I'm from NZ. Live in Australia. That earthquake was in Christchurch, anyway... opposite end of the country to where I'm from. Only about five people live down there. Good thing is everything is flat down there, including the buildings so there shouldn't be too much damage.
Stupid place to put a country anyway, right on a fault line. Apparently by today's standards, if no one lived there, NZ would be considered too dangerous to be habitable! Earthquakes are common. Been in a few myself... only one big one, though.
TymeMaster said: Looks very amateur (yes, the wise remark is due to your wiseass remark in another thread).
You do realise most of the screenshots aren't the finished article? I for one am excited to see this ones progress, cant wait to see how Snyth pulls off the 1st person aspect
POLYGAMe said: I'm from NZ. Live in Australia. That earthquake was in Christchurch, anyway... opposite end of the country to where I'm from. Only about five people live down there. Good thing is everything is flat down there, including the buildings so there shouldn't be too much damage.
Stupid place to put a country anyway, right on a fault line. Apparently by today's standards, if no one lived there, NZ would be considered too dangerous to be habitable! Earthquakes are common. Been in a few myself... only one big one, though.
I got family living there, Its pretty wrecked, looting and crap going on. place is quite devestated. its pretty much all they are going on about on tv today
Those support links forward directly to me. Then I'll reply with the real one.
Or you can PM me on www.GSProForum.com
[ EDIT ] OOPS!!! Got it...missed the private section on the user account backend...found the message...I wasn't logged in. I was thinking it came directly to my email inbox at first. This was my first PM on this forum...bear with me.
I'm kind of excited right now!!! I just completed my first mapped object in 3DStudio EVER!!! It took all day to work through it...but I now know the process of making mapped models similar to the methods AAA first person shooter titles do it.
I know its not much to most...but for me...it was a workout to get it figured out. All those UV selection sets to sort through. UGH! And the figuring out the fine details of the export/import etc.
Anyway...here is a rendering of a old rusty shot up oil drum. I modeled it in sketchup (easy part) then brought a 3DS file into 3DStudio. From there I exported the UV map and then created a texture map in Photoshop. Then that was re-imported into 3DStudio and rendered in the lighting setups I worked out earlier. Its actually fairly simple once you figure out the proper steps and the correct settings in UV coordinate structure and get the texture surfaces separated correctly (the hard part).
Anyway...here is the rendering...next step is to make a couple more assets and then build the scene.
Taidaken said: I got family living there, Its pretty wrecked, looting and crap going on. place is quite devestated. its pretty much all they are going on about on tv today
Yeah, looks worse that what I thought... guess us Kiwis just get used to earthquakes but this one was a biggie! Luckily no one was killed!
GSProForums was a forum board I created back before this forum board had some of its features (like image support and PM). Its just an alternative forum board...mostly used by a handful of us to discuss things that might not be discussed here. There are some good tips and tricks on there too...
Its free...BTW...and independent of GS. >> www.GSProForum.com
congrats syn, cant wait to see a prototype of the game running. is it going to be on-rail? like old school house of the dead and time crisis? if you by any chance get stuck on any technical problems with your 3D images, just send me a email.
@Nulo... Thanks for the offer. I will keep that in mind. But I must admit...the internet has a TON of good info and tutorials for 3DMax. I've been using 3DViz for about 8 years...but for mostly architectural modeling and rendering...so game modeling and rendering is a bit of new territory for me. The texture unwrapping was an example...I never have used that (or needed it) in architectural work.
The scenes will be stationary. The gamer's perspective is from a fixed position...kinda like Myst. But will have gameplay similar to House of the Dead (a great game BTW)...but NOT NEARLY as violent. Its rated PG with no blood.
For others interested... Here are 2 more screenshots of another primary asset for the first level of EWO-SWAT. Hopefully I will have the level scene assembled before the weekend is over.
And now a look at a level screenshot...finally. This is for a more difficult level on the practice range training course. The resolution is a little lower than what it will be in game...but hopefully you get the idea.
