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File: wip factory.jpg (680.91 KB, 1280x1024)
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Hey i am making RTS game, and just finished this factory. I think this one is cute.
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Hey it looks good, I was just wondering what language you're using write the game in?
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hi good model can you upload so i can take a look? sorry i am new to english :)
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>>494169
I think i'll have to see this in the world because those textures.
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>>494169
please put an alpha spec on this for when it's activated.
would look pretty sweet.
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>>494186
Sure you will be free to see all my models ingame.
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>>494226
cheeky cunt
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Game looks pretty nice, did you make the game engine as well?
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More contrast(at the moment it looks dull, darks are not very dark and the lights not light, might change ingame, I dont even know if theres any chading going on or not) Use the full spectrum.

Some indirect lighting from the eyes and other glowy stuff would do it good in my opinion.

Did this paint over, not the best but I hope you get what I mean.
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>>494268

Also, the painted on green ornaments are oversaturated in colour in comparison to the rest of the textures.
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>>494169
Looks like GLaDOS's shut-in brother
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how is this functional ??
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>>494261
We using Unity 3d + separate logic and server apps.
>>494268
Sure it looks better this way, but this is just diffuze map on model now.
Everything else(specular + normal + luninosity+ housecoloring + other) with proper gamma\brightness\tone\contrast correction - should be wached ingame, because we use self-written shaders optimised for real time strategy.
>>494272
Robots are inspired by portal a bit
>>494274
It 3dprints and assembles heavy gliders and walkers.
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>>494270
this thing is just placeholder to create housecor map later. It can be any color and any brightness, when added to shader. It even can pulse an change color like RGB led
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>>494278
>It 3dprints and assembles heavy gliders and walkers.
stupid.
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>>494268

Dont believe that is a 1024 diffuse only.
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>>494283
i am not using autounwarpers because they waste too much space, they good for shooters with 4k textures. Not for rts where you must conserve perfomance for 200+ units on map. Also, it is RTS - i think it will be reduced to 512 ingame.
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>>494286
Yes, but no alpha ussed? Can you show the texture?
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>>494169
next thing is powerplant and everything in factions will be ready ror alpha test.
Sometimes powerplants will try to escape, when they recieving damage or being overloaded, for example
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>>494287
it uses standart alpha channel in .tga. here is example. Alpha channel is on the ground only, to bake more interesting look ingame, or visually weld building and landscape.
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>>494290
Will be better to have the terrain with the alpha in a different texture. You can optimize the green light circle in the base with a single light and overlap the UVs + the green arrows and some details may cause problems in the 512 texture. If the simbols are shared between all the structures or it repeats over again in the same building you could consider to make it on a alpha texture and place the material in a different geo. This will also allow you to have custom player simbols without touching the main textures.
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>>494291
PD: the engine is using a 1024 aplha and a 1024 diffuse
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>>494291
we are not using extra geomretry for housecolor, nor decals.
Our shader suppotrs true housecolor. it works like in other rts games - it needs only grayscale map to work. so we do not need extra alpha channels on textures or geometry
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>>494294
is that a goddamn skin texture on the ground ?
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>>494297
if someone could do us really PRO textures for rock\sand\badlands suitable for our cliffs
(+normal+heightmap+decals) i even could pay a bit. I am not so cool in landscape texturing i admit it.
Also, there are no extra props now - i am finishing factions.
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>>494301
Why don't you just get em from the internet like CGtextures ?
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>>494303
we are using only our content, or content made by independent artists for our game.
also - this texture is worse then mine.
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>>494185
Or you know... OP could be using a game engine like any sane person would do...
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>>494303
Everyone is doing their own nowadays with Substance
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>>494306
even gamemaker needs basic coding skills
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>>494294

Im talking about the ingame time not the user unity interface. The graphic card need to store the texture twice in VRAM, even if you in the game engine dont have to provide the alpha like a separate texture. : /
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>>494301

Are you using just UV texturing? Not vertex painting?
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>>494329
Anyway - this is standart decision in any RTS game. I do not think that thing needs improvements
>>494331
We use it, but now it is not so visible, because there are not so much textures used
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>>494336

