3rd Party Models/Media Chat / teamhalo / Valuable Assets Models and Media

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teamhalo
3D Media Maker
14
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Joined: 6th Nov 2005
Playing: Gears of War 4
Posted: 17th May 2020 23:35
Hi guys long time no see, this is teamhalo - known on the store as Valuable Assets

I've recently acquired equipment that will let me produce basic models and media for Game Guru.
Its been about 5 years since I been fluent in developing content for the store, but I will try my best.






I need some feedback on things you would like me to create, its been a long long time since I've made models. Right now I'm building a bunch of derelict buildings for scenery. I'll post updates in this thread. Thanks!
Tarkus1971
Reviewed GameGuru on Steam
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Location: England, UK
Posted: 18th May 2020 06:52
Hello and Welcome back.... Looking forward to the new models.

Derelict buildings are great.

For ideas maybe some clutter objects, old bins, rubbish piles, old bits of wall etc, etc, maybe also have a few buildings enterable too.

Definite purchase from me when they are done.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
3com
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Posted: 18th May 2020 10:44
Hey teamhalo, welcome home.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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cpu mark: 10396.6
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memory mark 2584.8
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Belidos
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Location: Hertfordshire
Posted: 18th May 2020 10:53 Edited at: 18th May 2020 10:54
Welcome back mate. Not much has changed really when it comes to static models apart from the addition of PBR, I haven't got access to a link ATM, but if you go to the GG community on steam and look in the guides section you will find a guide on the PBR naming conventions that I wrote when it was implemented

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Tarkus1971
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Posted: 18th May 2020 12:28 Edited at: 18th May 2020 12:29
@TeamHalo

Couple of ideas, hope you don't mind.

*The blue awning on the bottom 2 pics looks a little "clean" for a derelict.
*Maybe have some buildings without the graffiti, but just dirty and grimy only.

Looking forward to some more screens.....
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
teamhalo
3D Media Maker
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Joined: 6th Nov 2005
Playing: Gears of War 4
Posted: 18th May 2020 15:18
@Tarkus1971 it is great to see you old friend thanks for commenting on my thread and I very much welcome your suggestions!!

also @Tarkus1971 great suggestion for the texture! I plan on improving it soon. And good idea - I will produce multiple texture variations for each building, some without grafitti, some with, etc. Stay tuned

@3com thank you!!

@Belidos thanks so much!! What is PBR? Is it a new tech for Game Guru? I noticed in my tests this weekend that the graphics look so good! It actually puts my machine quite to work when I max everything out. I will search for your guide.

@Tarkus1971 here is another screen; I will definitely dirty up the blue awning.


Belidos
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Posted: 18th May 2020 15:57
PBR is Physically Based Rendering, instead of the basic defuse, normal, specular, and illumination, you can now use color, metalness, gloss (it's actually roughness named gloss in GG), normal, detail, and illumination (can also be called emission) for more detail.

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teamhalo
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Playing: Gears of War 4
Posted: 18th May 2020 20:14
Quote: "PBR is Physically Based Rendering, instead of the basic defuse, normal, specular, and illumination, you can now use color, metalness, gloss (it's actually roughness named gloss in GG), normal, detail, and illumination (can also be called emission) for more detail."


@Belidos do you know of any software that can be used to generate these maps? Is it fairly easy to implement in the entities' .FPE file? Thanks

More updates! Here is another building I made today. Slightly larger.




I must say Lee has been hard at work on the engine because the rendering in game looks fantastic! I can tell that Game Guru has improved a lot since I've last been active.

Here are ingame shots with the new building:




And lastly @Tarkus1971 I improved the canvas awning per your suggestion, see below:


Thanks for the suggestions I appreciate them! Once I finish more buildings I will get started on those.
PCS
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Location: South Africa
Posted: 19th May 2020 00:08
Teamhalo , welcome back , and nice to meet you.

if you are finished with your current buildings then , If i may suggest something, .... how about making some enterable every day houses something like this.

would rely be nice to have some extra Valuable Assets in the form of houses

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Belidos
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Posted: 19th May 2020 14:10 Edited at: 19th May 2020 14:13
PBR textures can be made in multitude of programs, from simple paint programs to complicated 3D model painting programs like substance painter, quixel, or armour paint. It depends on how much you're willing to spend or learn. Even blender can bake PBR textures, you just need to learn to use nodes.

They're quite simple really, mist of them are simple gray scale images like specular maps, for example a metalness map is a gray scale map where areas that are pure white are fully metalic and areas that are full black are completely non-metalic, with the grays in-between being varying degrees at metalness.

