• Aura: A Garry's Mod MORPG - Seeking Developers
    50 replies, posted
[QUOTE] [B]Aura:[/B] A Garry's Mod [B]M[/B]ultiplayer [B]O[/B]nline [B]R[/B]ole-[B]P[/B]laying [B]G[/B]ame. [QUOTE] [IMG]http://www.azpromapper.com/DL/Textures/Aura_512x256.png[/IMG] [/QUOTE] Aura is a gamemode for the Half-Life 2 modification, Garry's Mod. It is a medieval/fantasy MORPG that will include many familiar features of the RPG genre, such as: leveling, hunting, questing, and player versus player combat. [/QUOTE] [QUOTE] [B]Our current team consists of:[/B] - Kruma: Project Lead/Mapper - Bekka: Coder - Zuntti: Terrain Artist - Fabled Pilgrim: Composer - BrettJay: Website Designer - Pattern of Games: Sound Effects Artist [B]We are seeking the following (in order of most needed first to least needed):[/B] - Organic 3D Modeler: - Capable of creating high-quality organic models, such as characters or foliage. - Inorganic 3D Modeler: - Capable of creating high-quality inorganic models, such as weapons, armors, and miscellaneous props. - Texture Artist: - Capable of creating high-quality textures, such as model reskins, and standard 512x512 (power of 2) environmental textures to be used in maps. - Graphics Artist: - Capable of creating high-quality graphics such as HUD and UI. - Concept Artist: - Capable of creating high-quality illustrations, such as concepts of characters, models, or environments within the gamemode. Unfortunately at this time, all members are not being paid, as the entire team consists of mostly students working on a volunteer basis, under the premise that there is a high chance of generating a shared revenue upon completion. [B]Anyone willing/interested in helping out with this project, please respond to this thread, private message me, or add me on Steam:[/B] [url]http://steamcommunity.com/id/kruma[/url] [/QUOTE] [QUOTE] [B]Media:[/B] [B]Mapping:[/B] [img_thumb]http://dl.dropbox.com/u/14334887/facepunch_map_pimpage/2.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/14334887/facepunch_map_pimpage/1.jpg[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576673802887290544/9BB40C2947CB94D8138986C8FCA302B03B4C1906/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576673802871535503/8861F95E34570C35B4049E6D0630F03A670B717A/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576670369462670069/877DDDD571639CEE22008A7A3FED16BBEAF315DE/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576670369460154016/4F07FCEC9179C2A31030EF372D4FCC1B9C5E370F/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576669726762035709/72DF7AD706A26D23CFCFA15629C092D168BF28BF/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576673802872024914/3020A0843FD7CB228A327CC0C17A14F5F37BF6A9/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576673802890397861/87CFBB7053917BDB9F5E8CF5D2CE0FD2097D860B/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/576674232705441199/A4312E9B6994B388A668F99F711330C012C05359/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/594697633897652097/ECC726FDF0BE7D71077CAE999B9E1D20AE684313/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/594697633897651240/E7F70A9C15C540145AB1EA2F18943A603A2DD374/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/594697633897652820/5B1F9354A41FB3BECBF540E573D1CC1D0B2F0002/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/595823984022123516/8CA8AEFC2F02E8E217820A34E830E13D861EFA0A/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/595823984022123976/6143B2989AD2F154002D4ADFD950E9B8B5D8FE88/[/img_thumb] [B]Modeling:[/B] [img_thumb]http://dl.dropbox.com/u/14334887/goblin_WIP.jpg[/img_thumb] [img_thumb]http://img854.imageshack.us/img854/9526/render1e.png[/img_thumb] [img_thumb]http://img8.imageshack.us/img8/6149/render1nu.png[/img_thumb] [img_thumb]http://img191.imageshack.us/img191/2215/wip1y.png[/img_thumb] [img_thumb]http://img823.imageshack.us/img823/3784/lowpoly3.png[/img_thumb] [img_thumb]http://img837.imageshack.us/img837/1271/pgbastardsword.jpg[/img_thumb] [img_thumb]http://sleekupload.com/uploads/5/tier.jpg[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/596968331527528201/01A013B289DDB5F1C87277F9555E1F524C8F4B92/[/img_thumb] [img_thumb]http://media.moddb.com/images/members/1/407/406940/Aura_ProgressUpdate_10_17_2011.jpg[/img_thumb] Cave