Jesusemora Looks very nice although a bit gray for my taste. Give it some saturated color accents here and there.

    xyz I couldn't find all the textures I wanted, I'm working with free stuff, and it's really good, but for things like these I have to model and bake new surfaces or hide them with more detail.
    I used a close enough material, it's not the tone I wanted and it looks too green. I will look into 2 other materials when I get to editing the mesh:

    I wanted a more desaturated tone or some sci-fi panels, but I'm gonna have to model those. It looks like a surgery room now.
    I also fixed the columns, turns out I had the models in the wrong direction.

    • xyz replied to this.

      Jesusemora You can do accents by placing some props, wall terminals, maybe even posters/logos. This'd also make the environment more soulful. You could also use decals to project stuff like colored stripes running across the walls, similar to what half life did in the black mesa facility:

      In fact the above image is a textbook example of what I had in mind. Everything is in gray hues with saturation accents concentrated in small areas, all achieved via props and wall graphics.

        xyz yes, I need to make some props. I just heard that in level design it's more important to make the rooms first and add details last. if you get stuck making details you never finish.
        I am making lights and made a screen. things like wires are easy to model and UV but depend on the level layout. other props need to share the same texture for performance so I need to make them at the same time (the ones that are baked).

        xyz wall terminals

        once I fake these they will contribute to the ambient light and change the scene

        xyz maybe even posters/logos

        these take some time to make

        xyz You could also use decals to project stuff like colored stripes running across the walls, similar to what half life did in the black mesa facility:

        yes, I'm planning to

        xyz In fact the above image is a textbook example of what I had in mind. Everything is in gray hues with saturation accents concentrated in small areas, all achieved via props and wall graphics.

        I'll get there eventually.

        devlog (yes, again): I added an old weapon model to replace the cylinder, it's still a placeholder and I have some others to choose from.
        I then tested weapon size and clipping. having the weapon too small caused it to be too blurred due to the physical camera, so it has to be to scale.

        then I messed with shaders and did research to try to do the call of duty weapon deformation, since I want the weapon to react to lighting and not be in a viewport.
        that failed. then I just placed the meshinstance inside a node3D and changed scale there, and it sort of worked, but the weapon gets almost orthogonal, so I had to move the camera to the very back of the character.
        I might think of a different solution later. wolfenstein had the weapons dodge the environment, but this sound like a lot of work.
        another solution is to use shorter weapons, the rifle is pretty long.

        it still gets a bit blurred when the focus is far, but it's pretty good.

        devlog: I made an electric lock for the doors, it doesn't do anything yet. I mean you can't interact with it but it does react. I made a texture containing a bunch of "states" for the lock, and a shader for changing UV using an instance uniform. then set the automatic doors (that open when something gets close like in a supermarket) to change the uniform. now when the door is closed it says closed and when it opens it changes the sign, and when it closes again it changes it back.

        The game felt smooth to me, but looking at fps it was running at 20 fps.
        the first thing I tried was setting meshes distance visibility in geometry. there were no changes.
        then I tried occlusion, I set up occlusion, changed all the meshes, baked occlusion meshes, added dynamic occluders for doors. again, no difference.
        the only thing I was noticing was voxelGI was taking the most resources. then I realized, all the doors were set to dynamic lighting. I changed them to disabled at got 40 fps.
        the other problem seems to be "materials", but the new profiler is confusing and I can no longer sort the results. I get a lot of "material render" fields with no other information and 4000 errors in console when using it.
        I'm guessing having meshes with multiple materials could be the problem. then reading the godot blog I'm surprised to learn that all those new optimizations that were promised for 4.3 are actually not here, and instead moved to 4.4. that is disappointing, I have to wait longer.

        Well, back to modelling.

        devlog: I ended up using the weapon shader from StayAtHomeDev, it was just what I needed. after some changes I got it to work with my setup. the rifle is still shrunk, but I was able to move the camera closer to the center.