I think the game should be called EMO SWAT. You have to squish the emos with a giant fly swatter, just for being emo. They then cry and cut themselves. It would have a crappy, whining soundtrack and lots of makeup, too.
its looking really nice. and if its the first time you are making uv maps, congrats! the textures are fitting very well on the models. yeah, the internet is flooded with information and tutorials, you probably wont be needing any help, but if you need to talk to a real person, instead of reading lines of text on website, just get in touch. you are using 3d max right? have you tried using the "physical sun/sky"? it might give you some good results on these outdoor images.
Thanks Nulo... Yeah...the UV textures were a challenge at first...I ended up using Material selections to sort the sets to be able to place them in the export map correctly for the Photoshop work. Using an oil drum as my first test model proved to be good as it forced me to work through a lot of detail to get it right...which took a whole day to do it...because of its complexity. But in the end...I think I have a good handle on it. I have found that model recesses make the maps a little more challenging to separate. There is always those 1 or 2 faces that stick to other stuff. It can be a challenge sometimes.
RE: sun and sky...I am using a daylight system and a sun light with a gradient map as the environment...with some noise in it. Using scan line radiosity for rendering with the daylight doing ambient shadow maps and the sun doing the vector raytrace shadows. I've actually only been using 3DMax since Friday. For 8 years I was using VIZ only (which is a Lite version for architecture and had no UV Texture export function). So there are LOTS of new things to discover...but all in time. I will look into the physical sun/sky and see if that is different than what I am using now.
Thanks for the support invite. I might call you up on that. You are on GSProForum right? I may contact you via PM there in the future...since that board alerts you to new messages and has a bit more PM functionality and options than this forum.
Another update... Here is an early look at one of EWO's in-game level sets that I've been working on this week. Its going to be a rundown Miami hotel at sunset. I still have about 1-2 days left on it...so stay tuned for a future update that will include the building, some palm trees and a few other props.
Wow those images look fantastic Synth, if gameplay, controls etc are as good as those pics I think you will be the biggest GS earner ever, sorry I'm just excited for ya, that's top notch
Thanks guys... We are really excited about this title too! @ reddot...I too am looking forward to seeing how I pull this off :P
I must admit...This one has been a lot of fun to do. The renderings coming out of 3DStudio are even surprising us.
We have 1 level built as a prototype test...and its actually a lot of fun and quite challenging to play...even though we've only built 30 seconds of game play. I think in the end...the game play is going to be quite exciting and consuming...and so far...GS seems up to the challenge. Fingers crossed (knock on wood) that it holds up throughout the rest of the development.
BTW: @Skippy... Controls are VERY MINIMAL. Only 1 gameplay control on screen and a menu button. The UI is also VERY minimal as we wanted to open up the screen for full consumption of the graphics/scenery.
Yep i agree with that, keeping it open, less clutter, More screen, I hope as other forum members have suggested you can pull this one off with GS because it smells of awesomeness
Comments
Stupid place to put a country anyway, right on a fault line. Apparently by today's standards, if no one lived there, NZ would be considered too dangerous to be habitable! Earthquakes are common. Been in a few myself... only one big one, though.
Anyway, back to E.W.O. - S.W.A.T. Looking really great synth!
So screenshots yet...Everything is schematic still...
I've been wrestling with the modeler mostly...trying to get it to do what I want.
Once I have all my modeling setups the way I want...I can start building gameplay scenes. But I need accurate model renderings to build them from.
Perhaps next week I will be ready for scene development.
Stay tuned!
@to everyone else...
Thanks for the thoughts...
Hopefully we will have some hi-res screenshot renderings soon!
Sent you a message via Gendai Mail
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Didn't get it QS.
Use my support link for one of our apps here:
http://www.furiousApps.com
Those support links forward directly to me.
Then I'll reply with the real one.
Or you can PM me on www.GSProForum.com
[ EDIT ]
OOPS!!!
Got it...missed the private section on the user account backend...found the message...I wasn't logged in. I was thinking it came directly to my email inbox at first. This was my first PM on this forum...bear with me.
I just completed my first mapped object in 3DStudio EVER!!! It took all day to work through it...but I now know the process of making mapped models similar to the methods AAA first person shooter titles do it.
I know its not much to most...but for me...it was a workout to get it figured out. All those UV selection sets to sort through. UGH! And the figuring out the fine details of the export/import etc.
