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AngelModder

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Everything posted by AngelModder

  1. Started on the archives. ALL STILL VERY EARLY WORK IN PROGRESS, TEXTURES ARE DEFINITELY NOT FINAL.
  2. Been working on the holographic heads, statues, and busts for the various areas of the map. I'll be starting on the Archives and Council room this week so I needed these prepped.
  3. Started the work in the lobby tonight, hoping to have it mostly ready in the next 48 hours, at least enough I won't be embarrassed to show you guys in the newest alpha. This room still has quite a ways to go but here's a short video of it so far. I really got to let my imagination for with this one as we only see 3 angles of it live in one episode. Everything outside of those camera angles I based of lore material legends and canon combined along with a bit of madness.
  4. Jedi Temple Update of the day, I'm working like a mad man to get done what I want to be done in the next alpha release Tuesday, got the very finale statues into the great hall, damn this room is filled with statues, even one dedicated to quigon.. O_o that one took a moment to get working just right and looking the way I wanted it to. A note for those seeing the JT atm, later I will go back in probably before finale release a year or so from now, then I will probably add in a lot of false shadowing and bloom to make both vanilla and Rend2 really shine that much further. What I'd really like is to add some atmosphere to the air, a dust look or some thing, think it'd be dope to put some rays from the windows with all the beautiful colors they give off. Lots of idea's for later though. First build. Any ways heres some pic of the greatest Jedi of his era...
  5. Well here's a little sneak peak in Netcustom of the Jedi Temple Lobby, luckily so much of this room was not shown in the movies so crossing that with any references I could find and a bit of creativity I came up with some thing I think will wow and provide easy map access. This will be the room players will spawn in, and from here can navigate via elevator to probably 6 sections. To be determined as of yet. I went with a multi floor design since we have no canon or eu ref of the roof or back wall I figured give it a wow factor as a lobby. 360 feet of vertical space for you platformers, yes I will create ways for you to get up there, yes some of it will be needed, some may not. I can 100% confirm you'll need the very top floor. This room will use banisters and railings based on the Jedi Temple Archives for the upper floors as that seems to be another consistent piece of the older areas. This room will definitely blend the two styles, along with a sudden clash of sheer mountain side that gives perspective as to the size of this temple when you walk back through the lobby and great hall. As for the two camera angles we do get of this room, I will first start with nailing those areas, then everything else blends and is styled from that.
  6. There we go, a 95% complete great hall of the Jedi Temple on Coruscant.
  7. Got the final adjustments to the floor finished, the last bit was around the statues, had to lower the floor around them, then build that bit up. Took a while to align all the textures etc the right ways. Next is to redesign the red marble pillar bases the chrome texture used on the bridges pillars then throw in benches and other statues and wallah this room is done and I can move back to the lobby. In this next two you can see the chrome texture I'll be replacing on the bridge
  8. I wish, I'm far from great. A lot of changes were made, enjoy ^_^
  9. The great hall statues turned out beautiful in here. Still some more work to do to this hall as well. The bases of the red pillars need retextured. A really awesome little statue with a secret! Admins will appreciate this one... The Temple Guard Statues look amazing! New textures coming for the exterior of the temple as well in future WIP shots. And now the newly placed lobby as seen in episode 2/3, all texture etc is obviously wip, the rooms been box built, now the detail comes in. The opposite end of the Main Lobby backs onto the rock face of the mountain the temple is built around, this was hinted at in a book and verified when I started looking at the ref books, so we put a mountain in it scaled and shaped right so wherever you would run into it, you will; erasing what ever you don't see or use. The eventual entrance to the main lobby from the great hall.
  10. I just realized you guys are really behind as far as what’s done etc. I’ll work on fixing that soon, just want to get to a point where you’ll get that holy swizzles from it..
  11. Just a little heads up, not sure how to even fix this for some damn reason my Discord was blocked... I have no clue what is going on atm, it kept saying it couldn't load convo's so I relogged and then suddenly blocked.. SO a heads up to those following this on discord umm yea. Anyone know the email to get ahold of discord? XD
  12. Update, got the Temples Garden Room built, some final details and fine tuning yet to go of course but this is the main bulk of it!
  13. Wow some seriously top notch work!!! 10/10 all across
  14. Just gonna say it, I don't like Net radiant or Net custom.. There, I said it. I'll stick with old 1.5 that gets the job done without crashing, freezing during saves and unloading my folders during saves. I don't want to map in blender, if it ant done in gtk it ant real mapping... Maybe I sound like an old fart on that but all of the new crud is just broken, hacky, unnecessarily filled with lazy tools that just break half the time. Beginning to understand why so many just stick with modifying vanila, it's just to much. I shouldn't have to sit here 20 years down the road and learn a whole new program college kids are learning just to make a darn texture, gimme photoshop and lets go. This substance designer is just nope for me, taking all day to make ONE texture, nah thank you. 