Map: [MEDIA]http://www.youtube.com/watch?v=DWl1wzV90is[/MEDIA] [B]Coding:[/B] [MEDIA]http://www.youtube.com/watch?v=RRab4N3lNsw[/MEDIA] [B]Original Soundtrack:[/B] Clockwork Armada: [MEDIA]http://www.youtube.com/watch?v=_J5jyJR1HNY[/MEDIA] Glory and Strife: [MEDIA]http://www.youtube.com/watch?v=P9R7joWmE0Q[/MEDIA] Heroes Ascension: [MEDIA]http://www.youtube.com/watch?v=3APV2_t-Gqc[/MEDIA] Homestead [MEDIA]http://www.youtube.com/watch?v=c99eUdTYuY4[/MEDIA] Rapture: [MEDIA]http://www.youtube.com/watch?v=BN9XVOqPUfU[/MEDIA] The Nomad: [MEDIA]http://www.youtube.com/watch?v=nRjV0xB8s_4[/MEDIA] Unhallowed Depths: [MEDIA]http://www.youtube.com/watch?v=D4bJIe5fzik[/MEDIA] Static March: [MEDIA]http://www.youtube.com/watch?v=vw4PEyucS40[/MEDIA] [B]Graphics (old):[/B] [img_thumb]http://a.imageshack.us/img217/1687/hudcompo.jpg[/img_thumb] [img_thumb]http://w15.img-up.net/Interface8ej9v.jpg[/img_thumb] [img_thumb]http://w13.img-up.net/Interface37b63.jpg[/img_thumb] [img_thumb]http://i54.tinypic.com/34rw0fq.png[/img_thumb] [img_thumb]http://img225.imageshack.us/img225/8332/goblinconcepts.jpg[/img_thumb] [B]Demo website:[/B] [url]http://projects.brettjones.me/aurarpg/[/url] [/QUOTE] Please consider working with us. [editline]wat[/editline] We also have this old hype thread we posted in the Gamemodes section: [url]http://www.facepunch.com/threads/1127447[/url] Linking to show the two pages of positive feedback and anticipation that we've received, as some sort of "incentive" that there is "faith" in this effort.
All I can do is map, not sure if I can help. Actually I could do concept art if you really wanted.
That looks pretty badass dude! I would be absolutely no help to any of it, but I am in complete support!
[QUOTE=MeMassiveFag;35778910]All I can do is map, not sure if I can help. Actually I could do concept art if you really wanted.[/QUOTE] Accepted you on Steam. [QUOTE=spungypirate;35779277]That looks pretty badass dude! I would be absolutely no help to any of it, but I am in complete support![/QUOTE] Thanks, glad to hear it.
The cave lighting system could use a little work. For instance, you made it like how movies do, with tons of blue lights that just make everything shaded blue in the cave. Don't get me wrong, blue is my favorite color, but it annoys the fuck out of my eyes when the lighting is completely blue. What you should do is have a sort of golden light come in from the holes, have the caves very dark and creepy, and give the player a light source. This light source could vary between classes like such: Archers could shoot flare arrows into the cave, warriors could carry torches, and mages could use a lighting spell to light areas. You could also put down torches on the wall that the classes could light with fire arrows, flame spells, or other torches and the likes.
[QUOTE=space1;35797713]The cave lighting system could use a little work. For instance, you made it like how movies do, with tons of blue lights that just make everything shaded blue in the cave. Don't get me wrong, blue is my favorite color, but it annoys the fuck out of my eyes when the lighting is completely blue. What you should do is have a sort of golden light come in from the holes, have the caves very dark and creepy, and give the player a light source. This light source could vary between classes like such: Archers could shoot flare arrows into the cave, warriors could carry torches, and mages could use a lighting spell to light areas. You could also put down torches on the wall that the classes could light with fire arrows, flame spells, or other torches and the likes.[/QUOTE] Hey, thanks for replying. I appreciate the feedback, but to be honest, the blue you describe doesn't really bother me at all, but there's always room for improvement so I will definitely look into this. I do however really like the idea of darkening/dimming the cave down some to illuminate it with some torches, etc. Thanks again.