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Tarkus1971
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Posted: 19th May 2020 14:24
Fantastic buildings TeamHalo, some enterable small buildings would be amazing too. Keep it up.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
teamhalo
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Playing: Gears of War 4
Posted: 19th May 2020 22:17
@PCS nice to meet you too!! Great suggestions. I may have some time to build a house, those can be tricky.

@Belidos thanks this is really good to know! I use photoshop so I will have a go at creating some of these manually. Really interesting stuff!

@Tarkus1971 thanks Tarkus!! I may or may not do enterable buildings this time around I did so many of them with my older packs haha

Here is a new large scale industrial building. You can see it dwarfs in size the buildings I have made so far!! This guy is HUGE



Here you can see the scale of the model in comparison:


Renders:




I've since added doors to this one that is not shown on the screenshots. Thanks for all the feedback guys!!


Tarkus1971
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Posted: 19th May 2020 22:27
That big building is great.... just wish you could go inside. Maybe !!!
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
JC LEON
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Posted: 20th May 2020 00:12
Quote: "just wish you could go inside."

me too lol

and weclome back.. i own all your models and pack rgiht now.. and more to come as i see LOL
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teamhalo
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Playing: Gears of War 4
Posted: 20th May 2020 18:03
@Tarkus1971 yes yes I promise for you i will do some enterable buildings. Those are a ton of fun, they take a long amount of time to make - once I have a dozen or so unique 'scenery buildings' I will definitely put together some enterable structures
I think i will start with single-story buildings for enterable ones. In due time

@JC LEON Thanks so much!! I greatly appreciate your support, and I'm so happy you are satisfied with my previous model packs. Enterable buildings are coming


New updates today!! I here is an apartment building. There are three versions: short, medium, and tall.







And here is the render for this one:

teamhalo
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Playing: Gears of War 4
Posted: 21st May 2020 21:38 Edited at: 21st May 2020 21:46
New Update

Today's model I hope you like


Render:


Another variation:


And a corner piece:


And the render:


I had a fun idea. Since many would like to see enterable buildings, once I finish maybe ten or twelve of these scenery buildings, it would be an interesting challenge to "convert" them into enterable versions, so that you have the option in your levels to explore them, OR, just as scenery! It would be a very fun challenge since the texture maps were not designed with enterable in mind but I will give it a go
Tarkus1971
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Posted: 21st May 2020 22:53
Yet another fantastic building. Nice.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
GubbyBlips
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Posted: 22nd May 2020 03:23
Yes, I can tell you! Do you want to know what the Store does NOT have?
It does not have much clean, modern sci-fi (or not sci-fi) items. Sure there are
a few hallways, corridors and a handful of random clean and tidy things,
but derelict is so 80's/90's and Zombie-vill is also so last generation.

A new generation is upon us. A new engine is in front of us, and I would
hope that all things shooting zombies in grungy apocalyptic alleys is going
behind us. IMHO!

Also ahead; you might want to chat with some dedicated scripters. I find that
so often objects in the store could really use some re-orienting, some finesse
related to scripting dynamics that would make them much more Valuable Assets!
I can't get into the details here, but some of the "tricks" modelers use in order
to supposedly make them more easy to insert (like default raising them above
Zero (0)) Y, removing textures on one side, and creating a rotation point far away
from the object-- those sort of things, makes scripting them impossible.

Clean and tidy-- modern and sci-fi-- game ready, I can't find too much. Those who have
put that out-- Thanks!

Thought I'd just drop a note to help out in this regard.
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Belidos
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Posted: 22nd May 2020 10:16
Gubby, I get where you're coming from, placing the origin at the center of mass can be useful for scripting, however it depends on the object, a ball or a wheel, yes definitely, but a house or building? Absolutely no need, and will make placement nightmare.

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teamhalo
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Playing: Gears of War 4
Posted: 22nd May 2020 19:54 Edited at: 22nd May 2020 20:22
@Tarkus1971 Thank you! I have attached a gift for you and everyone to the bottom of this post.

@GubbyBlips I appreciate your comments. You know it's funny, I kinda have a genre that I'm really only good at modeling: dirty apocalyptic scenery haha. For the last ten years my models are all the same style. I think it's just that I'm only good at this style. Attempting to do sci-fi I've tried and my models do not come out good sadly. Anyways your feedback is appreciated thank you!

@Belidos yes I agree, placement for buildings I try to keep center that way it is easiest for the user. For a custom use case as described above the scripter could simply edit the meshes placement in a 3d modeling program.

NEW UPDATES

I have a new building



And the render:




AND I wanted to share a gift to you all for the support you have given me. I was, fortunately, able to recover ALL of my entitybank files from 2014-2016 from my old computer!! Thankfully it is not lost. Unfortunately, my massive repository of textures that I used to use on my old external hard drive is still missing. Starting over with all new textures can be challenging.

