Frictional Games Forum (read-only)
[WIP] Spacies [Fullconversion - Looking for 3D-Artist] - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+--- Thread: [WIP] Spacies [Fullconversion - Looking for 3D-Artist] (/thread-12374.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


RE: Spacies [Fullconversion - Looking for 3D-Artist] - Acies - 11-08-2012

New stuffs:
[Image: Pir-NC-Light2.png]

[Image: Pir-NC-Light2b.png]

Might make the roof a little darker + scratched. Currently it's a little bittle boring on the flat section.


RE: Spacies [Fullconversion - Looking for 3D-Artist] - Danny Boy - 11-08-2012

advice: needs moar cube map textures. or the walls will just look like plastic.


RE: Spacies [Fullconversion - Looking for 3D-Artist] - The chaser - 11-08-2012

The walls at the side don't look as they had a real hole (because the black spaces are holes, right?). Could you do something about that? Could the normal map do that impression?


RE: Spacies [Fullconversion - Looking for 3D-Artist] - xxxxxxxxxxxxxxxx - 11-08-2012

Quote: Could the normal map do that impression?
Only to a certain degree. Normal maps can fake the angle of a surface, but they cannot create real depth. Any perceived depth details on a normal mapped surface are only illusions based on the shadowy areas created by the normal map.

A good practise is therefore to avoid 90° - holes in a surface that is supposed to be baked into a normal map. The map has nothing to "work with" in terms of angles except for the narrow border of the hole, since a 90° angle cannot be depicted in a normal map - so the result will always look like a very shallow hole no matter how deep it is in the highpoly.
The solution to this problem is to have a slope instead of a 90° angle - it will look much deeper as a result. In this case you could even make some sort of angled slits instead of plain holes... that might look really nice on the normal map. Like this sorta.


RE: Spacies [Fullconversion - Looking for 3D-Artist] - The chaser - 11-08-2012

(11-08-2012, 03:27 PM)Hirnwirbel Wrote:
Quote: Could the normal map do that impression?
Only to a certain degree. Normal maps can fake the angle of a surface, but they cannot create real depth. Any perceived depth details on a normal mapped surface are only illusions based on the shadowy areas created by the normal map.

A good practise is therefore to avoid 90° - holes in a surface that is supposed to be baked into a normal map. The map has nothing to "work with" in terms of angles except for the narrow border of the hole, since a 90° angle cannot be depicted in a normal map - so the result will always look like a very shallow hole no matter how deep it is in the highpoly.
The solution to this problem is to have a slope instead of a 90° angle - it will look much deeper as a result. In this case you could even make some sort of angled slits instead of plain holes... that might look really nice on the normal map. Like this sorta.
Nice example. Or there could be a model which was extruded out, having a real depth. I can do it for you, Acies :3


RE: Spacies [Fullconversion - Looking for 3D-Artist] - Acies - 11-08-2012

Everyone; thanks for the input! I'll definately keep it in mind :]

Need to try out the "alphacubemap" option. Constructed these using nDo2 - a nifty tool which allows you to paint normals in photoshop. Also tried following a guide towards painting metal textures. Haha, in short: I need to practise some more. The "models" themselves are very flat: roof is 16 tris, wall is 180 (curvature lies mainly on the "grill part" at the lower section).


RE: Spacies [Fullconversion - Looking for 3D-Artist] - Mathiasz - 11-13-2012

This looks insanely good!
If you are in need of music for this - please contact me.

You can listen to my stuff here:
http://soundcloud.com/MathiasGebuhr

I make a lot of different stuff Smile


RE: Spacies [Fullconversion - Looking for 3D-Artist] - Acies - 11-15-2012

Thank you for the offer and the compliment :]

I'd take any help with music I can get. Have you pick between creating:
1. An eerie space "danger coming", rather have it being mellow than intense
2. A moody piece conveying sadness

You can start out by making "a sample" in which you put some of your ideas. If it sounds like something I'd like you're free to extend it into a full piece :]

I guess the above workflow (seeing as I know almost nothing on music production) might result in something which we can both be content with?


Also; Voice actors!

I would like people confident in creating a russian accent. Record a few random lines of your choice and upload to a website where I may listen to it through my webbrowser. These "actors" will be featured as crewmates on the ship - an attempt on my side to create several small background stories, each with some piece of information on the life on Pir.

Thanks in advance! :]

Edit: I'll provide succesfull trials with lines of course


RE: Spacies [Fullconversion - Looking for 3D-Artist] Voice-actors assemble - Bunnypoppop - 11-15-2012

I've done it a lot better but it's still fun to do lol

http://soundcloud.com/bunny-17/russian-1

http://soundcloud.com/bunny-17/russian-2


RE: Spacies [Fullconversion - Looking for 3D-Artist] Voice-actors assemble - Miss Rigi - 11-16-2012

(11-15-2012, 11:27 PM)Bunnypoppop Wrote: I've done it a lot better but it's still fun to do lol

http://soundcloud.com/bunny-17/russian-1

http://soundcloud.com/bunny-17/russian-2
A+ on that second one.