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TWahl

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Posts posted by TWahl

  1. Work has been progressing on some of the newer textures - I have about 25 new height maps created so far today and rendered all of the respective AO maps, etc. in xnormal.

    Since I am creating some new textures I might go ahead and recolor most of the older ones, so the color palette over all of them is unified. This may allow me to generate some "cleaner" versions of the textures, allowing even more versatility and variation within them. The same general color palette is going to stay however so don't expect any super drastic changes, more of a quality refinement.

    This most likely means that the release date will be postponed just a tad, depending on how speedy I am, but I feel this would lead to a greater amount of possibilities for creations. I also have areas on some of the older textures I made that could use some more details. My workflow for this will be to create a template .psd in photoshop which I can use as a master to speed the process up quite a bit.

    I will essentially be doubling the amount of available unique textures before I even create different variants of each one! You guys will be in for a treat.

    Have a good day guys!

    • Upvote 1
  2. Thanks Josh! I thought the same thing. I also took your advice and turned shadows off for those lights - it did nor really make any difference in the visual fidelity at all.

    Nothing too much to report today other than I worked on the same "mining station hallway" scene. Not a fan of the orange light in the middle, will probably change that up.

    Tonight I found a lot of other un-textured height maps on my old laptop that I also created some years ago which I will bring to life in this pack. Right now there are around 30 or so materials included in this - by the time I am finished we will probably be looking at something close to 50+. I am also working on creating some more variants of existing textures - textures with different colors of paint on them, different tints, etc to add even more versatility.

    So the release date will be postponed a bit, but hopefully I should have this thing wrapped up by the end of June. Right now I am undecided on price but when I am finished I will have a better idea to judge what value I am willing to sell this for. I also have to create thumbnails and stuff as well, for when I upload the files, but this is not too difficult of a task.

    Thanks guys and enjoy a bit more eye candy! Feel free to ask me any questions about anything.

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  3. Was very happy with this scene, an adaption from the previous screenshots. I haven't had time to progress on the model conversion yet today since I had some long shifts at work but I really liked these shots so I thought I would show them.

    The cords are from the leadwerks scifi pack on steam that have my materials on them. I will probably model some new ones of my own and add them to the pack. After some thinking I will probably release the models separately as well - at a price that is cheaper than the materials pack.

    Again, these scenes are composed almost entirely of csg brushes! :)

    Have a good one folks.

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  4. Hey again guys, nearly done with this little project. I found some scifi models that I will be adding to the pack to sell as well so I am currently in the process of getting them scaled properly and put into leadwerks.

    In the meantime, here is a little work in progress shot of another test scene I created. This one is not super perfect as I kind of whipped it up really quick to test some concepts (lighting needs some work and it is a little empty, etc).

    Thanks for the support!

     

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  5. Aha I am also pretty cad savvy myself, I took a lot of classes in high school and a couple college courses in cad, as well as a couple of jobs these last summers that gave me experience. I can relate to what you are talking about though!

    Oh and I never took any of your first comment negatively, no need to worry

    There are a lot of hard surface texturing tutorials that cover 3d modeling, baking and whatever to read or watch, ditto for Photoshop as well. Having a wacom tablet is also essential when painting diffuse maps (scratches, etc.).

    4096 is good for extremely large environment objects and characters but the higher resolutions tend to have diminishing returns in terms of quality, if you compare them to lower resolution textures on the same size object. Maybe try 1024 and see how that goes? Resolution really depends on the application of your textures and many other factors as well, like how far away from the player they will be viewed from.

    Just practice, practice, practice my man. There was a time I did not even understand UV mapping  :)

     

     

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  6. I think I made these textures around 6 years ago so that kind of explains why they are a little smaller, haha. But they still look great to me, in fact this is the first time I have ever seen them inside a game engine.

    As for workflow, when I made these I did not have access to a copy of 3ds max at the time so I manually drew heightmaps (think like nDo) and then ran them through xnormal to get normal, cavity, AO maps and created diffuse, speculars in photoshop.

    Nowadays I use actual hard surface geometry baking as it tends to give better results and allows me to create more complex designs, not to mention more visual fidelity. And I also work in at least 2k resolution to give me a lot of room to draw some fine details on tiling textures.

    Have you tried using xnormal for 3d bakes? Works great if you don't want to manually set up lights and whatnot for texture baking. The program has never failed me! :) what in particular do you mean by choppiness, apart from maybe a lower resolution?

    Thanks

    • Upvote 1
  7. Thanks Josh, I will have to get in touch with you when I am ready about selling the pack since I have no experience with steam workshop at all, haha. I have read the tutorials and get the general gist of things though and it doesn't seem so hard.

    Thanks for all of the upvotes guys!

    P.S. I cannot wait to see what you have in store for leadwerks 5!

  8. Added some modified bloom and a little more pronounced volumetric lighting to the scene. I will probably be doing away with the lens flares since they are really overpowering and I cannot get a setting that does not look like a huge red hot blob on the screen when far away... which the bloom tends to eccentuate.

