, here is an interesting article about that. (to sumarize, its mostly about leveldesign and placing)



So ease up, and use some more triangles, unless the tyranny of stars forbids you to do so.







-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"

79% Sale on my latest Scifi Modelpack. Get it here!
Teabone
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Posted: 18th Nov 2014 00:26
These are great!

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Jackal
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Posted: 18th Nov 2014 00:43 Edited at: 18th Nov 2014 01:31
Mmmmm, poly count is very important. The higher the poly the more your pc and card have to handle. Most games are very optimized and the ones that are not run like crap. Everything just looks high poly in pro games because of normal maps and displacement maps. Yes PCs and video cards are getting better at handling polies, but not every one has a high end pc etc and as a game creator you have to look at the whole and not the parts. I admit 400 is a little low for these days, maybe Im stuck in the past on that, but poly count does still count. You couldnt drop 8 or so high poly meshes in one place and not notice it. When I say static objects, I mean props, things that you really don't notice in a game. There's certain objects that your normal map should be doing all the detail on. Example: small crates, boxes, cigs etc. World objects are another story. Things a player is going to see allot or be able to get very close to you might want to add more detail, but other then that its poly crunchen time. The more polies ya got the more tris ya got and tris is what gets ya... Thats why most good modeling software comes with a poly cruncher.



From your link Wolf.



Microscopes and Binoculars



You'll avoid many performance headaches by paying attention to context and scale. If certain props are consistently located far away from the in-game camera, then you should naturally give them less detail.



Similarly, chances are that small objects will be small on-screen too. If you model objects without a scale reference, you are more likely to spend your vertex budget on a scale where the detail will be lost on the player.

"Vae Victis" P.S I am a GOLD Backer of this project. I'm just to lazy to email for my badge. If your reading this, then your probably thinking that I could of sent that email instead of typing this. Well, you wouldn't be wrong! Now that you have read all of this....Back This Project. Thank You And Have A Good Day or Morning or maybe evening....
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dimoxinil
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Posted: 18th Nov 2014 10:29 Edited at: 18th Nov 2014 10:29
Hi there!



Wolf, Most of the models that I will be put on the store for sale come from a survival/horror that I was doing. Some models maybe dated, but I believe that it's still functioning well. Yes, The bathrooms has always been a widely used resource. , thank you for the comment.

Jackal, A short list of the Polycount.

Washbasin: 772 tris

Urinal: 766 tris

Toilet: 676 tris

Bathroom Mirror: 552 tris

Toilet: 676 tris

Bin: 336 tris

Bathroom Stalls door: 217 tris

Bathroom Stalls: 264 tris

I hope you will find this info useful . Thank you for the comment.

sic1ne, I'm glad that you like it. I'll put up for sale many models of this type (survivial/horror/abandoned) I hope this is useful for you. Thanks

Teabone , thank you for your comment, provide encouragement.





Wolf
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Posted: 18th Nov 2014 14:57
@Jackal:
Quote: " Everything just looks high poly in pro games because of normal maps and displacement maps."
Which are the people who "really really" know what they are doing, I mentioned

[quote=] Most games are very optimized and the
Jackal
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Posted: 19th Nov 2014 02:18
If thats there tris thats not bad at all. They look allot higher poly then that with all there very rounded edges and round pipes etc. Good work...

"Vae Victis" P.S I am a GOLD Backer of this project. I'm just to lazy to email for my badge. If your reading this, then your probably thinking that I could of sent that email instead of typing this. Well, you wouldn't be wrong! Now that you have read all of this....Back This Project. Thank You And Have A Good Day or Morning or maybe evening....
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unfamillia
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Posted: 19th Nov 2014 09:04
Quote: "Some of these look to be in the 1000s"


Quote: "Everything just looks high poly in pro games because of normal maps and displacement maps"


Quote: "If thats there tris thats not bad at all. They look allot higher poly then that with all there very rounded edges and round pipes etc"


I would say that he is doing it right! haha.

You were fooled by the very techniques you were mentioning. I have some of his models in my collection and I can tell you that they are fantastic and don't slow the game down at all.

Great work as always dimoxinil.

Cheers

Jay.





3com
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Posted: 19th Nov 2014 23:41
@ Wolf
Your words soothe me, sure dude.

@ dimoxinil
good models and very realistic.

3com
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dimoxinil
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Posted: 24th Nov 2014 10:07
Hello everybody

More models available in the store.











screenshots in Reloaded engine and model info (polycount,etc..) HERE

More models next Monday


Wolf
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Posted: 3rd Dec 2014 12:51
This is some very fine work! The bins and the clock remind of some older work by bond 1 (metro theater pack). Yet, the repair table is the absolute star among these latest releases.



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"

79% Sale on my latest Scifi Modelpack. Get it here!
granada
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Posted: 7th Dec 2014 00:05
Very nice work,love to see that clock animated .

Dave

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sic1ne
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Posted: 13th Jan 2015 07:49
any new models/updates? also will you be adding all of the assets from your game like the windows candles walls ect?

dimoxinil
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Posted: 16th Jan 2015 08:14
Hello everybody, Thank you for your prayers and support.

Hi sic1ne, Now I am spend all my time on my game, and yet I'm not making greater progress. This, combined with a poor sales, have made me to postpone the upload of new models. As soon as I have got a little bit out from under, I hope to be able to upload new models.

Best regards .
science boy
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Posted: 16th Jan 2015 09:15
i am not of need for your models yet, but if i need anything like what you have done i will be there to support and buy, i am mightily impressed with what you have achieved,

an unquenchable thirst for knowledge of game creation!!!

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