I want to see this go further! But I see already the beginning of another generic fantasy. Goblins? You have already put so much effort into this and your going to use such overdone concepts? Wasting your time if you ask me. No offense intended, I would just really like to see this style of game break the norm, like Morrowind did to some extent.
No idea if I can be of any help to you but here is what I have made medieval wise for gmod in the past. [video=youtube;zy13m_c0t6o]http://www.youtube.com/watch?v=zy13m_c0t6o[/video] here is another video of some I made more recently but never released. [url]http://beta.xfire.com/videos/5487b4/[/url] I also made some props of medieval stuff. You will clearly notice that these took next to no time to make and that is why they was never released. (well they are on the toybox) [url]http://www.facepunch.com/threads/1115425?highlight=[/url] I also did 2 skyrim recreations [url]http://toybox.garrysmod.com/ingame/?view=136056[/url] [url]http://tinypic.com/view.php?pic=2edqo7p&s=6[/url] ----------- I will leave it up to you just let me know in some from if you want my help.
Looks like a very cool project, sent a pm regarding the Concept Artist position, let me know if it's still open
I really like the idea and I hope this won't die because it has so much potential. I don't have any skills to contribute to the project except for maybe concept art. All I can say is good luck and godspeed.
Holy shit this looks absolutely amazing. I wish I could contribute but I don't have enough knowledge and skills in aspects what you are looking for. Wish you best of luck.
Since this is Garrymod after all, if you give anyone (including me haha) some of the models, maps, etc, you'd have an army of people who'd be willing to make in-engine artwork or 'concept art' with whatever resources you have (aka fancy-ass screenshots featuring your content). I don't know if that's something you'd be interested in but there are dozens of capable and willing screenshot makers out there who would love to do something to help. I think this is an amazing project and I really hope you go far. Best of luck!
[QUOTE=whatthe;35861192]I want to see this go further! But I see already the beginning of another generic fantasy. Goblins? You have already put so much effort into this and your going to use such overdone concepts? Wasting your time if you ask me. No offense intended, I would just really like to see this style of game break the norm, like Morrowind did to some extent.[/QUOTE] Haha, sorry that you didn't like that too much. To be honest, these goblins will be featured in the zone for Lv's 1-20, and trust me, this is about the only generic type of monster you'll see, and even then we're definitely going to make each of these behave and do some unique things. Regardless, I hope to incorporate very odd type's of organisms as well, and if it's worth anything, we will be incorporating alien life (monsters) into the game, but of course not advanced life, let's just say a sort of comet striking this medieval/fantasy land, and some very, very disturbing creatures will develop from that event, a lot to explain, it'll all make sense upon completion. [QUOTE=alexojm;35874916]No idea if I can be of any help to you but here is what I have made medieval wise for gmod in the past. [video=youtube;zy13m_c0t6o]http://www.youtube.com/watch?v=zy13m_c0t6o[/video] here is another video of some I made more recently but never released. [url]http://beta.xfire.com/videos/5487b4/[/url] I also made some props of medieval stuff. You will clearly notice that these took next to no time to make and that is why they was never released. (well they are on the toybox) [url]http://www.facepunch.com/threads/1115425?highlight=[/url] I also did 2 skyrim recreations [url]http://toybox.garrysmod.com/ingame/?view=136056[/url] [url]http://tinypic.com/view.php?pic=2edqo7p&s=6[/url] ----------- I will leave it up to you just let me know in some from if you want my help.[/QUOTE] Hey, thank you for the interest, really appreciate it. However, this is not modeling, it is mapping, and using the Propper extension to export brushwork as models, and that is a horrendously inefficient way of modeling, and of course is quite limited, as opposed to modeling software, as I'm sure even you can tell that the quality of the material in your videos is sub-par. Thanks again, sorry. [QUOTE=minge-killer;35875140]Looks like a very cool project, sent a pm regarding the Concept Artist position, let me know if it's still open[/QUOTE] Added you on Steam. [QUOTE=Radley;35887417]I really like the idea and I hope this won't die because it has so much potential. I don't have any skills to contribute to the project except for maybe concept art. All I can say is good luck and godspeed.[/QUOTE] Rest assured, this project is my life goal (for now). After playing my first MMO, it was evident that I wanted to create something of the same, so I will see to it that this project is finished, no matter what. Thanks for the support though, glad you're interested! [QUOTE=the tee;35887501]Holy shit this looks absolutely amazing. I wish I could contribute but I don't have enough knowledge and skills in aspects what you are looking for. Wish you best of luck.