Page 1 of 1

ldso://_/xiPort

Posted: Wed Oct 26, 2011 10:56 am
by xistence
Two things to show: a design for a transport (also a 'proof of concept', i wanted to know if i can design this $h!t just with bare Dedit stuff. yes, i can), and an idea for a map i had on tuesday, so this map is extremely 'raw' and far away being something. But anyway, here ya go...

BTW: maybe transport will be released as prefab, but be warned then! > 4000 polies in count.

ImageImageImageImageImageImageImageImageImageImage

Re: ldso://_/xiPort

Posted: Wed Oct 26, 2011 11:30 am
by deeahchur
Raw or not that shiznit is NICE! Keep up the great work, and I for one would love to be able to use that vehicle in a level. You should share some of your lighting and texturing tips, too, as you have translated the Evolution and Legacy feel superbly!

I can certainly understand that polycount, having worked with curved architecture myself. Maybe you can make a lower polycount version as well? I know it won't look as sleek, but it will still be very nice!

Re: ldso://_/xiPort

Posted: Wed Oct 26, 2011 11:50 am
by xistence
deeahchur wrote:You should share some of your lighting and texturing tips, too, as you have translated the Evolution and Legacy feel superbly!
I'm planning some stuff for the wiki.
deeahchur wrote:Maybe you can make a lower polycount version as well?
Would be a lot of work.

Re: ldso://_/xiPort

Posted: Wed Oct 26, 2011 12:12 pm
by deeahchur
Awesome! I look forward to the wiki tutorials!

I can certainly believe the amount of work it would take to de-poly a sweet ride like that.

Re: ldso://_/xiPort

Posted: Thu Oct 27, 2011 12:25 pm
by xistence
Hm, believe it or not, but these wallpapers are still just Dedit and the Tron2.0 engine. You can do some serious rendering there...

(all wallpapers packed as ZIP)

ImageImageImageImageImage

Re: ldso://_/xiPort

Posted: Thu Oct 27, 2011 1:16 pm
by deeahchur
Very nice! Those are some great wallpaper images!

I look forward to a tutorial for setting up the stage for such rendering! That floating target circle in the center of the screen detracts sometimes.

Re: ldso://_/xiPort

Posted: Thu Oct 27, 2011 1:53 pm
by HangmanEXE
xistence wrote:Two things to show: a design for a transport (also a 'proof of concept', i wanted to know if i can design this $h!t just with bare Dedit stuff. yes, i can), and an idea for a map i had on tuesday, so this map is extremely 'raw' and far away being something. But anyway, here ya go...

BTW: maybe transport will be released as prefab, but be warned then! > 4000 polies in count.

ImageImageImageImageImageImageImageImageImageImage
Oh dear lordy...[crosses fingers an prays]..."please let it be a prefab".

...do feel kinda crappy now looking at my very basic looking Recognizer tug rebuild... :(

Re: ldso://_/xiPort

Posted: Thu Oct 27, 2011 6:50 pm
by Meatsack
Don't let the excellence of X's work depress you or stop you from creating.
Few people have his visual talents, but that doesn't mean that there isn't any love left for anyone else.
But if you really want to compare against someone... compare against me. My art sucks. :oops:
Keep doing what you like to do. It's not like we're going to make any money here anyway... :roll:

Re: ldso://_/xiPort

Posted: Fri Oct 28, 2011 10:31 am
by TronFAQ
Your screenshots are beautiful as always, X. I wish I had your talent. It's always a struggle for me to make anything aesthetically pleasing. It doesn't stop me from trying, though. :wink:

Looking at those shots makes me think about how advanced the Jupiter engine actually was, at the time. It was definitely comparable to other engines from that era, if a bit clunky to work with. Of course, today it's out of date. But with a bit of coaxing, you can still produce some nice looking content.

Re: ldso://_/xiPort

Posted: Fri Oct 28, 2011 11:54 am
by xistence
HangmanEXE wrote:Oh dear lordy...[crosses fingers an prays]..."please let it be a prefab".
Is planned to be so.
HangmanEXE wrote:...do feel kinda crappy now looking at my very basic looking Recognizer tug rebuild... :(
This is nonsense, i started once where you are as well, so there is nothing differnt. Take such stuff as motivation or inspiration.
And based on that what i saw, i'm very positive that it is just a matter of time to reach a high level, you already have the right talent and motivation, no doubt. Don't be inpatient, just follow your ideas and imaginations, nothing more is important. Rest will come.

Re: ldso://_/xiPort

Posted: Fri Oct 28, 2011 2:59 pm
by deeahchur
I'm probably just missing something, but there are some ways in which I have actually preferred building in DEdit instead of other programs, such as 3DSMax or Google Sketchup. The main reason being able to build using the grid. There are other times when building to the grid does not help, but that is usually with the ability of other programs to actually create smooth and rounded faces, combining geometry quickly, etc. If I learn the snap-to-grid control for those other programs, then that will be easier. At least I know I COULD use DEdit to make superdetailed maps as proofs of concept, even if it would be a drag on a system.

Re: ldso://_/xiPort

Posted: Sun Oct 30, 2011 10:24 am
by xistence
The transport is nearly done, just a few tex's missing, after that, cleaning for prefabbing for public. I added a second wallpaper pack, which also includes some abstract artworks.

(additional wallpapers packed as ZIP)

Default wallpapers...
ImageImageImageImageImageImageImageImageImageImageImageImage

Abstract wallpapers...
ImageImageImageImageImageImageImageImageImage

Re: ldso://_/xiPort

Posted: Sun Oct 30, 2011 10:49 am
by deeahchur
Awesome, X! Superb wallpapers!

Downloaded . . .