1. Post #41
    stym's Avatar
    January 2014
    31 Posts
    Wow amazing job guys! great concepts keep up the good work!
    Thank you very much =) can just say I'm learning a lot with all those assets - especially within the last few weeks I've really increased my skills. I hope to raise the quality even more with all those people contributing so we can get really high quality game assets.

    I hope that later we can add custom stuff to servers so we can make mods without fp approving the items - that way we could make cool unique stuff for server owners.
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  2. Post #42
    stym's Avatar
    January 2014
    31 Posts
    Okay quick update:

    Eric is very busy with work atm and Xoia just never messaged me again or updated anything in our googledrive so will see if he returns to do some stuff in the future.

    Since the item editor is heavily reworked I will wait with reuploading all the items etc until its considered finished - in the meantime I will update any stuff I've been doing in this thread and later provide links to the full setup items in the editor!

    Thanks to Dan again - he gave me some really helpful tips to achieve all the stuff I'm doing atm :
    here is the first item I ever did based off of a sculpt (also the first sculpt so to speak)




    supposed to become a basic melee weapon that can be build rather fast.
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  3. Post #43
    Friedhelm's Avatar
    December 2013
    243 Posts
    So much win

  4. Post #44
    stym's Avatar
    January 2014
    31 Posts
    So much win
    Thanks mate ! =)


    New melee idea - could also come with some attachable mods (e.g. a knife taped to the top part etc) - will think about that.

    Im not quite happy with the pipe - it looks kind of boring? But since edge damage at the middle pipe wouldn't make sense I will leave it with that.
    The screw parts look pretty dull as there is no real geometry, just norm bakes - but since the tri count would be too high with those geometries added I'll also keep it like that.
    Could've made it look more oldish but I wouldn't use a pipe with holes or too rusty as it would break when hitting - so I opted to go for the clean metal look with worn off paint (yeah its not blood).


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  5. Post #45
    RockyTiziano's Avatar
    February 2014
    77 Posts
    Stym where have all the links gone on the original post? I want people voting for those items you did in the first wave, we need ladders!

  6. Post #46
    Gold Member

    August 2013
    919 Posts
    If you need anyone to come up with concepts, ideas and help organize the thread I would love to contribute in any way I can. Let me know Stym.

  7. Post #47
    stym's Avatar
    January 2014
    31 Posts
    Stym where have all the links gone on the original post? I want people voting for those items you did in the first wave, we need ladders!
    those were only very quick models- really not of good quality - I will redo them - good stuff needs some time - we just wanted to show how this all works out and dont just make another empty words thread! =) But I will definitely redo those - in improved ways!



    If you need anyone to come up with concepts, ideas and help organize the thread I would love to contribute in any way I can. Let me know Stym.
    Sure anything is appreciated - we can talk on steam or here in pm within this week and see how you can contribute ! Would love to get some nice concepts etc. :)
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  8. Post #48
    v0nz^'s Avatar
    April 2014
    36 Posts
    Thats Stym, you guys are taking this game in the right direction! Seriously, keep up the great work..
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  9. Post #49

    February 2014
    0 Posts
    ^this. The game is made by garry and his team...garr'ys mod anyone? one of the best replayable sandboxing game ever. So many mod on it.

    Rust clearly intend to be also a MODDABLE game. Procedural map, etc...
    We just need to go full mod.

    Some people have to start; You are there for that. I'm coding in unity if I can be of any help, don't hesitate.

  10. Post #50

    February 2014
    393 Posts
    Stym, do you access to the art design doc for Rust? Like style ("realism" is a very broad term), and color pallete? Are you making your submissions with both standard and PBR variety? (Per when they go to Unity 5). Do you know the ppi or cm/mm is used in game to get the same textel density?

  11. Post #51
    stym's Avatar
    January 2014
    31 Posts
    sry for not responding so much - Im very busy - just got a few free minutes right now.