However! I have saved so many old prototypes I had created back then, they are simply sitting here without use, not good enough for me to spend the time selling on the store so this one Large Brick Wall and Gate I am attaching to this post It was originally planned for Guru Buildings volume 3 but it was scrapped due to it's not fitting well with the theme of the pack. Enjoy this gift for all your creations!

It is four entity pieces kit to build a brick wall. An open and closed version of the gate are included.




Enjoy! I'll share more stuff soon too

EDIT2: Working now

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GraPhiX
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Posted: 22nd May 2020 20:03 Edited at: 22nd May 2020 20:06
Hi teamhalo nice buildings

i am afraid you have to attach files twice on forums its broken, re edit your post and attach files again sorry

also you may want to join discord, you can glean loads of helpful info there on PBR etc
Welcome to the real world!
Main PC - Windows 10 Pro x64 - Core i7-9700K @4.2GHz - 32GB DDR4 RAM - GeForce RTX 2070 SUPER 8GB - 1TB NVe SSD 2TB Hybrid Data Drive
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Belidos
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Posted: 22nd May 2020 23:53
Thanks Teamhalo, great works as always, and really glad to have you back. You're one of the originals who really helped me with modelling and hit me started, so if there's anything I can do to help you get back up to speed just give me a shout.

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Tarkus1971
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Posted: 23rd May 2020 10:27
Fantastic and thank you team halo
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
teamhalo
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Playing: Gears of War 4
Posted: 26th May 2020 19:06
@GraPhiX thanks for the tip! I was able to attach it to the second edit. How can I join Discord? Is there an invite link? Thanks!

@Belidos thanks I appreciate your kind words!! I will definitely reach out!

Today's building:


And the render:



Just 2 more buildings to go and then I can start on making them enterable
JC LEON
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Posted: 26th May 2020 21:52
here the official gg discord channel
https://discord.gg/9kVssW
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Tarkus1971
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Posted: 27th May 2020 08:14
@TeamHalo - That new building is great, this is going to a fantastic pack..... can't wait for it to be in the store.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
teamhalo
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Posted: 27th May 2020 21:52 Edited at: 27th May 2020 21:59
@JC LEON Thank you for the link!! I will jump on that soon.

@Tarkus Thanks so much! I appreciate your support.

New Update

Here is a simple one for today, this one will lend itself to texture variations quite easily:


And the render:


Just one more building to go and I will start making some of these enterable. I am very excited to make these enterable!

Another side note: I honestly forgot how to prepare media for the store. Does everything have to be PBR now to get approved? Or can we still submit with just _D, _N, and _S?
Is it still a .zip file with "
entitybank \
.....................\ entity.fpe
.....................\ entity.bmp
.....................\ entity.x
.....................\ entity_texture_d.dds
.....................\ entity_texture_n.dds
.....................\ entity_texture_s.dds

Thanks guys
Tarkus1971
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Posted: 28th May 2020 08:16
I think you can still submit as you did before.... I'm not 100% sure as I am no 3D modeller, really looking forward to the enterable versions, the new white building is fantastic.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
Belidos
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Posted: 28th May 2020 09:18
You can still submit DNSI, PBR is additional, the format of the folders is the same as before.

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Secondary Desktop:
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Primary Laptop:
i5, NV1050 4GB, 8GB memory, 1x 1TB HDD, Win10.

Secondary Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
teamhalo
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Playing: Gears of War 4
Posted: 29th May 2020 00:14
@Tarkus and @Belidos thank you so much! That is good to know. Right now, I have no way to generate additional maps so for now, I've been strickly working with diffuse/color maps. Hopefully, soon I will have a working program that can help me generate these.


The next steps for this pack, I have much to do still under the hood.

1. Each entity needs a .bmp screenshot created

2. Each model needs to be properly scaled to fit Guru Doors, my old door pack. Currently, my scale is off in my 3D program so these 14 models will need to be re-exported

3. I need proper texture maps generated. Right now I have just a _D. I would love to get PBR working, however I think it would be best to do D, S, N, maps for now and include at a later date downloadable PBR materials for the sake of this pack.

4. Materials, screenshots, descriptions, .zip files, store icons, all need to be generated for each entity for placement on the store - I may start on this next week to break it up, as I anticipate there be numerous entities in this pack once you factor in texture variation.

5. I would love to create texture variations for each building model. Assuming 10 build models, 2 texture variations each brings the model count to 20, counting symmetry variations, 3 per model, we're now at 60, now assume each has an enterable version, that's another 30, nearly 100 models for just buildings. I am going to be busy!

Today I have a new, presumably final building for scenery before I started converting them to enterable.


And the render



Thanks for sticking with me so far! I hope to share more updates soon, I may or may not have one tomorrow so if not I will see you next week!

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