[WIP] Observatory

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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Cryticfarm





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Post by Cryticfarm »

Maybe you should fix the grass texture. It doesn't look right to me :p.
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Post by metkillerjoe »

Thanks for being specific :P. /jk

No, but really, what about it? Too dark? Light? Oversaturated?

I'll take a wild guess and say it is too dark.
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Post by Cryticfarm »

Tile it more.
EDIT: And make it slightly brighter.
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Post by metkillerjoe »

A small update.

This is what I'm shooting for for the bridge:
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It is a lightbridge. It isn't fully textured yet, but the basic geometry is there.

In-game (Sapien) shots:

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As you can see, I've got work to do to get the lightbridge texture in-game as well as functioning. I might create my own based off what I've seen. Anyway, enjoy.

As finals are coming up, the updates will get slower.
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Cryticfarm





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Post by Cryticfarm »

Looks cool, could use some fixing on those non-planars though :p.
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Post by CDK908 »

agh my eyes hurt from look at those pictures...too much pixalization =\

anyway looks good as far as i can "see"
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Post by metkillerjoe »

I don't know why, but I think that Sapien is rendering via software, not hardware. So, its on my list of things to do.

And yes, Crytic, I will fix the planars.

Edit: Minor update:

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Most of the small stuff is now UVWed. Still need to fix non-planars and coplanars, though.
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Cryticfarm





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Post by Cryticfarm »

Looks great :).
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Post by CabooseJr »

It looks great, but the screenshots need work.
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antszy101




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Post by antszy101 »

I'm very impressed with the modeling of the bridge. Looks like a good amount of detail with good poly count. Good Job!
Of course, thats discounting the non-planars =p
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Post by metkillerjoe »

Hopefully this will be one of the final updates for the bridge. The textures aren't final, but they can be (they are more like alpha or beta textures, they could change, but if they were to stay the same, they, along with the models will need a bit more tweeking). The energy beams' (the twin beams) shaders I'm still working on to get the full effect (probably an emphasis on alphas and bumps) along with some minor illumination/specular work.

The UVing on the ends of the bridges makes me a bit anxious because if I change the terrain, the UVs reset themselves. If anybody knows how I could UV the ends without killing the UV's everytime I change something tell me (other than separating them from the map; I'm sloppy sometimes and this will eventually lead to unfixable open edges for me).

Anyway, without further ado, here is the first in a series of final updates (hopefully):

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And yes, these are rendered in-game not in Sapien. I have yet to fix the non-coplanars (I am working on this though, and hopefully this part of the update will come when I UV the ends of the bridges).
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Post by TomClancey »

Looking good Met, keep up the awesome work!
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antszy101




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Post by antszy101 »

You definitely just made me want to try making a CE map. I love the setting for the bridge. Will the entire area be playable?
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Post by metkillerjoe »

antszy101 wrote:You definitely just made me want to try making a CE map. I love the setting for the bridge. Will the entire area be playable?
Yes, the entire area will be playable. I've yet to put any real good endings on the bridge. I am modeling those along with the water that will be underneath.
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Post by metkillerjoe »

First, sorry for double post.

These are bridge endings I've been working on:

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Good/Bad/Horrible?
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Post by SnaFuBAR »

extremely mediocre. too much detail outside, not enough inside.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
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Post by metkillerjoe »

SnaFuBAR wrote:extremely mediocre. too much detail outside, not enough inside.

Yeah, I think I'm just going to start from scratch.
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Post by L0d3x »

I like the top part of the bridge endings.
Don't really like those holes in the sides.
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antszy101




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Post by antszy101 »

I wouldn't say too much detail on the outside, but yes, more is needed on the inside.
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Post by metkillerjoe »

I had some modeler's block. I tried to be simple with this design because I had many design ideas but they were all conflicting and some of them had things jutting out that didn't serve a purpose.


This will be for one of the ends:
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The function of these are to act as illumination in game (again, I want to focus on the relevancy of object as opposed to aesthetics):

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As a side note the chambers on the bottom are openings for waterfalls.
Wireframe:

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