Anyway...here is a rendering of a old rusty shot up oil drum. I modeled it in sketchup (easy part) then brought a 3DS file into 3DStudio. From there I exported the UV map and then created a texture map in Photoshop. Then that was re-imported into 3DStudio and rendered in the lighting setups I worked out earlier. Its actually fairly simple once you figure out the proper steps and the correct settings in UV coordinate structure and get the texture surfaces separated correctly (the hard part).
Anyway...here is the rendering...next step is to make a couple more assets and then build the scene.
and another view:
More to come this weekend. Should have a final rendering in another day or so (depending if my wife makes me go shopping this weekend or not....yuck!
GSProForums? whats this?
Ohh and can a noob express user like me join or is this just for elite members?
GL.
Darren.
GSProForums was a forum board I created back before this forum board had some of its features (like image support and PM). Its just an alternative forum board...mostly used by a handful of us to discuss things that might not be discussed here. There are some good tips and tricks on there too...
Its free...BTW...and independent of GS. >> www.GSProForum.com
is it going to be on-rail? like old school house of the dead and time crisis?
if you by any chance get stuck on any technical problems with your 3D images, just send me a email.
Thanks for the offer. I will keep that in mind. But I must admit...the internet has a TON of good info and tutorials for 3DMax. I've been using 3DViz for about 8 years...but for mostly architectural modeling and rendering...so game modeling and rendering is a bit of new territory for me. The texture unwrapping was an example...I never have used that (or needed it) in architectural work.
The scenes will be stationary. The gamer's perspective is from a fixed position...kinda like Myst. But will have gameplay similar to House of the Dead (a great game BTW)...but NOT NEARLY as violent. Its rated PG with no blood.
For others interested...
Here are 2 more screenshots of another primary asset for the first level of EWO-SWAT. Hopefully I will have the level scene assembled before the weekend is over.
You're welcome in advance ;-)
yeah, the internet is flooded with information and tutorials, you probably wont be needing any help, but if you need to talk to a real person, instead of reading lines of text on website, just get in touch.
you are using 3d max right? have you tried using the "physical sun/sky"? it might give you some good results on these outdoor images.
Yeah...the UV textures were a challenge at first...I ended up using Material selections to sort the sets to be able to place them in the export map correctly for the Photoshop work. Using an oil drum as my first test model proved to be good as it forced me to work through a lot of detail to get it right...which took a whole day to do it...because of its complexity. But in the end...I think I have a good handle on it. I have found that model recesses make the maps a little more challenging to separate. There is always those 1 or 2 faces that stick to other stuff. It can be a challenge sometimes.
RE: sun and sky...I am using a daylight system and a sun light with a gradient map as the environment...with some noise in it. Using scan line radiosity for rendering with the daylight doing ambient shadow maps and the sun doing the vector raytrace shadows. I've actually only been using 3DMax since Friday. For 8 years I was using VIZ only (which is a Lite version for architecture and had no UV Texture export function). So there are LOTS of new things to discover...but all in time. I will look into the physical sun/sky and see if that is different than what I am using now.
Thanks for the support invite. I might call you up on that. You are on GSProForum right? I may contact you via PM there in the future...since that board alerts you to new messages and has a bit more PM functionality and options than this forum.
The game looks great, hope to see more of it.
The models look awesome.
V
Here is an early look at one of EWO's in-game level sets that I've been working on this week. Its going to be a rundown Miami hotel at sunset. I still have about 1-2 days left on it...so stay tuned for a future update that will include the building, some palm trees and a few other props.
// red.
We are really excited about this title too! @ reddot...I too am looking forward to seeing how I pull this off :P
I must admit...This one has been a lot of fun to do. The renderings coming out of 3DStudio are even surprising us.
We have 1 level built as a prototype test...and its actually a lot of fun and quite challenging to play...even though we've only built 30 seconds of game play. I think in the end...the game play is going to be quite exciting and consuming...and so far...GS seems up to the challenge. Fingers crossed (knock on wood) that it holds up throughout the rest of the development.
BTW:
@Skippy...
Controls are VERY MINIMAL. Only 1 gameplay control on screen and a menu button. The UI is also VERY minimal as we wanted to open up the screen for full consumption of the graphics/scenery.