Angelfire on 23/3/2007 at 21:59
Supremely impressive :thumb:
Suffice to say my jaw dropped when I first saw those pics on the other thread.
Man one could only hope for such artistic talent, I just don't get it how ppl make it happen! I woud be so lost making new textures (let alone models) :tsktsk:
Oh everytime I see something like this I get the itch to create something haha, and I really like the pipe. I think it's more realistic that (thin) way.
edit: just saw the video *faints*... dude they should ship you to the states to work for some major game company, I'm serious. You should put that vid on youtube man I'd really like to read the comments :)
Good publicity too.
Kolya on 23/3/2007 at 22:55
The flat computerpanels look more modern to me actually than the typical wall appliances in SS2 (the ones just asking to get hit by a swing of the wrench). I do agree though that it makes the rooms look a bit empty. But I hope that enemies and other objects (than computerpanels) will provide enough of a distraction.
HitoshuraEA on 24/3/2007 at 00:10
hmmmm...Need a job? lol
HitoshuraEA on 24/3/2007 at 00:36
But seriously, what you have done so far is fantastic.
JukkaKevät on 24/3/2007 at 08:22
Thanks everybody. It really gives strength to pursue forward. I participate in the Brainstorm - convention next friday and there's a possibility to see some game developers. Not that there are too many of them here in Finland :erg:
Quote Posted by JediKorenchkin
I'm not a fan of the light fixtures. The blue/white parts look nice, but whatever's supposed to be "behind" the glass just doesn't look right to me.
You are not the only one. In the other thread people commented on those so I created these two tests:
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/LightTest1.gif) Lighttest
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/LightTest2.gif) More radical refraction
Those do look better, but take a look at the second room how many refractive surfaces that would be...
Quote Posted by icemann
JukkaKevät: I`d highly recommend having a play of The 7th Guest someday. Legendary game, with some exceptionally hard puzzles. Very eerie game throughout. Its only sequel "The 11th hour" was very good as well.
On the latest screenshots I`m very impressed again. I now sit back and eagerly await screenshots of those models you mentioned starting work on. I assume that the Diego screen displays would be a piece of cake to do.
Heres a question for the masses as I`m thinking of it at the moment. Which do you prefer more. The cameras in SS1 which were fixed with no movement, or the moving cameras of SS2. My votes with the SS2 style ones.
Yeah perhaps I should during the summer. Just checking screenies of the game. Looks really interesting.
About the Diego screen, ouch, I was just thinking whose face I need to photograph to make a highres version of that. :p
And yeah, definately moving cameras. I try to keep the retro-scifi in those too, not some fancy half-spheres which are becoming general nowadays.
Quote Posted by Nameless Voice
The computer panels on the walls look a bit flat (since they are just textures, after all).
As I said in the other thread, one of the ideas I'd had for CCP was to make 3D objects specially designed to place in front of those walls, to make the computer screens and such 3D, rather than simply 'painted' onto the wall.
aaa, now I understand. I'll create some to fit the walls when I do the two vidscreens which are done like that. It would definately break the monotonousness of seeing the same display over and over again. about the flatness, I think it's a bit interesting when they are small holes in the wall, cannot do that with externall models. I'd really like to see the parallax effect on those ;)
Quote Posted by Angelfire
edit: just saw the video *faints*... dude they should ship you to the states to work for some major game company, I'm serious. You should put that vid on youtube man I'd really like to read the comments :)
Good publicity too.
I thought about doing a more dynamic video after the mutant (just behind room 2) which would include player hands, use of berzerk booster and some really brutal robot bashing :cheeky:
A classmate told that he could render it and help with animation since 3D-viz has nothing but the basics of animation tools (no bones or effects).
Here is the 512x512 second room textures with prerendered light:
(
http://studiohorisen.net/users/SodanKerjuu/media/textures/SSRM-Level1Room2-FallBackTextures.zip) Level1Room2 Fallback textures
And last but not least here's a fix for the first packs. The briefcase has been fixed (two large faces removed and selfillumination map replaced with separate material id) also the 1051 and 1216 textures were bit off.
(
http://studiohorisen.net/users/SodanKerjuu/media/textures/Room1PackFix.zip) Download here
edit:
here's the healing bed. Textures are not baked yet. Have to borrow the tablet and work on all the model textures before they pile up too much...
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/HealingBed1.jpg) Healing bed 1
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/HealingBed2.jpg) Healing bed 2
RocketMan on 24/3/2007 at 18:44
OK....holy shit? Please would u do us a favour and NOT DIE? That healing bed looks like it was born to be in this game. Most awesome thing I've seen yet. I really want to jump into that picture and lay in that med bed. Its that cool.
Nameless Voice on 24/3/2007 at 18:54
What sort of polygon count does that med bed have?
HitoshuraEA on 24/3/2007 at 20:11
It's difficult to stop oneself from sitting and saying "I want to see this" or "I want to see that!" Interestingly enough I found the lighting textures fine, I suppose in a very meticulous sense the refractions are a bit off, but in truth I find them to match wonderfully.
As much as I adore the beautiful hi-res work you've done regarding level design and a few (gorgeous) items, I think an exciting prospect is what you plan to do with SHODAN...well graphically I mean
:cheeky:
<Username> on 25/3/2007 at 06:12
Very impressive indeed. :D Just please don't stop after the Medical Level.
JukkaKevät on 25/3/2007 at 06:20
Quote Posted by Nameless Voice
What sort of polygon count does that med bed have?
~8500
It's much but for the purpose just fine. The model is alone with no other objects beside it.
Quote Posted by icemann
Do you have any experience with the AI programming side of things? If not how were you going to handle that part? Even the best of the best of the SS1 remakes TSSHP died when it got to that part.
How I see it, this isn't really a remake project. I just create models and textures, people can use them for any purpose. I'm not really gathering a team here, but wouldn't mind if one forms (a skillful concept artist could be a real lifesaver currently).
I do know a little bit of AI programming, but in no way can I do the models and the coding all by myself. If any, it will be some simple level scripting: press this button and this door opens - style.
Quote Posted by icemann
Well in SS1 she only makes one appearance. And that was in cyberspace as a big funnel.
The cyberspace... haven't put any thought on that yet. I get so easily sidetracked... *glances through NetRunner cards*.