[quote="CressAlbane"]Keep up the good work overall![/quote]
^This
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Sat Mar 30, 2013 1:28 am
by AvalancheMaster
In all honesty, the texture work of the lobby isn't for my taste. Lacks the feeling of an apocalypse. It is too bright, undamaged (compared to the walls especially), and is of low-quality.
I know it may come of as rude, but you might consider using somebody's else textures, at least as a resource. Models are great, and texturing is a whole lotta different business from what you're really good at. A set of good textures will greatly enhance your work.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Sat Mar 30, 2013 12:58 pm
by Loopy53
All criticism, good or bad, is appreciated. You presented it in a way that is meaningful and helpful. Rather than saying "your textures r b@d bro, go [root beer] urself!!!" You presented reasoning behind your criticism which then allow me to become better at my work. I take no offense in your comment, and I do not see it as rude. Currently, I am using CG textures for all of my textures, + some edits. I will significantly change, hopefully to the better, the textures of the outside and inside to make it more damaged and old. If you didn't point that out, it might have stayed that way. So therefore I thank you for your comment!
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Sat Mar 30, 2013 1:52 pm
by AvalancheMaster
No problem, mate. What I meant though is that some people take it as a offence when you propose that they use somebody else's work to enhance their work. Still, it doesn't matter who've created the textures as long as they're good (aside from the copyrights stuff, of course).
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 4:12 pm
by Loopy53
The hotel lobby has been overhauled texture wise.
Changes:
0) New outside texture
2) Added more damage to the walls. Water damaged and some general scratching (found a nice brush in gimp that works well!)
0) larger resolution (is it resolution? Im not 100% sure) floor and roof texture (both are the same, I might change it)
What's left to do
4) make more changes (yay) to the hotel lobby based on feedback.
1) edit the garage (move the logs in, possibly adjust UV's, etc.)
3) Possibly edit the smaller chunk of wall, remove the broken piece on the side, maybe make the entire thing flaming, who knows.
No changes have been made to anything else. On a side note, I dont see a need to edit the large chunk of wall (the one with the windows) other than to add muntins.
Happy belated april fools, thats why the numbers are a screwy. Gotcha didnt I? Thought not... Im terrible at these kind of things. A cookie to who figures out why the numbers are that way!! Post your answer in hide tags.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 4:45 pm
by Nedarb7
Whoa, the garage has been improved greatly since the last time I saw it. Great job:
Hidden/Spoiler:
Number thing: Based on how many people recommended to do whatever the upgrade is. I got this idea from when you said: "based on feedback."
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 8:24 pm
by Loopy53
Did you mean the hotel lobby or the garage? there is a difference! I didnt edit the garage since the last update (although I might have and dont remember it...lol.) The hotel lobby is the biggest building with checkerboard flooring/roof, dirty brick walls, and damaged pillars. The garage is well, the garage! it looks like a garage (see door on roof inside) with a hole in the back of it. I dont know why I am explaining this, but I am, so yeah... I hope that makes sense, as that is what I am referring to each building as.
Hidden/Spoiler:
Sorry nedarb7, that is incorrect. Good guess though! If you guys want a hint, I can give one to you.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 8:46 pm
by Cleb
I can't watch the video right now because I don't have my laptop but I'm sure it looks good anyway I'll watch it later
Hidden/Spoiler:
I want a hint
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 8:49 pm
by Loopy53
Yeah, I should probably post screenshots. Not everyone would want to watch the video. Will do.
Hidden/Spoiler:
"Top to bottom" is your hint. I hope someone will figure this out! I didnt think it was that hard
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 8:54 pm
by Cleb
Hidden/Spoiler:
DATE OF THE POST.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Tue Apr 02, 2013 9:12 pm
by Loopy53
Yup! Cleb guessed it! I had put in hide tags earlier "Happy belated april fools, thats why the numbers are a screwy." And today is one day after april fools. My april fools (a day late) prank.
Massive image warning:
Hidden/Spoiler:
Cleb gets an oreo cookie. I love oreos...*licks lips*
The hotel has indeed been improved! A few suggestions though:
-With the water stains, maybe lighten them a bit, they seem to make the scratches less noticeable.
-Maybe add some more scratches to the wall, also some graffiti may look cool, i don't know, just a thought.
-Also you could dirty up the floor and the roof a bit more, they still look a little clean.
I hope you take some of this into account!
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Wed Apr 03, 2013 2:03 am
by Loopy53
hmmm....grafiti might look really good or really bad, I will try something and see. Did you mean the outside wall or inside wall or both? I will see what I can do to dirty the floors, maybe mud would work. I wonder if a bump map would make the scratches more noticeable ingame! I shall try it and see!
