• Path of Spawn
    55 replies, posted
[QUOTE=richofencrazy;51108834]This has got to be your best piece to date![/QUOTE]tbh i think it's the best thing anyone has ever posted here
Couldn't agree more
Holy fucking shit
[QUOTE=Joazzz;51108460]high fantasy, maybe your interpretation of a Tolkien landscape prehistoric stuff everyday cityscape, perhaps NYC style lovecraftian visions i'd suggest something from between the renaissance and victorian eras but there's an awful lack of models[/QUOTE] I like the idea of Tolkien landscapes, might give it a shot (I still do have some gmod poses on my bucket list I wana finish though) [QUOTE=GHOST!!!!;51108910]Should do something Telekinesis related and inside a city, buildings being torn apart, Cellfactor Revolution style.[/QUOTE] that actually sounds sick, I always wanted to do a destroyed city scene..
This is beautiful. The fact you built the props to make it look so similar to human hands is very impressive as hands themselves can be very difficult to emanate.
[QUOTE=VIoxtar;51109445]I like the idea of Tolkien landscapes, might give it a shot[/QUOTE]i brought it up because somehow the background scenery of this shot really reminds me of northern Middle-Earth
that superadmin with the physgun hands is such awesome character design, and of course the rest of the image is a fucking masterpiece.
This is the best I've ever seen
i love you
Fucking amazing. What was your FPS with the finished scenebuild? You must have a beefy rig.
Surprisingly with everything spawned, 45-ish FPS, running it with lights enabled is another story :v
Holy Moly
I love this, I just get lost looking around this scene. You my friend, just won the screenshot section.
Actually one of the best things I have ever seen on this subforum.
This is so sick i cannot not comment on how fuckin perfect it is , its like a beautifull version of post apoc , cept set in garrysmod ....i gotta ask were you ever influenced by stuff like War of the Servers ?
[QUOTE=Greatdictator;51173614]This is so sick i cannot not comment on how fuckin perfect it is , its like a beautifull version of post apoc , cept set in garrysmod ....i gotta ask were you ever influenced by stuff like War of the Servers ?[/QUOTE] [QUOTE=VIoxtar;51175343]Not everyone joins with prop spawning abilities - only a rare few Players were known to ever possess the godly gift. Also known as Spawners, these Players were praised and worshiped for their power to create from nothing. With so little of them, the Spawners decided to scatter across the lands of Sandbox, and to Spawn and give to those in need. With time, the populations grew hungry for more. Not keeping up with the ever growing greed, the Spawners became hated and blamed for widespread poverty and despair. Certain that the killer of a Spawner would be granted the power himself, the hungry and the lustful killed every Spawner known to give. Only one Spawner survived - the Remaining Spawner. The Remaining Spawner fled to distant lands, and for the first time - harnessing the remnants of all the Spawners’ powers - Spawned himself with Eternity. Today he rests there, up in the mountains, and every dozen years, he wakes, and the Spawning begins, and he Spawns and gives for all to come. Every dozen years, the Players of Sandbox gather, and as one march the Path of Spawn, leading to the mountains. There, with mourn, each Player will be given a single new spawn, which will have to do for the years to come.[/quote] not really his inspiration but every picture has some sort of story it's cool
[QUOTE=VIoxtar;51104630]Yeah, the cape is actually the specops flag. As to the terrain being mossy, answer's quite long: I outputted around 15 different pictures, not just 1 (and yes... every picture was infact made of around 15+ other pictures, so that's 15*15 pictures overall, or 225ish pictures (each in poster 10 sized 25600x14400 T_T)) so that every picture has a different texture including bump map illumination information. You can see most of these images at around the 1:49 mark in the video. I then used an isolation pass and lots of mask information obtained via projecting (your) terrain textures onto the ground in black and white to create varying opacity levels for every texture pass, and merged them into one. You can see the mask outputs at 1:57 (each one masks a different texture plus manual brush work) and the resulting masked textures immediately after merged ontop of the other. This is basically the exact same technique - texture blending - I described here: [t]https://picload.org/image/rgippaol/groundtest1.jpg[/t] [t]https://picload.org/image/rgpgaarw/final.jpg[/t] To materialize the objects, I used the material creator (the better, updated version of the advanced texturizer)[/QUOTE] Sir maybe you should make a video tutorial? I tried to understand it. But nothing came of it X(
HOLY SATAN THATS THE BEST SCREENSHOT I HAVE SEEN. I Might just slip this in my GMOD Thumbnails folder! Good job to you sir!
[QUOTE=PilgrimII;52316187]Sir maybe you should make a video tutorial? I tried to understand it. But nothing came of it X([/QUOTE]he's banned. i may be able to help, but i'd rather talk about it through Steam.
Hard to argue this doesn't deserve to stay bumped, glad I could catch it. It's freaken awesome, is this really made in gmod?
through a long process with many steps, yes
To me, it seemed like he was using something like Blender with Source plugged into it, or Hammer. But he could have been using a gamemode, A STool Something like that.
[QUOTE=milkiwill;52351078]But he could have been using a gamemode, A STool Something like that.[/QUOTE]no, he couldn't have. i know how the scene was made, pretty much.
[QUOTE=Joazzz;52354979]no, he couldn't have. i know how the scene was made, pretty much.[/QUOTE] do you care to enlighten us
[QUOTE=portalcrazy;52356087]do you care to enlighten us[/QUOTE]i mean, it's not nuclear science he built the scene out of props, using the Advanced Texturizer to change materials for the ground pieces and such. he actually does a separate process just for giving the ground textures a realistic amount of variety - this involves taking individual shots for different textures and lighting, overlaying them onto each other and doing some masking trickery. he set up the lighting with soft lamps, both the direct sunlight and the ambient light bouncing. i hear it took GMod 10 minutes to render just the sun. he used fog and volumetrics to create the basic atmospheric haze which he later tweaked by drawing in additional mist and smoke. you can see the atmospheric layer posted as a separate image in the OP. all these images (and then some) were overlaid on top of each other to create one shot with the desired atmospheric effects. all the physgun glow effects, dust kicked up by vehicles and such were added in Photoshop, as was the sky. on a technical level it's not THAT complicated a process, it just requires a lot of precision, many many steps, knowledge of what the hell you're doing and, most of all, a good chunk of pure artistic skills. and of course for a scene of this scale it's recommended that you have a good computer. it has nothing to do with Hammer, Blender, "gamemodes" or "STools", that's not how things work. this is Garry's Mod and Photoshop. actually, why are you people asking questions? there's a video right in the freaking OP showing how it was made, layer by layer. it's rather disrespectful towards the artist and all he went through to just gawp at the main thing for five seconds and then not even bother to look at the behind-the-scenes footage provided, instead rushing to leave comments asking the questions that the creator has anticipated and already answered.
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