Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#281
MonocleBios wrote:I think I might place the tiles in the room initialization/event initialization, rather than the map generator.
If I can find out how the textures are given a static collision in the engine I can implement it manually to tile textures as well.
That sounds great, I just hope everything will end up alright in it's generation, I know the pocket dimension is always out there in the void, just really really far away. Wrapping up some other models here and testing things.

As well, here are probably the last open images of the monster's model you'll see before I touch up a few things and put it in-game. This is the 6k Low-Poly model with all the normal mapping + Ambient Occlusion maps baked out from the high-poly sculpt, it looks almost exactly the same, but without the lag! : )

The high-poly sculpted model: (100,000+ polys)
http://i336.photobucket.com/albums/n350 ... bf3977.png

The low-poly model with Normal + AO mapping: (6,000 polys)
Image
It won't have those slight black seams though or bright toe-claw in the end-result. I'm moving onto adding the diffuse maps now, so if anyone wants to help texture the monster, PM me.

As well the images of the normal + AO mapping:
Image

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#284
Wow, that creature's model design looks really good already. I can see the work you put into it. I look forward to see how it will look and function in game. I'm very excited for this addition. As for the forest itself, I am liking what I see so far. Perhaps the trunks of the trees can be a tad bit wider. Not too much since I know that you're following the reference picture but just a tad bit more so that the creature can actually hide behind it. Otherwise, it will have to rely too heavily on hiding in the fog alone. Otherwise, good job so far.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#286
mrpeanut188 wrote:Work = time. Anyways, CHRIS0MATIC said that 860 was done since November...

I'm currently not collaborating with Chris for the forest assets. I got tired of seeing all the various modellers disappearing or assets not looking correct or unfinished; I decided to do it myself. I still have to do a few more tree models, find out how to get nice looking leaf + branch alpha planes for the trees, edit the trees textures a bit, rig & animate the creature, find a good yellow glowing eye texture for it's eyes, do the facility testing door room and see that the code rising star and monoclebios did works with the assets and get programming for the creatures ai.

It's a mouthful, but hopefully we can complete the first version of it this new month and have it in-game. ;)