    Stym, do you access to the art design doc for Rust? Like style ("realism" is a very broad term), and color pallete? Are you making your submissions with both standard and PBR variety? (Per when they go to Unity 5). Do you know the ppi or cm/mm is used in game to get the same textel density?
    Nope I have no access - it's all by looking at Dan's and Tom's work and adjusting to their style - Dan helped me out a lot with texture limits and poly limits. Would love to see a design doc or similar on the item admin thing later. I doubt PBR will be used in rust since its Open world - afaik the PBR thing is quite ressource intensive and thus won't work when calculating such a large world - judging from Dan's comment that they are not working on PBR versions of the items yet I doubt they will switch to that (I'm not informed well enough to make a definite call here though!)
    About scales I wanted to request scale references from Garry once the item thing is finished so that people can adjust to it - atm I just use low poly counts (as low as it gets to still look good) and use the scaling feature of unity to fit the sizes - especially since my FBX export to unity gives me weirdly small results. Hope that helps =)

  12. Post #52

    February 2014
    393 Posts
    Thanks. I figured going to Unity5 for them was for the PBR ability in part. Would help with dawn / dusk with oversaturation of color (might even help with nightime readability). Can you post those texture and poly guidelines?

    Though tbh, I would think giving them rough drafts would be better. That way it gives the Facepunch artists more paid work versus free labor from the community for completing a game. Lets face it, game art jobs are hard enough to find for the unemployed. I don't think Gary and co intentially had this trick in mind, but tbh, if he does accept your or others work to be in the final game, you should get full financial compensation.

  13. Post #53
    lluckymou's Avatar
    January 2014
    33 Posts
    Remember me stym? xD (I know, u dont)
    I stopped "playing" with blender a little bit but i have something to show to you
    http://imgur.com/a/Q93RX
    I used cycles render with a glossy texture (the best i found to texture something)
    And I did frame per frame (Rendered tons of times) to make the full animation.
    Hope you like it! :D
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  14. Post #54
    TheMightyElo's Avatar
    July 2011
    63 Posts
    Remember me stym? xD (I know, u dont)
    I stopped "playing" with blender a little bit but i have something to show to you
    http://imgur.com/a/Q93RX
    I used cycles render with a glossy texture (the best i found to texture something)
    And I did frame per frame (Rendered tons of times) to make the full animation.
    Hope you like it! :D
    Very nice! However, I am not if this is where finished products are going now. Sytm has posted alot of his images in thread in the suggestion section.

    http://facepunch.com/showthread.php?t=1354611

    Stym has not posted in a while. Apparently the guys working with him left (I think). I have been trying to keep it alive. I have posted a couple of models. Recently, AlexanderMRL has posted quite a bit of ideas and models on it.

    I like the idea of having one thread for only posted models and one thread for suggestions. However, I have a feeling that many people would post suggestions here anyway :-/ .
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  15. Post #55
    AlexanderMRL's Avatar
    February 2014
    62 Posts
    Hey Stym,
    I would like to join. I can and would like to create assets with Maya and also worked with 3D max, but I prefer Maya for now. Also worked with Zbrush and blender so on. Do you guys contact only through this forum or also on other programs, like skype or facebook.
    Greeetz,
    Alexander

  16. Post #56
    lluckymou's Avatar
    January 2014
    33 Posts
    Very nice! However, I am not if this is where finished products are going now. Sytm has posted alot of his images in thread in the suggestion section.

    http://facepunch.com/showthread.php?t=1354611

    Stym has not posted in a while. Apparently the guys working with him left (I think). I have been trying to keep it alive. I have posted a couple of models. Recently, AlexanderMRL has posted quite a bit of ideas and models on it.

    I like the idea of having one thread for only posted models and one thread for suggestions. However, I have a feeling that many people would post suggestions here anyway :-/ .
    ty!!! i have stym on steam, he teached me how to use blender in his original post "new building parts".
    What I made is not a suggestion, it's just me showing my skills on blender that he teached me ;)

  17. Post #57

    February 2014
    116 Posts
    I did'nt know if I should post here or in the other thread but I'll post here.
    A use for empty tuna/bean cans: Can alarm systems!



    1-2 cans + 1 rope/string (made out of 1-2 pieces of cloth)

    A use for glass/clay shards: Broken shards system!



    1-5 pieces of glass/clay shards/fragments, if not wearing shoes will cause bleeding effect!

    Bell alarm system!



    5-15 low quality metal pieces
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