     

     

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  9. I just searched and found some code to take steam screenshots and added it to the fpsplayer.lua script:

     

    Works for me...

     

    For some reason I cannot get the leadwerks renderer to work, either I get a black screen or a bunch of odd artifacts, even material balls for some reason, haha. Ah well...

  10. I second this idea, I would bet that a UV mapping tool to allow for better control over texture application would also be a good addition. The current system of selecting faces and manually positioning materials on them works alright but it can be a bit of a pain to get things to look correct. I know Josh has his hair share of work cut out for him already with future feature and fix implementations for leadwerks but this is something that I strongly feel would allow creators to be able to better fine-tune their environments and be able to create even more things than are currently possible with the current CSG brush system.

  11. Same scene, different textures and lighting.

    Amazing how much you can change the feel of the same scene as before with just some texture and coloring tweaks.

    I also turned off mipmap and texture compression in these for a more crisp look. For the record each texture is only 512 by 512 pixels wide and this scene is 99% made up of CSG brushes.

    Currently in the process of compiling all the materials.

     

     

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  12. Been delving more into the leadwerks editor lately, been working on some scifi materials made from some work I did as part of a texture pack I made quite a while ago. Currently compiling a texture material pack of these for leadwerks which will be available on the steam workshop for an affordable price. Just wanted to post a some screenshots of a cool scene I made with them! :) I also uploaded them to the leadwerks steam page.

    let me know what you all think! I am still fairly new to the editor and my laptop computer is not that great (scene ran slow) but I am saving up for a new workstation machine to do more 3d asset work and top-notch game creation on (I am a broke senior engineering college student, haha).

     

    Thanks guys and have a good day.

    P.S. I also have a turbosquid page (most of my products are free now), the link is: https://www.turbosquid.com/Search/Artists/PancakeMan96

    Not all of them are of the greatest quality, lol. I started 3d modeling quite some time ago as a hobby and picked up many skills over time. The first application I ever started out with was Milkshape 3d!

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  13. Hey guys,

     

    Been playing around with leadwerks lately testing random levels, trying to learn the software. However one thing I came across is the fact that for some reason I cannot fire my weapon (unless I am holding the ctrl key) when I am moving my character around with the WASD keys. I made sure it was reloaded too.

     

    I tried looking at the FPS controller script, however I do not know where I can find the specific code that seems to call for the ctrl key being depressed in order to fire my gun while moving. I want to be able to strafe around and fire my weapon at the same time without it being clunky.

     

    If I click my mouse while holding a weapon in a stationary position, the weapon fires like normal.

     

    Can someone point me in the right direction as far as scripting? I am only just starting to wrap my head around LUA in leadwerks.

     

    Thanks in advance.

  14. Hey guys,

     

    I just purchased the full version of Leadwerks cause it was on sale on Steam, however I am looking at the assets that the install came with and I can't shake the feeling that I am missing some? For instance, in the tutorial about modeling an animation, it shows a "Fan" asset that I am assuming is located somewhere in the model library which I cannot find. What is the standard asset library that is supposed to come with Leadwerks? And where can I find some of these "lost" models and prefabs? Thanks in advance!

  15. Thanks guys!

     

    I am looking at Leadwerks because I was trying to find an engine that is easy to use and has good AI and FPS shooting mechanics. I had known about it previously for a long time but never really gave much thought about it until just recently.

     

    I used to use The Game Creators "FPS Creator" to make games back in the day, but frequent bugs and limited possibilities (performance, graphics, and gameplay-wise) eventually made me give up and focus on just creating 3d models instead of making games. Nonetheless FPS Creator was still fairly powerful and you could actually create some great environments with it (and there is a huge community out there who supports it too, now that it is open source). Like I said though I just need something that allows me to really delve deep into my game's customization capabilities and doesn't sputter and lag when I throw one character in the map.

     

    TGC was actually where I found out about Leadwerks but at the time (this was actually many years ago) I did not feel confident enough to learn how to use it (I was younger). Now I am in college and have had a fair amount of engineering courses that have taught me basic programming and can understand lua to a degree, and can probably wrap my head around Leadwerks fairly easily. I have been following TGC's Gameguru project for a long time too but I decided after witnessing how chaotic the development cycle of that engine is that it was not worth waiting potentially years until I could create something on the level that leadwerks already can now.

    I am pretty sure I am going to buy this software, I am looking to create a scifi horror spaceship shooter with next gen graphics but I need to feel out leadwerks, which is why I want to give the trial a go.

  16. Hey guys!

     

    I am a new user looking to get into Leadwerks, however I want to try playing around with the trial version before I commit to purchasing it, just to do the tutorials, etc. I already have a background in game design but I wanted to see the capabilities of this software to create a game concept that I have had for a long time (Leadwerks looks awesome!)

     

    I tried downloading the Indie Edition Demo off last night off steam and I installed it on my computer, however before the engine even loads I just got an error that the trial expired right off the bat? What gives? I read around, seems like some other people were having this issue so I am not the only one perhaps, but I just really want to dig in and try this thing out, haha.

     

    Hope I can get this fixed or some light shed on this situation, thanks all.

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