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 Post subject: Re: Mars Base SP
PostPosted: Tue Jul 03, 2012 6:37 pm 
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Zombie13 wrote:
Yeah I am in the process of making my own.

Yes I've reached the bottom of quite a few beers with Philip.
Nailed it. First beer's on you then if I end up on that side of the world ;)

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 Post subject: Re: Mars Base SP
PostPosted: Sat Jul 07, 2012 1:17 am 
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did just hit his 750th monster

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Been a bit quiet this week due to work and this crazy heat.

Working on some textures tonight and I got some good feedback from work on my screenshots, so I'll be implementing that feedback tonight too.

I will update with some shots this weekend.

@ Sikk and get your content you.

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 Post subject: Re: Mars Base SP
PostPosted: Sat Jul 07, 2012 11:31 am 
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Ahh, I think roses was on facebook saying that the AC in your building's down?? That'd suck :\

Now... more screenshots :)

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 Post subject: Re: Mars Base SP
PostPosted: Sat Jul 07, 2012 12:07 pm 
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Nah the AC was fine, at least in my area 8)

It's just super hot where I live. I live in a cheap apartment so I have crappy AC.

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 Post subject: Re: Mars Base SP
PostPosted: Sat Jul 07, 2012 10:59 pm 
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http://plagueandpestilence.com/shots/shot00020.jpg

http://plagueandpestilence.com/shots/shot00021.jpg

http://plagueandpestilence.com/shots/shot00022.jpg

More textures and geometry tweaks.

Still got about 8 textures I want to make today to replace all those smaller tech panels I've been using from the Doom 3 texture set.

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 08, 2012 2:15 am 
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viewtopic.php?p=240529#p240529

Updated for Sikk.

Of course anyone can use these files for what ever they like.

Have fun!

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 08, 2012 4:06 am 
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Man this looks hardcore :twisted:
By the way, would you mind telling me which program did you use to create the textures? I've been using GIMP for some years now but I could never manage to create a single full-professional texture like those you did, all I get are crappy bad-looking textures... Are you using any kind of specific app or just a photoshop program?
Thank you in advance!

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 08, 2012 4:22 am 
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These are the steps I take to make my textures:

- First I do a bit of a scribble on some paper to get an idea (or look at doom 3 textures or other scifi textures for inspiration)
- I use 3D Studio Max to create a hi poly model. In max I also color the mesh parts so when I render out the ambient occlusion and normal-map I also render out a flat diffuse as a base to do the diffuse texture
- Then I use Photoshop to make the diffuse, put in scratches, paint any extra details.
- I then make the specular based on the diffuse, brightening and darkening what I don't want highlighted, and do some extra bits on edges to high light them.
- In the material I also use a cube-map to get a bit more surface play going on

When I'm all done I may do quick and dirty tutorial for making one of my textures, showing all the steps so you get a more detailed idea on what I do.

It's nothing too fancy, it's all about planning your initial ideas. The technical side of making textures is pretty easy actually, the arty party is hard :)

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 1:02 am 
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Though I'd sneak in a quiet update.

I didn't do much this week, shit happens I guess. But I'm still chipping away it.

Working on a few smaller tech panels and doing first pass detailing in my benchmark area.

Just so we're on the same page here, when I use the word benchmark I don't mean performance. What I'm trying to achieve is detail and polish the main room to a final level, once that is done I can use that as the benchmark standard for all other spaces so it's nice and consistent.

Screen shots to come later tonight!

Z

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 2:46 am 
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I thought I'd share some of the thought process that goes in to what I do when making levels.

If I have a bit of a mental block on what I want to do with an area (usually because I've poorly planned things out).

I like to do a very primitive doodle paint over of a screenshot. I flesh out basic shapes and what not to inspire me with what I can do to improve things.

In this scribble, I want to see what I could with slightly larger geo in general to spice up the area and what I scribbled gave me enough ideas to make something interesting.

http://plagueandpestilence.com/shots/arrivals_01.jpg

Now I will add a security scanner, xray machine, holograms advertising things (see Mass Effect 2 for a reference) and so on.

Yes I am not a concept artist by a long shot, but you get the idea :)

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 2:59 am 
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Bah! All that time spent doodling, you could have built all of that geometry in the editor. :P


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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 3:10 am 
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Yeah I know, I'm such an amateur :oops:

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 3:28 am 
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Actually I think doing this could become really helpful, in many ways... It happened to me lots of times, I'd imagine some nice brushwork (or architecture for that matter) for my maps, and then I'd just forget about them and they would disappear with no trace. I think somehow 'printing' your ideas may help you a lot to remember them later. The editor takes too much time and reproducing a scene directly from your thoughts could be a little bit difficult. I've been doing this for some time (Must say I'm NOT a concept artist either) and it helped me a lot!
That's my point of view and the way I proceed with mapping, many may disagree of course.
Keep up the good work!

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 5:32 am 
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The immediate area in the screenshots isn't quite done yet. Still some more decals, lighting and geo work to do, but it's coming along in a direction that feels good. Then I will apply that to the back ground in the screenshots.

This is before

http://plagueandpestilence.com/shots/ar ... before.jpg

This is after tonight's little bit of work.

http://plagueandpestilence.com/shots/arrivals_after.jpg

My focus tomorrow I want to focus on making the ceiling a bit more interesting and I want to work on having some cool hologram UI panels on the support pillars and walls. I also need to evaluate the security scanner and xray machine as it's just block-out right now.

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 15, 2012 10:15 am 
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if we talk about details I can see here good progress :)

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 Post subject: Re: Mars Base SP
PostPosted: Mon Jul 16, 2012 10:13 am 
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Here's what I was talking about with this shot on Facebook:

Image

Those outlined areas the texture with lots of horizontal lines flowing around the corners doesn't really work in my opinion. On vertical surfaces it looks like it has some depth to it, then going around like that looks completely flat. Sticks out because everything else looks so good.


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 Post subject: Re: Mars Base SP
PostPosted: Mon Jul 16, 2012 12:50 pm 
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Yeah, that small texture wasn't made to be bend, it looks good only on flat surfaces. I see few solutions to this:
- replace it on those pillars with texture but without "depth" effect (should be easy and still do not change much level design),
- remove that texture and put there similar texture to walls (but level design will look less interesting and more simple),
- remodel those pillars by adding additional indentation so original texture stay but now on flat surface (in this case level design will get more geometry).

also You can leave it as it is now - that depth effect isn't very strong in my opinion.

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 Post subject: Re: Mars Base SP
PostPosted: Mon Jul 16, 2012 2:18 pm 
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@ Tron, ah I figured it was that. I did some test setups and changed the style of the door supports so I'll continue that on to the pillars too, I think it's the quickest way to fix it but still look interesting.

Updated support pillars
http://plagueandpestilence.com/shots/shot00027.jpg

Over all lighting tweak and details, also started detailing the back ground
http://plagueandpestilence.com/shots/shot00028.jpg

Cheers for the feedback guys.

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 Post subject: Re: Mars Base SP
PostPosted: Mon Jul 16, 2012 5:19 pm 
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Cool! I really like your level design man. One thing, in the first shot I see the text overlays the uac logos in the marquee. Did you try using gui_parm 2 to make it fit?

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 Post subject: Re: Mars Base SP
PostPosted: Tue Jul 17, 2012 1:23 pm 
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Not too shabby there... except the z-fighting above the door in shot27 :D

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