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WIP mod (update: enemy WIP)
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Posting Freak

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#11
RE: WIP environment

Looks good! But like Rapture said, it's pretty big for a train...as in, very broad. I'd expect a train to be narrower. I mean, I don't exactly know how broad these old trains were compared to modern ones... I guess they might have been a bit more spacious. But I'm pretty sure they weren't spacious enough to drive through them with a horse carriage, which looks perfectly possible here! Wink

On the other hand, it is one of the unwritten rules of level design after all, that you often have to make corridors and the like a bit wider than they would be in real life, because the player can't move with the same flexibility as he can in his real body... so it's up to you Big Grin
12-04-2012, 08:13 AM
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JonnyAnomaly Offline
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#12
RE: WIP environment

Thanks for the comments, guys. I appreciate all the feedback too. I'll post updates in this thread when I've made some progress Smile
12-04-2012, 10:27 AM
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Rurikkur Offline
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#13
RE: WIP environment

Looks awesome man, your attention to detail is very nice, keep at it!
12-06-2012, 06:27 PM
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JonnyAnomaly Offline
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#14
RE: WIP mod (update: enemy WIP)

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 Huh

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/
(This post was last modified: 12-11-2012, 07:07 PM by JonnyAnomaly.)
12-11-2012, 07:06 PM
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Statyk Offline
Schrödinger's Mod

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#15
RE: WIP mod (update: enemy WIP)

Oh wow. when I read someone made a character model here, I wasn't expecting it to look like THAT. did you do everything by hand or did you go off of some kind of basemesh? And what was the last shot rendered in? it doesn't look much like HPL2 to me. I could be wrong
12-11-2012, 07:22 PM
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JonnyAnomaly Offline
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#16
RE: WIP mod (update: enemy WIP)

Statyk, I made it in Zbrush, and those are renders of the high poly sculpt also in Zbrush - I had made a low poly version which came to about 4900 tri's, but it was messed up when I tried to UV it because I must have made a mistake in the retopology process. Going to try and do it again tonight if I have time. I have only done one retopology now and already I hate it, lol.
12-11-2012, 07:28 PM
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Statyk Offline
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#17
RE: WIP mod (update: enemy WIP)

Nice. I like the effort you're putting in =] and I meant the render of the environment. Sorry
12-11-2012, 07:31 PM
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JonnyAnomaly Offline
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#18
RE: WIP mod (update: enemy WIP)

Ahh right, lol. Yeah the environment is just a screenshot out of the game Smile
12-11-2012, 07:37 PM
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Statyk Offline
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#19
RE: WIP mod (update: enemy WIP)

How did you get the light like that? The smooth shadows and bloom don't make it look like HPL...But if so, nice!
12-11-2012, 07:41 PM
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JonnyAnomaly Offline
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#20
RE: WIP mod (update: enemy WIP)

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 Big Grin
12-11-2012, 07:47 PM
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