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Old 07-10-2012, 05:42 PM   #31
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Thanks guys! We're excited for it There'll be more chances for keys upcoming.

Janos - do you mean one of the towers? Or the little miner guys?
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Old 07-10-2012, 08:45 PM   #32
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Quote:
Originally Posted by bcairns
Thanks guys! We're excited for it There'll be more chances for keys upcoming.

Janos - do you mean one of the towers? Or the little miner guys?


One of the towers would be cool--preferably one of the more conventional towers with the battlements.

If you could post a video giving a brief tutorial how it was modeled, that'd be awesome!
 
Old 07-10-2012, 09:39 PM   #33
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I'm loving the artwork! Just wish you were developing for iOS :(
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Old 07-10-2012, 11:07 PM   #34
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Thanks Leigh! Glad you like it! Yeah, no iOS plans at the moment, we'll see how the PC version does! I'd imagine it would be a good fit for iPad, not so much for iPhone.
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Old 07-11-2012, 02:52 AM   #35
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Played the first 2 endless campaigns a bit. Pretty fun little game, the art style really sets it apart.
How do I report bugs? Had a particular issue while playing.
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Old 07-11-2012, 06:54 AM   #36
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You can post bugs here.

Thanks!
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Old 07-12-2012, 07:19 AM   #37
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just wondering, before I get my hopes too far up, are you actually planning on releasing a making of video featuring a CG walkthrough of modeling one of the towers???
 
Old 07-13-2012, 04:32 PM   #38
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Quote:
Originally Posted by JanosHunyadi
just wondering, before I get my hopes too far up, are you actually planning on releasing a making of video featuring a CG walkthrough of modeling one of the towers???


The modeling is easy, they are very simple shapes, the harder part would be texturing to make it look sweet.
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Old 07-13-2012, 05:16 PM   #39
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Quote:
Originally Posted by JanosHunyadi
just wondering, before I get my hopes too far up, are you actually planning on releasing a making of video featuring a CG walkthrough of modeling one of the towers???


I'm not sure if we have time to do a tutorial right now, still working hard at getting this game out But if you check out this thread you can see some of the high poly models for the towers. High-poly meshes were created in Max and then brought into zbrush for some detail work.
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Old 07-14-2012, 05:41 PM   #40
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Quote:
Originally Posted by japetus
The modeling is easy, they are very simple shapes, the harder part would be texturing to make it look sweet.


I guess-but I'd like to see if he modeled the buildings based on blueprints. For example concept art showing the building from a front and side position, or if he just looked at some concept art from an angle of 2 point perspective and just created a basic shape and started beveling it out from there.

Right now, I am only really familiar with the method of modeling characters from a front and side position.

I am also slightly curious how people get that really stylized texture of a sort of 'flat color' texture.
 
Old 07-14-2012, 05:58 PM   #41
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Most of the towers had some concept art showing all 3 levels of the towers in 3/4 view, like this

Characters usually had a side, front and 3/4 view. As far as the texture goes, it's all just about the style you paint it and the detail you choose to add. For the towers, a lot of the detail and lighting comes from the normal map and actual shading in-engine.
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Old 07-15-2012, 12:39 AM   #42
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Interesting. I guess the reason I ask is because a lot games from my youth like Age of Empires were 2D--there wasn't really a lighting engine so to speak, but the units and buildings were modeled with a 3D modeler.

I'd like to pre-render these buildings as sprites and so I'm trying to figure out how to get that similar texture when merely just rendering.

I suppose mudbox would help to a certain extent.
 
Old 07-15-2012, 12:40 AM   #43
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Quote:
Originally Posted by bcairns
Most of the towers had some concept art showing all 3 levels of the towers in 3/4 view, like this


That looks awesome!

So did you just start with standard geometry like a circle, square, etc and then convert to poly and go from there?
 
Old 07-17-2012, 05:30 PM   #44
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Yeah, that's pretty much how we did it for any model, just start with a basic shape and work from there. Nothing out of the norm. It wasn't me who modeled the towers, it was one of our other artists Nate who did most of them, but even the characters usually just started out as a box.
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Old 07-23-2012, 04:24 PM   #45
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You guys have been featured by Total Biscuit!!

link

Btw, you guys did an amazing job on the UI! Was that created in Photoshop or did you use illustrator too?
 
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