I'm sure it's fine, but you guys have a strange concept of optimization with 1024 maps for objects that will be tiny on the screen and cutting corners everywhere else.
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>>494356
still, we get 60 fps on intel pentium 4 when everyone are about ''fuuuuuuuuu uneti so braek bed engine bed engineee"

We use 256 to 512 maps, wery rarely 1024, source texture is twice bigger. so as i said it may shrink to 512 after tests.
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>>494362

You havent used effects or medium complex maps have you?
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>>494362
Go look at Endless Legend, and the detail on the art for that game. Why EL? Because it's fairly recent, fairly similar unit scale and also done in Unity.
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>>494396
it is twice smaler.
>>494391
we tested 100 burning tanks physically accurate falling on each other. its fine, thanks.
FX and map details will be added later, be patient
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>>494290
>that compyright
hahahah
fucking kek
come on, what the fuck would anybody have use for it, you need both a model and a texture for it to be useful, and even then you might as well rip better stuff if you stealing models
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>>494169
on a brighter note this looks pretty good
>>494268
but this looks even better
the contrast change does help it quite a bit
>>494278
wait what?
it gojng have normal and spec maps?
you gonna paint the normal by hand or what?
the model seems to already have quite a bit shading painted in
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>>494418
glad you liked my way of texture presentation
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>>494301
dude get zbrush and make it yourself, not that hard
a plane, + base sand textures from the web + grayscaled displacemnt + hand sculpting + removing shadows from the texture if it already didnt have it done and you get some grats ground textures with normals and shit
hell you can bake ao and shit to help with making specs maps or what ever
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>>494419
Normals are generated from heightmap. so, yes, i am drawing normals by hand. it is obsolete method but works for this game.

yes it is going to have additional maps.
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>>494421
Oooh thanks, it is already zbrush but smth gone wrong.
Think ill try another attempt of making ground when finish with powerplant
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>>494422
i guess, but damn the edges gonna be hard as fuck with the vertex shading getting overwritten
only so much you can do with smoothing groups
>>494423
by wrong you mean end result came out like shit?
or you mean like zbrush died on you, it is a buggy piece of shit
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>>494421
i looked at your deviantart, you have cool sculpt i liked them.
Bun now mars 2000 has about three times more models than you sculpted from registration on deviant.
So, generated normals are just fine. My team is not blizzard. also i model and texture all stuff alone.
Sure ill polish existing flaws
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>>494424
Cannot see any 'hard as fuck edges"
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>>494426
yeah it depends on the zoom, at a bigger distance any edges and seam will be hard to notice
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>>494430
I have no such problem, but thanx for your concern
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File: screenshot044.png (2.10 MB, 1000x1000)
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>>494301
I can do some textures for you, I know substance designer.
Here's a sand texture I made for practice a while ago, I used PBR (base color, roughness, normal, metallic) but I can adapt my workflow to put more of the detail directly on the base color, scrap the roughness and give you the heightmaps.

You can contact me here and I'll give you my real email: argh11@email.com

Or just ask me anything here on the thread first.
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>>494435
Can you do them seamless?
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>>494441
1 offset by half the canvas
2 use clone tool
3 you now got a seamless texture
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>>494442
4 get really cool squares in RTS camera, but YO - they still SEAMLESS.
Please do not advice if you can only sculpt or texture yoba shooter with 4k textures made from stolen images.
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>>494442
sings a bit differ in top-down camera, you know
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>>494443
>4 get really cool squares in RTS camera, but YO - they still SEAMLESS.
such is life
>Please do not advice if you can only sculpt or texture yoba shooter with 4k textures made from stolen images.
kek, now type that in english pls
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>>494449
Your advice is not sane for top-down camera. Thanx for your concern about our project.
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>>494441
Yes, that one in the picture is seamless.
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>>494453
emailed you
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>>494458
Emailed you back, hope this works out.
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>>494280
You're stupider
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>>494169
Sweet. How about some wireframes?
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>>494493
here
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>>494169

Hi OP, the stuff you've made looks already quite professional, so I guess most of my suggestions would be obvious to you, but I thought I point them out anyway, just in case you missed any

In general, I think that the buildings lack colour depth. Shadows and shading is done with grey, which kinda kills it a bit, and make things look boring and artificial, but I think that would be fixed to some extent when you will adjust the real time lighting in the game with some coloured sunlight and ambient light.

