CausticRKS Posted October 12, 2011 Share Posted October 12, 2011 (edited) Hello, fellow Nexus forum members. It has been quite a while since my last update. In my last post, I've previewed some of the level assets you'll be seeing in-game, which can be found HERE. Now, I'm moving on to modeling some of the really important locations, and texturing will soon follow. I won't be able to show you any of the finished models, but I'll post screens of the final sci-fi environment for each set once they are completed. Note that this is not simply a "Sci-fi Level Assets Mod." This will be a quest mod, where I have full control over the art direction and backstory--at least for now. I may have someone else help me with those too! Eventually, I will need the following: Forum members who are proficient at: Voice ActingWriting scripts in the GECKSetting up dialogue in the GECKLevel optimizationQuest Scripting Now... To answer some questions: Why should you care? I want to give to the community that loves the fallout games; who want even more to do besides the official DLC content, preferrably in an "off-world" setting. This will also provide an opportunity for the members of The Nexus to get involved in something that WILL be fairly large, and polished. At some point, I truly do want to turn this "I" into a "We". How are you going to do something this large? The scale of this quest mod will be achieved by constructing an immersive Space Opera setting and story, with an approach that is in light of memorable science fiction films/novels such as Star Wars, Blade Runner, and Dune. I'm going to introduce new enemies, weapons, locations, and hopefully a whole new approach to playing the game. When is this going to be finished? Well, right now. It's a "When it's done" sort of thing. With school and work, progression is a little slow at the moment, but I won't be dropping the project. Ever. So nothing to worry about there. I'll explain why in the next question. Why do I care, and why I chose fallout? Bethesda's Fallout provides me with the ability to tell a story through both dialogue and gameplay, as well as the tools to construct these things myself. I felt that Fallout was the best way to portray the world I've imagined. My deep love for space operas and science-fiction have compelled me to do something I may only have one shot at doing; being the "screenwriter", as well as the project/art lead, and having this construction come to life in the way I want people to experience it. Now that I've rambled nonstop, I'll let this topic disappear, at least until I have things to show. Stay tuned! **Update - Friday, November 25th, 2011** Should Bethesda release any information about when we can expect Fallout 4, I actually might just hold off on the team-planning stage for that. New Vegas has been out a while, and seeing Skyrim on their new Creation engine makes me really anxious for some information on the future of Bethesda's Fallout. By then, I'm sure they'll have polished the engine further, and not only that, I'm sure most Nexus modders would be more active, and open to the idea of working with a newer game. Edited November 30, 2011 by Deadspine Link to comment Share on other sites More sharing options...
CausticRKS Posted October 14, 2011 Author Share Posted October 14, 2011 I'm really not supposed to be showing WIP renders anymore... but this will be the last one I show before the long wait until final environments are previewed. What I just might do, is give out a data file with test cells to a couple people; to help look for cosmetic defects. http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/313343_1551368702883_1195081350_31468458_1905725804_n.jpg Again, this image does not consist of any final models, and lacks detail in some areas. Hence some of the blocky/repetitious segments. Link to comment Share on other sites More sharing options...
LordGawaine Posted October 14, 2011 Share Posted October 14, 2011 Why aren't you suppose to be showing WIP renders anymore? Link to comment Share on other sites More sharing options...
CausticRKS Posted October 16, 2011 Author Share Posted October 16, 2011 (edited) Well I can't spoil everything :D. All the previous ones can be found at the Sci-fi Level Assets topic here. Edited October 17, 2011 by Deadspine Link to comment Share on other sites More sharing options...
CausticRKS Posted November 25, 2011 Author Share Posted November 25, 2011 (edited) Okay I couldn't take it anymore! I must share things! http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/388477_1579704051249_1195081350_31487552_160843380_n.jpgThe temporary texture I applied to these models are only there to help me get a feel for what I want to actually do for the final texture. Edited November 25, 2011 by Deadspine Link to comment Share on other sites More sharing options...
ModelV Posted November 25, 2011 Share Posted November 25, 2011 I recommend adding Cowboy Bebop to the list. Having it fit with the base game is just as important as creating a new environment. Link to comment Share on other sites More sharing options...
CausticRKS Posted November 25, 2011 Author Share Posted November 25, 2011 I recommend adding Cowboy Bebop to the list. Having it fit with the base game is just as important as creating a new environment. Hey, that's not such a bad idea! I'll look up some stuff on that for reference. :) However, considering most of this takes place completely off-world, lightyears away, etc. styles will be quite different. Just like Mothership Zeta; almost all the assets were completely unique, and weren't introduced to Fallout 3 prior to the release of that expansion. I'm sure I'll add some Fallout/Mojave touches, though. We'll see, thanks for the recommendation. :) Link to comment Share on other sites More sharing options...
ModelV Posted November 26, 2011 Share Posted November 26, 2011 Well the architecture should be unique. Architecture isnt really something I saw you gaining much from it I was meaning for lack of a better word flow. New Vegas obviously has a lot of Cowboy references. Your making a Space mod...Oh just watch an episode Im sure that will explain it better then I can. http://www.animefreak.tv/anime-watch/cowboy-bebop-episode-7 Link to comment Share on other sites More sharing options...
CausticRKS Posted November 30, 2011 Author Share Posted November 30, 2011 Well the architecture should be unique. Architecture isnt really something I saw you gaining much from it I was meaning for lack of a better word flow. New Vegas obviously has a lot of Cowboy references. Your making a Space mod...Oh just watch an episode Im sure that will explain it better then I can. http://www.animefreak.tv/anime-watch/cowboy-bebop-episode-7 Ohh no no I knew what you meant(Or at least I think? Your wording confused me somehow. I think it is the lack of sleep.). By the word assets, I meant generally all 3D objects. Not just architectural ones. :) So yes, I just might mix in some cowboy-esque elements to the art direction. Link to comment Share on other sites More sharing options...
CausticRKS Posted November 30, 2011 Author Share Posted November 30, 2011 (edited) Critiques are always welcome, by the way. You can find the old page showing off many of the new assets HERE. Let me know what your thoughts are! I'd like to hear from the community. What is missing/needs more work. Or any suggestions you can make for the art direction. Edited November 30, 2011 by Deadspine Link to comment Share on other sites More sharing options...
Recommended Posts