    I was really wanting to get into rend2 and do some work with it, but I get why no one switched now, it's just too damn much, even modern games don't require this much work around. I can pop in ut5 and in a day make an entire world and this its like ah 1 texture at a time has to be REDESIGNED with all sort of weird sorcery and the blood of the innocent just to make it work. 

    I dnk maybe I'm just frustrated and old and dont wanna learn new crap, but to be honest I think I was doing just fine without it. If that makes me a B rated mapper, so be it. I outshine those I wanted to outshine years ago, got nothing left to prove. 

    1. AshuraDX

      AshuraDX

      Wow.

      Let's start at the beginning. What broke about netradiant? 

      If you're switching back to radiant 1.5, does that support brush primitives yet? Otherwise going back may break some or all of your texcoords irreperably.

      About Substance Designer and rend2:

      All of the processes you need to learn to make textures or rather materials for rend2 also apply to UE5, Unity and other Engines that use Physically based rendering. 

      You may also be missing the fact that you don't have to remake every single material from scratch. There are plenty of free platforms and marketplaces that offer finished PBR Materials you may use across projects. Converting those for rend2 won't be an issue at all. 

      The only textures you need to remake are any special made custom designs, e.g. the large carvings from the temple entrance. And even then you can use other readily available materials as a basis to then remix and match into what you need. The difference being that you're working with full pbr materials as opposed to single image materials/"textures" as you're used to for jka.

      You could do all of this mixing and editing in Photoshop aswell - Substance Designer just gives you a nice node based interface to non-destructively and iteratively work through this process. You could also use Substance Painter to get a best of both worlds approach to material authoring. In painter materials become layers that you can mix and blend in plenty of ways, very similiar to photoshop.

      You could also check out Quixel Suite, which used to integrate into photoshop as a plugin and gave you essentially the same capabilities as substance painter. Quixel Mixer also offers tons of base materials you can use.

      Hit me up on Discord, let's see of we can't get you up to speed.

    2. AngelModder

      AngelModder

      You're right I probably need to just relax and give it more time. What software would you recommend Aside from Substance designer to just convert the textures that dont need redesigned? I found a few online ones but they really sucked.. XD 

      Sorry for my rant just an old man whos grumpy. HAHA

       

    3. NumberWan

      NumberWan

      I prefer GtkRadiant when it comes to building and creating a map. Mostly for the tools and certain capabilities, but I use NetRadiant (the orange one) for fixing some aspects later. For example if I need a more complex landscape – I use both editors for this. Or rotating an object more freely. As for Substance painter – I usually use it for partial texturing, later adding all the details in PS. In any case combining methods is better, but is most likely best to work the way you feel comfortable.

      Honestly, I use 2-3 programs for making models for NPCs and props 😉

  15. So finally watched season 3, this guy was a bad AZZ.... I'd love a model of him!
  16. Damn... This is sexy... I cant wait for this to go in my rend2 profile... A nice modern menu. Speaking of when we gonna get a high quality kyle/desann etc... TO WORK MY MINIONS.
  17. I wonder where these go ;).... Lets see if any of you know your jedi temple this would be to the left of the great hall...
  18. Bridge is completed aside from an eventual new carpet texture, the entire room is finished aside from later to come doors as I add on area's. A bit of brush clean up this morning running around rebuilding things a bit better bought me back 3200 brushes... So yea its important some times to waste time rebuilding things.
  19. Since the map is vising so well and the fps is is great I decided to remove the doors and try it open for a bit as it was in the movies. perhaps I'll leave these in later for locking the temple down, but probably for a different game mode, really thinking I may make a story mod of my own or a seige map of this after it's done for vanilla/ffa/rend2. I know some folks have already asked me if Movie Duels or Battles will be using this, truth is I do not know I have not been asked, I'm not even sure their aware of this project. On that note, I do not like the idea of someone tinkering under my hood so to speak, so any work to convert it I would have to do myself. Got the rest of the lights put in as well today, the stairs are finally in, I'll be working on the bridge railing and columns (<--- is that really how that's spelled) tonight; I'll also finish up the exit details around it's door ways. Changed the material type of the tan and red stones you see in the post above for the exterior with a not shiney but weathered looking set up, fitting they would use the same stone, but the blend point is the texture of the texture if that makes sense to the rest of the outside. I'll post pictures of that tonight as well, this will also show you the guide mechanics and the open door ways, see how ya'll like that feel/look.
  20. One more update for the night before I rest... *Yawn* It's 1 Am here and I got to be up @ 5AM. Got the wall details for the great hall built. Needs a bit of texture design but looks solid. Also started working on retexturing the exterior face of the temple a bit.
  21. Daily update, the great hall thus far, still about 35% more to go on this room. Wall detailing and window casing, a staircase and other random fixtures lights and benches etc.
  22. In the final cut. She's not even to alpha phase yet.
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