        I fixed the double doors, and started working on making the areas of the level more unique, after I got lost in my own level 3 times. I made an "emergency" light and started adding some decals in certain areas:


        other than that, I have been fixing holes in the level, re-designing it, and coding. I added crouching to the game and made code for an elevator. I need to model some more but I'm getting tired of doing hard surface, so I might go and make some aliens next.

        • xyz replied to this.

          xyz I'm almost finished with the first basemesh, though it will need some more details before jumping to sculpting:

          my drawing had more spikes, I might have to add them as extra geometry with alpha scissor.
          edit: WIP sculpting:

          edit: went back to godot and improved the curved glass shader. I might post it later.

          another WIP:

          It's almost finished, then retopo, bake, rig and export. and I can make the animations later. I can't wait to see what this thing looks like with SSS.

          • xyz replied to this.

            Jesusemora You could maybe make it look more dangerous. but I guess it's only level 1 😃

              are these going to be the resident life forms? or are these simply space chickens? I always appreciated Ocarina of Time and the element the chickens had in gameplay. Also.... Are you creating glass eggs for the chickens????? Project looks/feels very professional, keep it up!!!!

                xyz and here I was about to spoiler the image thinking it was too ugly

                REVBENT are these going to be the resident life forms? or are these simply space chickens?

                I thought about both, food-stock like the space chickens from space colony, or just aliens, and now that you mention it, both.
                the space chickens were found on this planet and secretly raised to produce "synth-meat", which everyone though was people, but it was actually horrific alien ticks.

                REVBENT I always appreciated Ocarina of Time and the element the chickens had in gameplay.

                these will probably be just hostile at all times.

                REVBENT Are you creating glass eggs for the chickens?????

                no, that was just a tangent. I got tired from sculpting and wanted to code something. the glass shader will be used for curved transparent surfaces like windows, containment units and spacesuit helmets.

                REVBENT Project looks/feels very professional, keep it up!!!!

                thank!
                I think sculpting is done, now I need to retopo. I've always just made a 3D model and then made a copy and added some detail. but I'm gonna have to actually retopo this time.

                update: I ended up reusing the basemesh with some modifications. I will worry about skinning later.
                the model is now uv-unwrapped and normal and ao baked. It's missing some albedo, I'm not sure whether to paint the high poly model or do it on the low poly.

                next is skinning and then export and see what it looks like in game. animations can be made later thanks to godot's modular design.

                update: model is rigged. next is painting and moving it to godot

                Danimal thanks, but the textures look too low resolution and it appears to only have a diffuse and maybe a normal map, which was fine in older gen graphics, but not what I'm looking for.
                to give you an idea, the alien chicken has 2048x2048 textures, there's a normal map and an ambient occlusion baked from the model, and now I painted a roughness map and am missing an albedo next. that's what it takes to make PBR materials.
                here's the alien in game at the moment, albedo and animations pending:

                I'm still deciding what (If any) colors to use.

                devlog: not much done, I started with the diffuse/albedo texture, it needs some details like the mouth and the rest of the soft parts, but I moved it to godot to see what it looks like. It's amazing:

                I'm still deciding on the animations, whether they should be more chicken-like or insect-like, and continue to design the areas of the level. I need to start modelling again.

                4 days later

                devlog: worked on the guns code and re-made some of the assets, which is not much to show so that's why I haven't posted in the last days. I played around with changing materials too:

                also, new room:

                some of the materials are placeholders

                devlog: some work on the levels and small changes.
                I tried SDFGI instead of VoxelGI. surprisingly performance is sometimes higher, but quality is inferior.
                we'll have to wait for HDDAGI to be released, which could take at least a year. I will continue to use VoxelGI for now.
                SDFGI enabled, I get 40 FPS and similar quality in this room:

                but this scene gets too dark and there's no way to fix it:

                21 days later

                update??? i have been curious lol