[/QUOTE] No problem, thank you for your support and interest though of course. [QUOTE=Biscuit-Boy;35888692]Since this is Garrymod after all, if you give anyone (including me haha) some of the models, maps, etc, you'd have an army of people who'd be willing to make in-engine artwork or 'concept art' with whatever resources you have (aka fancy-ass screenshots featuring your content). I don't know if that's something you'd be interested in but there are dozens of capable and willing screenshot makers out there who would love to do something to help. I think this is an amazing project and I really hope you go far. Best of luck![/QUOTE] Well I'm definitely interested in more concept art, as we have none, but we also barely have any modeling going on at the same time, which is absolutely critical, as concept art is worthless if we can't act on it. So this is of course why I list 3D modelers first and concept artists last. But don't get me wrong, if people are willing to work on and contribute concept art, that is of quality, then no complaints here, all I can hope is that we come into contact with more modelers to help design and implement the concepts.
I disagree, concept art can be useful even if you have [i]zero[/i] content. Like pitching an idea for a movie script, concept art can communicate your idea and create interest in your project, even as a very early start up. Maybe a 3D artist will see some jaw-dropping concept art and decide he wants to be involved in your project. Of course, even at that you'd still need one and I'm not much of a painter or modeler. I really do wish I could help though. I notice your musical compositions have amazing artwork in the videos, do you know who did them? If they were created for the score perhaps that person would be willing to help you with concept art as well. Either way, I wish the best of luck to you all and I will likely be following this with particular interest, I hope you go far.
Why do you have two ugly viewport screencaps of swords in the OP?
[QUOTE=Cruma;35826352]Hey, thanks for replying. I appreciate the feedback, but to be honest, the blue you describe doesn't really bother me at all, but there's always room for improvement so I will definitely look into this. I do however really like the idea of darkening/dimming the cave down some to illuminate it with some torches, etc. Thanks again.[/QUOTE] The project looks fantastic, but let me give you an advice. Even though this is your baby, take other peoples advice and try them out before disagreeing. I find the blue in the cave a little too much as well.. IMO: If you tone down the blue a little, and maybe have yellow light coming through the tiny openings it would add to the immersion. Remember, you're making a game "for others" not yourself :) The direction the project is going is interesting :)
[QUOTE=Cruma;35893508] Hey, thank you for the interest, really appreciate it. However, this is not modeling, it is mapping, and using the Propper extension to export brushwork as models, and that is a horrendously inefficient way of modeling, and of course is quite limited, as opposed to modeling software, as I'm sure even you can tell that the quality of the material in your videos is sub-par. Thanks again, sorry. [/QUOTE] That is fine but just to let you know. When you say "however this is not modelling, it is mapping" Just because I am making buildings does not mean it is mapping. It is still modelling as they are models when finished and used in gmod. And no offence but the buildings in your screen shots are no better than mine if you use hl2 default textures and push in the wooden supports so they are flat and not sticking out. Yours simply have a different art style and better textures to make them look a bit nicer. And yes using propper is much more inefficient for modelling but if you put any real effort into it you get the same results as long as you don't need super smooth curves. It may take longer but if you make your model on a bigger scale and tell propper to scale it down without doing it with hammer it's self you don't lose much quality. But yes if anybody asks me what program to use to learn modelling I always say blender or 3ds max they are much better. Well those are my opinions anyway. --------------- Oh and good luck with this. This idea for gmod has been a personal thing I have wanted myself for a while so really good luck with this I hope it works out for you and I will be following the development closely. (that is if you post updates about it)
