Development Blog Update - Environment Props

Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Posts: 2,557Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer admin
Please post comments on the topic Development Blog Update - Environment Props here
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  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Posts: 820Members, Constellation
    Now thats cool! Thanks for the post!
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Posts: 149Members, Reinforced - Shadow


    mmm... I like what I see <3

    io9u.png
  • MarcusAureliusMarcusAurelius Join Date: 2008-01-28 Member: 63518Posts: 32Members, Constellation
    Being completely inept when it comes to drawing learning a bit about how you guys do your thing is amazing. And those engine pix look super omghawtbbq.
    Sincerely,
    Lord Vice Admiral Dr. Sir Marcus H. Aurelius, Ph.D
  • NeXuZNeXuZ Join Date: 2003-08-12 Member: 19594Posts: 222Members
    wow great work, just like the concept art.. feels like they are pulled out the art and came to life. really hardly got any words to type (say) atm..
    Signature by MotherGoose, thank you!
    image
    Special Edition Owner - Female Marine fan
    --Project X9-- NS2 mod coming soon! @ http://articblue.se/px9
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Posts: 573Members
    Looks great!
    Charlie on a new visual effect:
    QUOTE (Charlie Flayra @ Feb 10th 2011, 10:43PM)
    Oh my gosh. That's like predator mode but... on acid. That is SO cool looking. We have to figure out a way to put that in there!

    ... That is just badass.


    QUOTE (Kouji_San @ Aug 20 2010, 01:24 PM) »
    Charlie: "To the BUS BABBLER!"
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Posts: 751Members
    Awesome graphics so far...
    Comparing my meager skills with a mate who's getting into 3d game modeling (and doing quite well at it too!) and with the ns2 team, I can understand this article a lot more. Especially watching my mate sketch up ideas and then transfer them to a 3d model!
  • thomasjthomasj Join Date: 2008-12-21 Member: 65823Posts: 14Members
    Great post. Nice insight into seeing how you guys go about your props. Things are looking really nice.
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Posts: 342Members
    Thanks for the post, Cory! Who is this mysterious Mr. Environment Artist? Someone contracted in?
    The care of human life and happiness, and not their destruction, is the first and only object of good government.
    - Thomas Jefferson
  • linfosomalinfosoma Join Date: 2009-05-28 Member: 67523Posts: 123Members
    You kept the round lights! Awesome, I really liked those.
    image
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Posts: 716Members
    very nice. I cannot wait to see the whole shabang, but I would suggest giving us mappers an option to have grungy light screens. Something of a chain link fence or round wire screen type of texture with the obvious ability to enable the rendered light be influenced by this texture appearance.
    What if we crowdfund the Director's Chair?
  • culpritculprit Join Date: 2005-01-07 Member: 33527Posts: 310Members, Constellation
    Looking really nice. I really want to see this tram map. It almost seems like a mobile siege could fit on that tram.

    I really like how you invasive how quick this reiteration process is. It really shows how the proper tools can simply workflow in tremendous ways. The repair arms and lights look especially nice. I can't wait to see they blinking and moving in game.
  • PhaetonPhaeton Join Date: 2008-05-03 Member: 64203Posts: 46Members
    Everything looks great :) No complaints here! The tram is a great idea.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Posts: 10,501Members
    With the exception of the triangular ground light, which went from awesome in the concept to ugly looking, all of it looks awesome. Wish the refinery props had kept the little orange pinpoints of light instead of having them replaced by magic bland yellow squards but that's off in the distance so it barely matters I guess.
    QUOTE (MOOtant @ Sep 21 2012, 11:06 AM) »
    What is wrong with being a racist?

  • Vi3triceVi3trice Join Date: 2009-06-03 Member: 67663Posts: 38Members
    QUOTE (culprit @ Jul 27 2009, 10:38 PM) »
    I really like how you invasive how quick this reiteration process is. It really shows how the proper tools can simply workflow in tremendous ways.


    Der, what? I'm not sure if this has to do with modeling, or art, or anything...
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Posts: 751Members
    edited July 2009
    QUOTE (MrRadicalEd @ Jul 28 2009, 11:05 AM) »
    very nice. I cannot wait to see the whole shabang, but I would suggest giving us mappers an option to have grungy light screens. Something of a chain link fence or round wire screen type of texture with the obvious ability to enable the rendered light be influenced by this texture appearance.

    Sounds like something you may have to have created by yourself or a community member once the tools are available.

    I like the idea though.

    QUOTE (TychoCelchuuu @ Jul 28 2009, 11:24 AM) »
    With the exception of the triangular ground light, which went from awesome in the concept to ugly looking, all of it looks awesome. Wish the refinery props had kept the little orange pinpoints of light instead of having them replaced by magic bland yellow squards but that's off in the distance so it barely matters I guess.


    I don't think it's that bad. Could be a bit narrower for the "backing" sure, but then in the design process of initial -vs- final output the implementation of it might be it's a light that's at the foot of a support beam? Then it'd just be a case of seeing the light itself.
    Post edited by Unknown User on
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Posts: 222Confirm Email
    Awesome work guys i like em :D
    Natural Selection 2 Mapping, Downloads & Tutorials - www.ns2res.com
    #NS2Mapping (Gamesurge)
    image
    aka @lPh@+OmEg@
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Posts: 866Members
  • CoolKakashiCoolKakashi Join Date: 2009-07-07 Member: 68071Posts: 7Members
    Very nice work Guys! :) Keep it going. Cant wait for NS2 :)


    greetz
    http://twitter.com/NS2

    Don't remove the Taser, put in in the Alpha and let us test him!^^

    image
  • StinkyStinky Join Date: 2007-12-16 Member: 63182Posts: 57Members
    Sexy. It's a bonanza of flavors for my eyes.
  • Cheezy104Cheezy104 Join Date: 2009-06-11 Member: 67792Posts: 81Members
    Oil rigs? In NS2? ;o
  • DihardDihard Join Date: 2002-12-02 Member: 10365Posts: 300Members, Constellation
    Awesome! Keep the updates coming!
    image
  • SirotSirot Join Date: 2006-12-03 Member: 58851Posts: 553Members
    I really, really like what I saw. No complaints from me at all.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Posts: 751Members
    Why not?
    Who says it isn't a dis-used building which has become infected and the marines go in to eradicate it.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    Nice to see the wall set / monitor props theme continuing in such a similar pattern and style to those released in March last year. Will make that mapping a whole let easier to style test and then form together =]

    Looking purty.
    blah blah blah
  • briktalbriktal Join Date: 2003-08-20 Member: 20021Posts: 333Members, Constellation
    edited July 2009
    All I can say is... image

    ~~Sickle~~
    Post edited by Unknown User on
    image

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  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Posts: 119Members
    Wow..! as usual that's concepts arts are awesome , and the models are very impressive too! thank you very much for showing us!
    IPB Image

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Posts: 3,521Members
    awesome!
    i'm really starting to get an idea how ns2 will look and feel - and its really looking great!
    Want to make an NS2 map but short on time? Join the NS2 Community Map Project
    thou shall slide!
  • juicejuice Join Date: 2003-01-28 Member: 12886Posts: 1,044Members, Constellation
    Yeah these models look sweet. Even the boxes are cool.
  • gamakungamakun Join Date: 2007-11-20 Member: 62971Posts: 146Members, Constellation
    edited July 2009
    I get a deadspace feel, which is awesome XD.
    Post edited by Unknown User on
    *Lurking the forum since 2003*
  • Nima_Nima_ Join Date: 2007-08-30 Member: 62083Posts: 88Members
    Looks great, really looking forward to seeing more.
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