Nevertheless, Making sure that there is some subtle colour variation will really help making things more dynamic.

Regarding the vehicles (didn't feel like doing a paintover for those):

- Since they're huge tanks, the worn edges are a tad too big by comparison. It makes them look small.
- The tanks are pretty much dark grey spotty blobs with some colour spots on them. It would be good to unify the look, reduce contrast and have detail in some key areas, while reducing it in others.

About the building, I added text in the image.

Good luck with the game. Hope it will work out with the textures!
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>>494503
Thanks this is quite useful
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>>494503
Cool colours
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>>494288
modelled that powerplant. something may change via unwrapping.
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>>494551

Hi OP, I did the tank as well, with some description of what I did.
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Also, OP, just out of curiosity:

Why is part of the ground, with alpha, part of the model? I would say that you would get better performance if the dirt decals are a separate model with separate material. You would be able to optimize it.
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>>494593
this is also standart decision for rts games.
We try keeping game moddable for experienced user
>>494592
This killed faction design. Robot design improvements are better.
The key features you try to improve are quite sane, but result looks like just "another design"
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>>494593
>Why is part of the ground, with alpha, part of the model? I would say that you would get better performance if the dirt decals are a separate model with separate material. You would be able to optimize it.
that good question
if they spearated into two meshes modifying the look would be easier than going through every single building texture and also it allows them to not use alpha for transparency in texture
>>494594
you guys should reconsider that decision,
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>>494595
and then community will cry like a little girls and blame us for making hard to modify game.
y y weknow how it works.
Anyway - if i will notice some perfomance flaws - ill just cut meshes and do sepatate textures for dirt.

textures will keep 75% pelt cowerage(while i seen worse cowerage in ra3 and c&c3) and ewerything be fine. but i will do it only if there will be big need
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>>494594

Would that not be more of an issue with the tank design itself? The things I changed are merely rendering, not design (with the exception of the paint decals). Therefore, if the tanks indeed look like 'just tanks', maybe the design of the tanks could be improved?

I admit, I'm not aware of your design document and how you imagine the factions should look. I did what seemed right based on what I saw. Perhaps, if I drew the wrong conclusion on what I saw, maybe the design doesn't communicate clearly enough? (Not meant as insult, I'm just asking).
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>>494288
>Sometimes powerplants will try to escape, when they recieving damage or being overloaded
Hah! That's pretty sweet. Visitor from /v/, so I have no constructive criticism (apart from that awful notexture terrain and bland tanks), but I'll be sure to have my eye on this game in the future. Any planned release date yet?
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>>494597
they should look like vehicles made from raw castings, and raw sheets of forged steel, with giant ugly traces of grinder(that are making visual form while looking from above)
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>>494598
do not play with this faction \ try to wait when anon above will di textures better
Stable alpha with 3p multiplayer and all features of rts this year
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>>494597
But i do not deny light changes of faction design when i will try all of them ingame. Tanks may be a bit owerweathered.
But of course i will not redo entire texture work.
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>>494635
shadows look bad
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>>494635
Do you do the coding yourself ? Is it Unity ?
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>>494639
we have one modeller(also animator)(myself), stuff is almost finished now, i just need to do more simple props and three buildings

One sketch artist, to draw dozens of raw sketches

Two concept artists for digital art(and about three are helping sometimes)

one shader coder\prefab maker\animator
one main coder(gameplay application, network code)

two musicans(check out our ost)
https://soundcloud.com/user-932698207/sets/mars-2000
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>>494639
also there are many nice people helping us, will be long list, +we use freelancers when great need in something
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>>494642
>>494641
Unity ? Also is it like an indie team or like a special group project ?
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>>494643
describe " special group project" pls
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>>494644
its just...you know...
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>>494645
what?
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>>494647
its just like...you know...like a special non-indie project
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>>494649
u mean u think we blizzard? awww u so cute thanx
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>>494650
an indie work would be random guys from /3/ making something online with no money or actual organization
a special project is either funded or where you handle everything to finish and sell a planned out game.
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>>494652
we had succesful local crowdfunding, and a bit sponsored by community.
We have no commercial investiment nor special mounthly funding. I think i would hire a modeller instead of doing all graphics myseld, if i had proper investiment
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>>494653
Nah i think the models look good. Is the final thing gonna be freeware ?
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>>494654
>>494654
around 5-10$ on steam.