[QUOTE=Biscuit-Boy;35896747]I disagree, concept art can be useful even if you have [i]zero[/i] content. Like pitching an idea for a movie script, concept art can communicate your idea and create interest in your project, even as a very early start up. Maybe a 3D artist will see some jaw-dropping concept art and decide he wants to be involved in your project. Of course, even at that you'd still need one and I'm not much of a painter or modeler. I really do wish I could help though. I notice your musical compositions have amazing artwork in the videos, do you know who did them? If they were created for the score perhaps that person would be willing to help you with concept art as well. Either way, I wish the best of luck to you all and I will likely be following this with particular interest, I hope you go far.[/QUOTE] That's definitely true, and a good perspective of looking at it. I do agree, having an arsenal of concept art would indeed be a great way to interest 3D modelers. I apologize though, I didn't want to come off as saying it's useless in an ultimate sense, I just felt like I'd be wasting people's time if their concept art was made, but never acted upon, you know? And haha, yea the artwork in those videos are from Guild Wars 2, our composer is a very big fan of the composer of Guild Wars, and the game in general so he used artwork that he liked, as we had no concept artist at that time. But yeah, don't get me wrong, if any concept artists are interested, then I would of course welcome them with open arms unto the team (if work is of quality of course). Again, I just don't want anyone to feel like their time is being wasted. [QUOTE=alien_guy;35900603]Why do you have two ugly viewport screencaps of swords in the OP?[/QUOTE] Erm, I suppose I wanted to include as much work as I possibly could find, and recalled that we had two dev swords that were never completely finished and thought that I might as well include them. I apologize for slightly offending you though with their "ugliness." I hope in the future I can provide you with something more appealing. This was developed recently, is it any better for you? If not, I sincerely apologize once more. [IMG]http://i.cubeupload.com/r5cmoZ.png[/IMG] (I myself will admit though that the texture could definitely use some work! (especially the hilt)) [QUOTE=Domino;35900773]The project looks fantastic, but let me give you an advice. Even though this is your baby, take other peoples advice and try them out before disagreeing. I find the blue in the cave a little too much as well.. IMO: If you tone down the blue a little, and maybe have yellow light coming through the tiny openings it would add to the immersion. Remember, you're making a game "for others" not yourself :) The direction the project is going is interesting :)[/QUOTE] Haha, I'm sorry, I didn't mean to come off as stubborn or unwilling to accept others criticism. I was just honestly trying to convey that I was not experiencing the same issue as he previously described, that is, I honestly did not have any sort of issues with the blue hue. I'm definitely not trying to say that just because I didn't agree, that I wasn't going to take it into consideration, I believe I mentioned afterwords that I would still "definitely look into it" (it being the issue he addressed about the blue). And for the record, I did not design that area of the map, as I primarily map only architecture, while another member takes cares of the more natural things, terrain, caves, etc. I mention this, because I don't want you to think that I had some sort of bias against criticism becaue I was the one that had designed that area, but I digress... But yes I understand who it's being developed for and will of course always try to take everything into consideration, thanks for your input. [QUOTE=alexojm;35901847]That is fine but just to let you know. When you say "however this is not modelling, it is mapping" Just because I am making buildings does not mean it is mapping. It is still modelling as they are models when finished and used in gmod. And no offence but the buildings in your screen shots are no better than mine if you use hl2 default textures and push in the wooden supports so they are flat and not sticking out. Yours simply have a different art style and better textures to make them look a bit nicer. And yes using propper is much more inefficient for modelling but if you put any real effort into it you get the same results as long as you don't need super smooth curves. It may take longer but if you make your model on a bigger scale and tell propper to scale it down without doing it with hammer it's self you don't lose much quality. But yes if anybody asks me what program to use to learn modelling I always say blender or 3ds max they are much better. Well those are my opinions anyway. --------------- Oh and good luck with this. This idea for gmod has been a personal thing I have wanted myself for a while so really good luck with this I hope it works out for you and I will be following the development closely. (that is if you post updates about it)[/QUOTE] Uh, no it's not because it's building that it's mapping, it's because it's mapping that it's mapping.. You are opening up Source SDK, launching Valve Hammer Editor and using brushwork to export as a model. You are mapping, and exporting a model. This is not modeling. Modeling is modeling, you know? No offense taken, but honestly, please try not to trivialize things. In my opinion, a lot