Streetboat
Posting Freak
Posts: 1,099
Threads: 40
Joined: Mar 2011
Reputation:
56
|
RE: WIP mod (update: enemy WIP)
Welp, everyone on these forums just became obsolete, haha.
Old and busted
<--
new hotness ^
|
|
12-11-2012, 08:45 PM |
|
Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation:
241
|
RE: WIP mod (update: enemy WIP)
(12-11-2012, 07:47 PM)JonnyAnomaly Wrote: The light is just spotlights which I positioned facing outwards of the lightshades of the lamps, there might be a very dim box light but thats it I think. If I remember it was your tutorial I watched that gave me the idea to use spotlights like that Well, I'm glad it helped =P Just be sure not to make a spotlight a shadowcaster if it's not necessary. Too many, as well as shadowcasting spotlights casting through each other's rays, can cause some performance problems if done too much.
|
|
12-11-2012, 09:00 PM |
|
JonnyAnomaly
Member
Posts: 179
Threads: 20
Joined: Nov 2012
Reputation:
14
|
RE: WIP mod (update: enemy WIP)
Yeah I was wondering about that, do you know if turning off the "casts shadows" box in the level editor for the lamp entity will improve things? Or is the fact that the spotlights themselves casting shadows causes performance problems? I noticed a weird jitteryness when I pass under my lights sometimes, even though my framerate is around 70-100.
|
|
12-11-2012, 10:16 PM |
|
The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
|
RE: WIP mod (update: enemy WIP)
(12-11-2012, 10:16 PM)JonnyAnomaly Wrote: Yeah I was wondering about that, do you know if turning off the "casts shadows" box in the level editor for the lamp entity will improve things? Or is the fact that the spotlights themselves casting shadows causes performance problems? I noticed a weird jitteryness when I pass under my lights sometimes, even though my framerate is around 70-100. If you turn off shadows it will just increase performance, but it will look worse (I love shadows :3)
THE OTHERWORLD (WIP)
Aculy iz dolan.
|
|
12-11-2012, 10:24 PM |
|
Potato
Senior Member
Posts: 678
Threads: 10
Joined: Jun 2012
Reputation:
37
|
RE: WIP mod (update: enemy WIP)
Very nice, the train is quite believable, but as many others suggested, the train carriages should be more narrow; in the passenger coach picture, the middle is much too wide, it should space about as wide as the seats are individually. Same with the dining car, which is looking brilliant, the tables look spot on.
upsilon floorbot is a qt pa2t
|
|
12-12-2012, 04:17 PM |
|
The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
|
RE: WIP mod (update: enemy WIP)
(12-11-2012, 07:06 PM)JonnyAnomaly Wrote: Hi all, thanks for the feedback! I've made some improvements to the lighting and started to flesh out the map more, got some cool ideas for some puzzles and things but I've been working on a new character that I can hopefully manage to get into the game. Its a high poly sculpt, ready to do the retopology. Not totally sure on a story yet, probably something along the lines of a town/city setting where everyone has gone crazy, maybe something to do with demonic possession
Couple of pics and a bit of environment
http://postimage.org/image/57d1vumzr/
http://postimage.org/image/7eduo9b1h/
http://postimage.org/image/6yjnc0y71/
http://postimage.org/image/qpmfvfgxn/full/ Whoa, dat dude is scary! It's just not like common monsters, this one looks really cool. I hope the low-polier version looks as good as this one. Just sayin', is there a program which low-poliers your models? It would be a really good program, you could make a high-poly thing and later low-polying it.
THE OTHERWORLD (WIP)
Aculy iz dolan.
|
|
12-12-2012, 04:49 PM |
|
JonnyAnomaly
Member
Posts: 179
Threads: 20
Joined: Nov 2012
Reputation:
14
|
RE: WIP mod (update: enemy WIP)
Potato - Yeah that carriage was really wide, I've since narrowed it right down to about the width of the seats. Thanks for the comment!
The Chaser - I'm using Topogun to do the retopology on it. While it doesn't make the low poly by itself, it allows you to use the high poly version underneath, so you can trace over it and draw the new polygons on the surface. Hopefully I can get back a lot of the detail with the normal map later on!
|
|
12-12-2012, 08:14 PM |
|
JonnyAnomaly
Member
Posts: 179
Threads: 20
Joined: Nov 2012
Reputation:
14
|
|
12-14-2012, 01:13 AM |
|
xxxxxxxxxxxxxxxx
Posting Freak
Posts: 935
Threads: 0
Joined: Jun 2012
Reputation:
54
|
RE: WIP mod (update: enemy WIP)
Looks very good so far! It's probably too late for that kind of feedback now, since you've already made the lowpoly and baked... but is there a special reason why you've made the entire highpoly out of one continous mesh?
Personally, I would have made the body, shirt, tie, pants, shoes, teeth, etc. all separate (sub-)meshes to have a realistic gap between them, avoiding having it look like it's all molded out of one piece. If you know what I mean
Eh, but it's not noticeable on the lowpoly bake anyway, so don't worry. I'm just curious
|
|
12-15-2012, 04:39 PM |
|
JonnyAnomaly
Member
Posts: 179
Threads: 20
Joined: Nov 2012
Reputation:
14
|
RE: WIP mod (update: enemy WIP)
Thanks, Hirnwirbel. There was no real reason except that I assumed it would be more trouble to make it out of more than one part, but now know how the process goes from high to low poly, I realise you can do what you like with multiple parts. Next time I do a new character I'll make it out of multiple parts, it looks better and its just easier to sculpt!
|
|
12-15-2012, 05:38 PM |
|
|