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Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Fri Dec 14, 2012 11:53 am
by Grimwold
Neikun wrote:Seriously? No one has anything to say about my box? 0:
I really like it a lot. Fits right in with the dungeon wallset. Be cool if we could get it to move .. either up and down like the suggested Thwomp, or perhaps slide in to the side to reveal a passageway.
On a side note... I appreciate you are busy, so do you have anything Eogardian related that I could maybe use, as is?
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Fri Dec 14, 2012 12:17 pm
by Neikun
Right not the box is defined as a door.
If you don't mind some very messy files, I could zip what I have and send it to you.
EDIT: Grimwold! I love you! You just made me think of a way to make doors slide to one side!
name the gate node as door_left or door right. Add a new node unattached to anything and name it the other side! =D
Then in your door definition, all you need is doubleDoor = true,
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Fri Dec 14, 2012 12:26 pm
by Grimwold
Yeah, that would be fine. Thanks. Shall I PM you with my email address?
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Mon Dec 24, 2012 1:06 am
by Neikun
Has it been 9 days since my thread's been active?
Holy moley.
Allow me to necro-bump.
The resources post has been updated with my first ever ambient track, Icy Cave. (
http://soundcloud.com/neikun/icy-cave)
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Mon Dec 24, 2012 2:03 am
by Neikun
This one's still WIP
It looks fantastic from this angle, but now quite so great in game. More on this later.
EDIT:
Closer.. I think I'll do these up with a better texture, too. Dunno how I feel about these crystals being all glowy.
P.S. Hey didn't someone make a mine tileset?
Lemme install it, see if I can't get some further inspiration.
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Mon Dec 24, 2012 2:28 am
by Neikun
Oh yeah. Much better. Thanks, Phitt!
Slightly tweaked mineral deposits for a later collection:
I'm aware that the uvmapping is bad in some parts due to scaling. I'm scared to lose nodes if I take it to blender. Have mostly been fixing the issue by using much larger textures and using negative glossiness values.
Three more:
So uvmapping is looking to be impossible without starting all over from scratch, so I've decided to do the next best thing.
Build my alternate models from the one piece that is well mapped.
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Mon Dec 24, 2012 4:37 pm
by Neikun
Is anyone here? o.O;
Improved the uv of some smaller bits.
Improved on left, older one on right.
Rolling out some new textures on the new model.
I do plan on building plenty of models for spice, but I also want you guys to have lots of textures to choose from as well.
Three more. The first one, I think Batty might be interested in.
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Mon Dec 24, 2012 10:32 pm
by Neikun
Someone once said there were no Prison based wallsets...
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Tue Dec 25, 2012 1:53 am
by Asteroth
1) Don't worry I'm always here... (yep that's creepy.)
2) That was me who said that. Either: Great work!, or You beat me to It curses!.
Is it marble? It's kind of hard to tell the material, but I could definately work with it. Everybody here probably knows my horrer inclinations, that could easily be used as a strange asylum(it is white and all).
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Posted: Tue Dec 25, 2012 2:05 am
by Neikun
You're right on the money with the the Asylum idea. That was my inspiration. Those white painted metal walls. (Gonna have some wood ones too) The ugly green floor...
One thing that brought this wallset about was my desire for flatter walls in a wall set. -all of the AH walls have jutting pieces in their models- So by taking a floor model and putting it at wall orientation, I have a flat wall =D
You might have noticed that I flipped the pillars upside down. That'll probably make my door frames a bit of a pain in the ass, but oh well.
How do you feel about those minerals I'm working on, too?
TODO: Round up all the unpublished decorations I've been working on, give them a quick polish and publish them.
This took more polishing than I'd have liked. Still not sure how the hell to get normals of ingame models that have been modified with Blender to look like the did before modification.