more thought and work ethic was put into our architecture as opposed to yours, and this is quite obviously so because you're work looks lower quality than ours, and trust me this has nothing to do with textures because everything we've used before has been the default stock textures that come with HL2. In fact, everything up until now still is just stock materials that we've recolored, that isn't to say we aren't hoping to come into contact with proficient texture artists to help us further deviate from this. And no, sorry, Propper is inefficient, and that's where it ends. No matter how much work you're going to put into whatever you're going to export using Propper, Propper is still going to use the method that it uses, and it will still be a sloppy way of creating models, no matter what. At the end of the day, any modeling program will always produce better results (in terms of efficiency) as opposed to using a brushwork program to export models, I mean come on, seriously? You can't honestly compare that method to real modeling, because they are 100% completely different things. But, yes thank you for your praise, I will always appreciate any support mate.
[QUOTE=Cruma;35907269] Uh, no it's not because it's building that it's mapping, it's because it's mapping that it's mapping.. You are opening up Source SDK, launching Valve Hammer Editor and using brushwork to export as a model. You are mapping, and exporting a model. This is not modeling. Modeling is modeling, you know? No offense taken, but honestly, please try not to trivialize things. In my opinion, a lot more thought and work ethic was put into our architecture as opposed to yours, and this is quite obviously so because you're work looks lower quality than ours, and trust me this has nothing to do with textures because everything we've used before has been the default stock textures that come with HL2. In fact, everything up until now still is just stock materials that we've recolored, that isn't to say we aren't hoping to come into contact with proficient texture artists to help us further deviate from this. And no, sorry, Propper is inefficient, and that's where it ends. No matter how much work you're going to put into whatever you're going to export using Propper, Propper is still going to use the method that it uses, and it will still be a sloppy way of creating models, no matter what. At the end of the day, any modeling program will always produce better results (in terms of efficiency) as opposed to using a brushwork program to export models, I mean come on, seriously? You can't honestly compare that method to real modeling, because they are 100% completely different things. But, yes thank you for your praise, I will always appreciate any support mate.[/QUOTE] hahaha I see you are quite ignorant and unwilling to understand let me explain further for you. It does not matter what program you use if someone asks you what you are doing and you are making a model you don't say I am mapping. If you are making models you are making models you cannot deny it when you are making a model and it is a model when finished. I see your point but it is stupid in real life situations you don't have to be mister you are using hammer so therefore it is mapping. I am making models so I am modelling if you don't understand that then you are ignorant. I said propper is inefficient please re read my comment. It is not where it ends as you are wrong so I will show you the error of your thoughts. It is pointless to make complex models in hammer as it will take 10 times longer because of the effort required but you WILL get the same results if you spend that pointless extra time. You can get loads of detail out of it if you make things on a HUGE scale. This is not advised as it is not what hammer was made to do but it is possible and you don't seem willing to accept that. I would never advise anyone to do this but you can do it. I am not trying to compare propper to real modelling programs as you should just use them but you can get the same results if you spend the time and that is just pointless. ------------------ You used a different art style to me when making those buildings. They have a more complex design for them. You simply have a more realistic wooden frames design and 3d aspect to it they are actually very similar to mine. And you seem to actually believe that textures have nothing to do with making the model look nice you must be blind. Textures can make or break if something looks good or shit. This has everything to do with textures. I find it hard to take you seriously when you say textures have nothing to do with it. ---------------- And finally because I am certain you will not agree with me I want you to send me the building behind the water well in that screen shot with the buildings. I will do what I said in my last post to it to prove my point to you. I will press in all those wooden bits and roofs and change the textures then take a picture of it next to one of my other models. I would like you to give me the chance to you prove you wrong by doing that.
