Random WIP 2014+ - Page 6

Random WIP 2014+

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Beherith
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Re: Random WIP 2014+

Post by Beherith » 16 Feb 2014, 22:11

Moar trees. Picasso, you are right about the type of trees though.


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PicassoCT
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Re: Random WIP 2014+

Post by PicassoCT » 16 Feb 2014, 22:36

And they are placed more naturally now.. trees always stay, were water comes (may even be in deeper layers)

So around hills, on the side of hills, in deep basins (unless its to much water).. dryied out riverbeds..
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smoth
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Re: Random WIP 2014+

Post by smoth » 16 Feb 2014, 23:08

It would be nice to see a few dead/struggling trees a bit further away. You know?
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Funkencool
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Re: Random WIP 2014+

Post by Funkencool » 16 Feb 2014, 23:52

I'd have to agree, a few dead trees would be icing on the cake. Regardless, Beautiful map beherith.

Edit: Maybe a little more dull green for the texture would fit in better as well.
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FLOZi
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Re: Random WIP 2014+

Post by FLOZi » 17 Feb 2014, 12:03

Consider myself schooled. Of course, the beauty of it was never in question - it's a Beherith (tm) 8)

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Beherith
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Re: Random WIP 2014+

Post by Beherith » 18 Feb 2014, 23:18

Thanks Flozi :)

Toned the trees down to fit a bit better:

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Anarchid
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Re: Random WIP 2014+

Post by Anarchid » 21 Feb 2014, 17:13

Weblobby + QT + Chili + Weinre remote debugger = ???
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Yeah, that ??? meany "hideous border-image tearing".
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gajop
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Re: Random WIP 2014+

Post by gajop » 21 Feb 2014, 19:39

Where is Chili in that picture?
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Anarchid
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Re: Random WIP 2014+

Post by Anarchid » 21 Feb 2014, 19:59

Its images are being reused with abandon. Hopefully in a short while this will cause the lobby to have the same skin as a chili-using mod has ingame.

Support is likely to be half-assed though.
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zoggop
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Re: Random WIP 2014+

Post by zoggop » 24 Feb 2014, 12:24

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Beherith
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Re: Random WIP 2014+

Post by Beherith » 24 Feb 2014, 13:22

Dunno zoggop, that is a hard one to make better than the original. I see you toned down the strong heightfield stepping lines, and it feels as if the map has lost a lot of contrast and detail along the way. Sorry :(
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jK
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Re: Random WIP 2014+

Post by jK » 24 Feb 2014, 17:29

I prefer it likes that good work zoggop! :D

PS: I really I hate all this high contrast on spring maps, esp. on DSD it is eye cancer imo
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zoggop
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Re: Random WIP 2014+

Post by zoggop » 24 Feb 2014, 17:36

you're right--i didn't want to overdo the color vividness, but it could use a bit more (and less fugly metal spots). can't do better on its terms, but can make something w/o prebaked shadows and specularity and with ssmf
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smoth
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Re: Random WIP 2014+

Post by smoth » 24 Feb 2014, 17:36

jK wrote: on DSD it is eye cancer imo
I wish more shared this opinion
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PicassoCT
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Re: Random WIP 2014+

Post by PicassoCT » 24 Feb 2014, 18:41

zoggop wrote:Image

Were to get were to get wer-get, a greedy version of the where-wulf.

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This is the viral factory - it builds units deep behind the enemy lines, its suppossed to be ugly..
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PicassoCT
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Re: Random WIP 2014+

Post by PicassoCT » 02 Mar 2014, 22:40

The Viral Factory, still missing is the wiggling, the foaming and the slow crawling..

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smoth
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Re: Random WIP 2014+

Post by smoth » 02 Mar 2014, 23:40

Awesome
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9heart
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Re: Random WIP 2014+

Post by 9heart » 05 Mar 2014, 01:30

Image

Image

I am forced to play with AdvModelShading = 0

AFAIK this setting is used to disable reflection/selfillumination/glow, anything else?
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smoth
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Re: Random WIP 2014+

Post by smoth » 05 Mar 2014, 01:49

LAWL MININGMECH!

As an ex wizkids contractor, I loved running the tourneys from this game!

Anyway, yeah I am not sure what else it is turning off but you should at least have a texture 1.

Your model appears to be missing that though.
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Beherith
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Re: Random WIP 2014+

Post by Beherith » 05 Mar 2014, 11:00

very sweet! what are you using to generate the ao bakes?
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