P.S. I take all criticism seriously (unless I know your trying to mess me up, which none of you are) and will do my best to use that criticism to improve my work as I go.
EDIT: After some long hard thinking, I am going back to the drawing board. I want to make a map to be played, and not for the sake of making a map. Dont worry, what I have so far is not being scrapped, but I'm just doing some more planning, thinking... Maybe over-thinking some things. Im doing more research into what is good and what is not good, etc. I want the best from my map. I want to have not just a good map, but an excellent map. So once I finish some planning I will update this thread again with my decision, and I hope you guys will like it.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Wed Apr 03, 2013 7:07 pm
by DarthSolous
Loopy53 wrote:hmmm....grafiti might look really good or really bad, I will try something and see. Did you mean the outside wall or inside wall or both? I will see what I can do to dirty the floors, maybe mud would work. I wonder if a bump map would make the scratches more noticeable ingame! I shall try it and see!
so after going back to the planning phase I have come up with this side setup!
Hidden/Spoiler:
//Loopy 53 and crew side setup.
//Weapon models will be done by kinetosimpetus and Loopy53 and possibly Marth8880
//Lists weapon models, unit classes, and unit equipment.
//All items are subject to change to work well in SWBF2, as well as for balancing purposes while at best trying to maintain realism.
//We will have to work out the exact damage/fire rate per weapon. for instance, What is medium/slow/high fire rate/damage, etc. I have listed what I think the damage/fire rates should aproximately be for most weapons.
//Ammo is subject to change, this is just a starting point. For SWBF2 it will probably have to be more. Did some research based on real life, and battlefield 3, as well as balancing purposes.
//No infinite ammo pistols, for realism.
//Lists how they are linked into SWBF2. For example, c4 is basically a detpack with different model.
//I will list what I think is a good health for each unit, be it above/below stock.
//Unit speed is based on how heavy the equipment is. All units will jump the same height.
//May add more classes as time progresses, but for now this is the class setup. Read on.
//Anything with a "//" after it is my comments, as well as relevant important information.
//Don't hesitate to give comments/suggestions/etc via x-fire or gametoast! all feedback is apreciated!
//Yes, this is based off of Battlefield 3, which in my humble opinion is a great game, and I think many others will agree.
// Naming convention is as follows: [name of the unit, equipment, or weapon.] [my comments with a "//" after the name of the unit]
// The names you see will most likely be put ingame as that.
***RUSSIAN TERRORISTS***
Russian Rifleman //stock health, stock speed.
AN-94 //assault rifle. medium damage, slow-medium fire rate. 45 rounds/clip x 5 clips for a total of 225 ammo. Future weapons will be listed as [magazine size where aplicable] x [number of magazines/grenades/equipment/etc] = [total ammount of ammo/grenades/equipment/etc.]
mp 433 grach //pistol. Low damage, high fire rate. 17 x 6 = 102
m67 //frag grenade. Same damage as stock grenade but with less push and smaller push radius. 1 x 4 = 4
Medic Kit//self explanatory, heals the same as stock powerup. 1 x 4 = 4
Russian Engineer // about 10-15% below stock health, stock speed.
pp-2000 // Sub machine gun. Low damage, high fire rate. 30 x 5 = 150
RPG-7 // self explanatory. Does more damaged to vehicles than infantry, because of the "piercing" effect of the RPG. Does not lock on. 1 x 5 = 5
Anti-Tank mine // anti tank mine. Hopefully we can set this up to only be triggered by vehicles. Can be destroyed by the welding torch (see below) at which point the mine harmlessly disapears (see normal mines) 1 x 3 = 3
Welding torch // Fusion cutter with a different model. Does not use ammo. Same properties of normal fusion cutter (can hack vehicles, repair objects, destroy mines, etc.)
Russian support unit //about 10-15% above stock health, moves at speed of rebel vanguard.
rpk //Light machine gun. medium damage, slow fire rate. 50 x 3 = 150
mp 433 grach // pistol. 17 x 6 = 102
c4 // detpack with a different model. Does about the same ammount of damage as stock detpack 1 x 4 = 4
ammo box //replenishes same amount of ammo as stock powerup. 1 x 3 = 3
Russian recon // low health, Same as stock sniper. moves at speed of stock sniper.
sv-98 // sniper rifle. Bolt action, so about 1-2 seconds before you can fire the next shot. Reloads in about 2 seconds. 1-2 shot kill, 2 at range, one close. 5 x 6 = 30
mp 433 grach // pistol. low damage, high fire rate. 17 x 6 = 102.
sticky grenade //The wearer has a special glove that prevents it from sticking to him. Could be replaced by a recon droid. 1 x 2 = 2
Claymore //self explanatory. setup like a normal mine, with far less damage so as to only kill infantry, as well as a small to medium damage radius and minimal push. 1 x 2 = 2
***U.S. Marines***
U.S. Rifleman // stock health, stock speed.