[QUOTE=alexojm;35915416]hahaha I see you are quite ignorant and unwilling to understand let me explain further for you. It does not matter what program you use if someone asks you what you are doing and you are making a model you don't say I am mapping. If you are making models you are making models you cannot deny it when you are making a model and it is a model when finished. I see your point but it is stupid in real life situations you don't have to be mister you are using hammer so therefore it is mapping. I am making models so I am modelling if you don't understand that then you are ignorant. I said propper is inefficient please re read my comment. It is not where it ends as you are wrong so I will show you the error of your thoughts. It is pointless to make complex models in hammer as it will take 10 times longer because of the effort required but you WILL get the same results if you spend that pointless extra time. You can get loads of detail out of it if you make things on a HUGE scale. This is not advised as it is not what hammer was made to do but it is possible and you don't seem willing to accept that. I would never advise anyone to do this but you can do it. I am not trying to compare propper to real modelling programs as you should just use them but you can get the same results if you spend the time and that is just pointless. ------------------ You used a different art style to me when making those buildings. They have a more complex design for them. You simply have a more realistic wooden frames design and 3d aspect to it they are actually very similar to mine. And you seem to actually believe that textures have nothing to do with making the model look nice you must be blind. Textures can make or break if something looks good or shit. This has everything to do with textures. I find it hard to take you seriously when you say textures have nothing to do with it. ---------------- And finally because I am certain you will not agree with me I want you to send me the building behind the water well in that screen shot with the buildings. I will do what I said in my last post to it to prove my point to you. I will press in all those wooden bits and roofs and change the textures then take a picture of it next to one of my other models. I would like you to give me the chance to you prove you wrong by doing that.[/QUOTE] Not interested in anything you say after this response. Please do not reply to this thread anymore, as you just don't seem to be getting it. I don't want any more of your input, because it's honestly getting far too irrelevant now. If you'd like to discuss anything further, please free to add me on Steam, but this will be the last time I discuss this topic in this thread. Yes it does matter, in fact you telling someone you're a modeler when in reality you're just using propper, is a fallacy. You are not modeling, again you're exporting brushwork in an attempt to create a model. Even if you put enough work to make something look good, there's still no point as if you already have a modeler then you should just model it, I would never be interested in obtaining models from brushwork, as even you agreed, it is inefficient. It doesn't matter if it looks good, it's a shitty way of doing things. I'm not unwilling to accept that it's possible, but just because it's possible doesn't mean you should do it, because it's an asinine way of getting things done. You are not a modeler, you are a mapper, do not ever try to convince yourself otherwise. I don't understood what you're trying to convey, I had a better design? Okay... this doesn't excuse the fact that your mapping, in my opinion, is horrendous in some areas, especially your youtube video that has 16 unit thick window frames and just horrible work ethic in general, the brushwork is ridiculous. I only said textures don't matter because if you can't make good brushwork, then throwing good textures on your shitty brushwork isn't going to do shit. You can use blue spray paint on a piece of shit, but guess what? It's just a pretty blue piece of shit now. Dude, I am using default textures for these buildings, the wood frame is de_inferno texture, texture had nothing to do with making it look good, it was the brushwork, then the textures. And no, not interested in sending you anything, please stop talking to me about this, I don't want to ever discuss using brushwork to model ever in my life again, what a stupid concept in my opinion. I mean seriously, step back to reality for a second, this is your past work: [thumb]http://oi45.tinypic.com/2edqo7p.jpg[/thumb] [thumb]http://i54.tinypic.com/2ywu71y.jpg[/thumb] [thumb]http://i52.tinypic.com/2mcu39v.jpg[/thumb] [thumb]http://i51.tinypic.com/wmdvr4.jpg[/thumb] [thumb]http://i52.tinypic.com/9pyqls.jpg[/thumb] [thumb]http://i56.tinypic.com/2rpy1av.jpg[/thumb] In my opinion, your brushwork modeling career, is not taking off. Please don't tell me this is because it's your old work, it's not, it's really not. It's because you're not that great at mapping and you're even worse at attempting to create models while mapping. The only person I've ever seen pull this off correctly is antimonycat, and you know why? Because he is a mapping god, and it is of course easy as shit to make decent looking brushwork models, but guess what? Even he would of been better off if he would of used real models in place of all of the Propper models, yes [B]real[/B] models. Propper != real model. Propper = brushwork exported model. Sure you get two models in the end, but you still used a horrible method in one instance. I mean shit, I could make decent looking brushwork models, I could of populated my entire island with great looking brushwork models myself, but there's obviously a reason I didn't, because it's fucking retarded to use brushwork to make models. Again, please don't talk to me about this, it's fucking retarded, I don't ever in my life; ever, ever, ever want to discuss this unless it's on a private chat in Steam, because it's an astronomical waste of my intention of for this thread. Even if you completely disagree, send me a private message or something. I will not respond to any response from you that pertains to this matter in this thread. Thanks for understanding and dealing with some vulgar language, please leave me alone now.
The models you showed was not my latest and was never even officially released only put onto toybox as a concept idea. I know they suck. ----- This is my latest model. [IMG]http://i46.tinypic.com/1zyzb7l.png[/IMG] [IMG]http://i50.tinypic.com/9a4lu0.png[/IMG] ------- And now discussion over.
[QUOTE=alexojm;35916427]The models you showed was not my latest and was never even officially released only put onto toybox as a concept idea. I know they suck. ----- This is my latest model. [IMG]http://i46.tinypic.com/1zyzb7l.png[/IMG] [IMG]http://i50.tinypic.com/9a4lu0.png[/IMG] ------- And now discussion over.[/QUOTE] Thanks for proving my point, please excuse yourself from any further interaction in this thread now, thanks.
No. Thanks for proving my point. Your an ignorant person who is not open to other ideas and ways of doing things.
[QUOTE=alexojm;35916796]No. Thanks for proving my point. Your an ignorant person who is not open to other ideas and ways of doing things.[/QUOTE] You're the ignorant person here. He tries to prove you a point, you don't listen and you believe your work is amazing. It's not what he needs, he said [B]no[/B]. Stop being a bitch about it and live with it.
[QUOTE=mello;35917847]You're the ignorant person here. He tries to prove you a point, you don't listen and you believe your work is amazing. It's not what he needs, he said [B]no[/B]. Stop being a bitch about it and live with it.[/QUOTE] I am not being ignorant as I basically agreed with him if you read threw the posts your lack of facts and quick posting will not get you anywhere. I never said my work is amazing. I fully understand I am not what he is after I was trying to prove the point that you can get results with programs not designed for modelling and I did that.
[QUOTE=alexojm;35916427]The models you showed was not my latest and was never even officially released only put onto toybox as a concept idea. I know they suck. ----- This is my latest model. [IMG]http://i46.tinypic.com/1zyzb7l.png[/IMG] [IMG]http://i50.tinypic.com/9a4lu0.png[/IMG] ------- And now discussion over.[/QUOTE] You didnt even rotate the textures on the horizontal beams.
[QUOTE=CheeserCrice;35918231]You didnt even rotate the textures on the horizontal beams.[/QUOTE] I think most of the wood beams are joined together as the same mesh.
I am disturbed by the lack of warhammers. I model stuff for fun sometimes so let me know if this would be satisfactory [img]http://filesmelt.com/dl/hammors.jpg[/img]
[QUOTE=Hashmere;35933080]I am disturbed by the lack of warhammers. I model stuff for fun sometimes so let me know if this would be satisfactory [img]http://filesmelt.com/dl/hammors.jpg[/img][/QUOTE] Added you on Steam.
I was expecting a garbage ideas guy What I got was some really fucking awesome content Good luck with this.
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