But i think everyone cold download cracked version from torrent and play singleplayer, and decide worth 5 bucks playing online or not.
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>>494551
thats a fucking cool concept man.
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>>494641
You have only one programmer? And no dedicated QA guy? Christ, I wouldn't touch the game until a year post-release at least, after all the inevitable bugs are slowly fixed by the one person capable of actually changing the game.

Nice power plant, though.
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>>494668
go play dota, instead, we do not care.
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>>494669
>go play dota, instead, we do not care.
Yeah with that mentality I'm sure you'll be real successful, I can see why you don't need no publisher telling you how to do business. Just what the worlds needs - another ungrateful indie dev with no PR sense that will call his players "self-entitled" and make a mockery of himself with some internet drama over Steam before disappearing into the night.
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>>494672
please (!) go take a course in english grammar before posting again
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>>494674
Phil Fish Mk. 2. Good luck son when your game fails spectacularly remember my dismissive post here.
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i think you should start a tumblr at this point
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>>494592

REVERT REVERT!!

previous was much better
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>>494672
>>494674
>>494675
>>494676
Hello again, dear anon, we hear this prophecy about ten times a week, for almost two years of development. So, we do not care.

Try pouring your disappointment elsewhere, i am not one responsible for your life being wasted for jerking, while we having fun creating new game^^
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>>494699
where you from op?
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>>494699
there is a wip thread,that's my point
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>>494668
>QA
kek
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>>494169
Okay, there is powerplant.
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>>494762
lol i forgot one zero in site name
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>>494762
looks like gay
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>>494767
i am glad you loved it
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>>494773
Why would I love it ? I said it was ga...OH YOU SON OF A BITCH >:O
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>>494762
The green "decals" on this have the same problem as on the 3d printer, they look very much like a freehand photoshop brush rather than being part of the texture. I would suggest cleaning them up so they're less wobbly and maybe adding a tiny amount of wear to them.
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>>494804
Oh thanks. They painted by hand, since i not sure if they will need those paintings, mabe even in alpha they will be housecolored by luminosity.
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>>494806

We can tell they were painted by hand. They are the worst part of the models and really detract from them unless you blend them better.
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>>494810
there is a chance of their deletion when we will test faction color with lights.
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>>494806
>>494817
Sounds good, I suspected they were placeholder anyway since as >>494810 says they're totally different from the rest of the texture.
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>>494169
Made retexturing with substance last night.
quite simple and flexible software, and cheap too. loved it
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>>495033
Looks good!
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>>495033
looks awful
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>>495033
which is the new one ?
both look ..kinda bad
and those tiny dunes seem inverted
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>>495033
looks looks
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>>495101
i do not sure i should count decision of poland immigrant-hobby-modeller whos hobby is shitposting on other projects threads, while he cannot be anyone better than construction worker.
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>>495101
>>495103
BTFO faggot.
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>>495104
> !!/3tH96Fh3bO
his hobby is posting his useless harsh criticism everywhere, so i think he is just some kind of looser who feel better this way.
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>>495103
>whos hobby is shitposting
what can i say its a fun hobby

and oh man the rage you would see if you wrote its dead under black mesa was fucking hilarious, i just could not stop myself, great times
fuck, i should do this again but write xen is dead this time

and kid, if you think having a real job is something to be ashamed of then i pity you, since your crappy English isnt the only thing wrong with you

construction maybe wasnt what i wanted to do, but i did end up liking the job, also running your own renovation firm does pay well
>>495104
fucking le rekt am i right ?;)