M4a1 //assault rifle, may use terra strifes m4 assault rifle. Medium fire rate with medium damage. 30 x 6 = 180
m1911 // will mostly likely use terra strifes pistol. medium fire rate with medium damage. 9 x 8 = 72.
m67 //frag grenade. same damage as stock grenade but with less push and smaller push radius. 1 x 4 = 4
Medic Kit //self explanatory, heals the same as stock powerup. 1 x 4 = 4.
U.S. Engineer // about 10-15% below stock health, stock speed.
ump-45 //sub machine gun. Is of german origin but is used by the US marines. low-medium damage with slow-medium fire rate. 25 x 6 = 150
SMAW // self explanatory. Does more damaged to vehicles than infantry. Does not lock on. 1 x 5 = 5
Anti-Tank mine //anti tank mine. Hopefully we can set this up to only be triggered by vehicles. Can be destroyed by the welding torch (see below) at which point the mine harmlessly disapears (see normal mines) 1 x 3 = 3
Welding torch //Fusion cutter with a different model. Does not use ammo. Same properties of normal fusion cutter (can hack vehicles, repair objects, destroy mines, etc.)
U.S. support unit // about 10-15% above stock health, moves at speed of rebel vanguard.
m249 SAW //light machine gun. medium damage, slow fire rate. 50 x 30 = 150.
m1911 //pistol. medium fire rate with medium damage. 9 x 8 = 72
c4 // detpack with a different model. Does the same ammount of damage as stock detpack. 1 x 4 = 4
ammo box // replenishes same ammount of ammo as stock powerup 1 x 3 = 3
U.S. recon // low health, same as stock sniper. Moves at speed of stock sniper.
berret .50 //sniper rifle. Its supposed to be semi automatic, but ours wont be. Will be the same as the sv-98 for balance purposes. 5 x 6 = 30
m1911 // pistol. medium fire rate with medium damage. 9 x 8 = 72
sticky grenade // Could be replaced by a recon droid. 1 x 2 = 2
Claymore //self explanatory. setup like a normal mine, with far less damage so as to only kill infantry, as well as a small to medium damage radius and minimal push. 1 x 2 = 2
Phew! that was a long post, but I think I have been thorough. If I missed anything, shout!
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Thu Apr 04, 2013 10:27 pm
by Cleb
How 'bout some tanks?
You mentioned a welding torch and I got excited. It would be cool. Trust me. Also if there could be helicopter gunships.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Thu Apr 04, 2013 11:08 pm
by Loopy53
Doh! How could I forget tanks/vehicles in general! vehicle setup should be as follows:
USA:
M1 Abrams main battle tank
High Mobility Multipurpose Wheeled Vehicle, HMMWV, or simply Humvee with a machine gun on top, no really specific Humvee, I will look for a picture of one.
Russians:
T-90 Main battle tank
a "technical". Basically any generic pickup truck with a machine gun on the back. The russians will get an extra technical or two because the gunner can be killed easily by just spraying and praying.
I haven't really finalized any airplane models yet, im still doing research into that but I will post when I get some results.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Thu Apr 04, 2013 11:50 pm
by THEWULFMAN
I might be interested in modeling an M1 Abrams, if I have the time. I own a 1/32 model of it, which would help me a lot.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Fri Apr 05, 2013 10:13 am
by Cleb
I was actually planning to make one a long time ago, before Loopy even made this thread. I will try no matter what, and if THEWULFMAN decides not to make one, then I guess you could use the one i will make.
EDIT:
I started making one. If you would like, I can try to post a picture of it so you can see if you would like to use it.
Re: Earth: Apocalypse 3D art thread -- W.I.P
Posted: Fri Apr 05, 2013 4:14 pm
by Loopy53
Alright, here is what I think. I think that THEWULFMAN should make the M1 Abrams since he has a 1/32 model of it. That is, if it is okay with him. Cleb, even though you started an M1, could you make the T-90? I think that would work out best. For those of you who haven't already, can you add me on x-fire? That would be most appreciated. My x-fire is Loopy53. That way we can have real-time (is it real time?) communication, which I think is essential to a mod team/project. I will send out a PM to everyone involved with more information.