fucking you people crack me up, the butthurt my post generated is crazy
chill your pants your pants young putin
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>>495106
You should absolutely put that on your resume, because kid, you're going places.
Unemployment line most likely. When your parents finally get sick of you and kick you out to the curb.
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>>495105
>harsh criticism
and here i thought i was one of the kindest persons on /3/, oh well, i guess even on /3/ people expect hugs and praises for nothing more than showing up
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>>495106
all projects/films/authors you shitpost are doing well, so be free to write - it brings good luck, or you just lil jelaous loooser
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>>495110
At least he's creating something, for himself and for others to enjoy; you're attempting to get reactions from people on the internet. Take a long hard look in the mirror and wrap those noodley arms around yourself, because you're the only person who is going to like you.
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>>495106
You so attention horny because your boring devart is less popular than hentai foundry page of our concept artist?
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>>495108
ouch, sadly i live in my own apartment, but nice projecting there
and put on my resume what exactly?
i think you were trying to make an insult here but cant really fallow through with your own thoughts
>>495111
good for them ? and i will?
and can your english get any worse?
>>495112
shitting on a plate is also creating, i guess it deserves a standing ovation
and whats with this projecting

and seriously, if you people cant take even a bit of criticism then why post online?
this butthurt and rage is hilarious, you must be on a serous nerd rage trip to google my old posts, then again all ruskies rage over nothing everywhere i see
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>>495115
>than hentai foundry page of our concept artist?
fuck you man you own me a new coffee
i know it was supposed to be a positive but this is so fucking non ironically hilarious that i spit mine all over my desk
the fact of how pathetic it sounds going over your head is even more hilarious

and the irony of you posting your copyright ridden crap and calling me attention horny makes it even so more perfect

you just cant make this shit up
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>>495116
i suppose you are russian. shitting in plates is they favorite theme, since there is a film about it. "zeleni sloick".
>>
lmao, looks like garbage and the dev's head is so far up his own ass its funny.

why are russians such awful people?
[spoiler:lit]oh, right.[/spoiler:lit]
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>>495116
>you people cant take even a bit of criticism
They're probably used to hugboxes like polycount and have no idea how /3/ works.
>>
>>494306

What open-source engine even exists anymore that allows for the coding of an RTS? The vast majority of them use their own engines.
>>
>>494169

i honestly think it looks pretty cool OP
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>>494668

That's what the modders are for. You see, we've been so starved of RTS games that even a half-baked one will have at least a couple guys working on it (assuming you include some sort of editor and aren't expecting us to just rip through the assets), and among the first mods is usually bug-fixing.
>>
>>495480
but no one here was even insulting or anything
outside of one guy calling it awful there was mostly legit criticizm and advise how to improve or even praise

the dev just came off as a twat for no reason
>>
>>495495
>but no one here was even insulting or anything
Yeah but in polycount and places like that they just say it looks cool (lying or not) and move on. Actual criticism is not easy to come by, even though it's very useful.
>>
Will it be an RTS/FPS?
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>>495527
only oldschool rts
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>>496313

What sets it apart from any other RTS?
>>
How is the project going OP?
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>>495121
Fuck off tripfag, OP seems like a pretty cool guy who's just making a game with his friends
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>>494656
Any cooperative campaign or anything like that?
What kinds of modding will the community be able to do?
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>>494268
so a Necron scarab does all your construction work?

. . .

Awesome. Will the game be on Steam?
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Our painter made an interface.
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>>496324
Ability to set up your army with different units like in card game.
In other hand it is just cassic oldschool rts. with morevariative balance
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>>496515
any modding. Game is on unity engine, so having necessary assets + client\server editing apps will let you make new rts.
>>
>>496515
cooperative campaign is possible.
game is server based, it not makes difference between scrimish and MP.
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>>496581
this structure assembles only heavy gliders. "tanks"
there will be barracks, light factory and construction yard as well
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>>496709
10/10 icons, would buy.
>>
cool
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>>494421
>hand sculpting
I prefer generating.
Can't beat computers at making real looking stuff.

Sure as hell can beat them at making stylized stuff.
>>
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>>496709
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>>494435
Awesome underwater mud
>>
I haven't been to /3/ in a while. Came back today and saw this on the first page. Nice work you have there, anon. It's good to see someone actually doing something with their abilities instead of just shitting all over other peoples' work.

10/10 would play.
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>>494169
you should post this on the /agdg/ thread on /vg/. It would do the thread some good seing someone make progress on a game!
>>
>>495033
original looks better as it is more defined and less blurry. has more detail.
>>
>>496709

Cool retro style interface !
>>
Looks great. That's all i have to say. I'd buy. Good luck.



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