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Old 22-07-17, 13:17   #5241
Joey79100
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Wow, they all look really good!
The only thing that kinda bothers me is that they all have very bright hands that don't fit their skin color. But that's the only thing.
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Old 22-07-17, 16:56   #5242
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Originally Posted by A_De View Post
She is already available for download at trsearch
I thought That she's gonna be available as enemy
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Old 27-07-17, 18:49   #5243
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I accidentally posted in the Object Request Thread - whoops.

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Just working with classic TR objects -- made these workstations for an archaelogical dig level;



It's just modified existing objects but fun to do without added the stress of making HQ stuff.

http://www.tombraiderforums.com/show...postcount=1478
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Old 27-07-17, 19:13   #5244
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Perfect!! Did you get these SD textures from Tomb Raider or other games?
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Old 27-07-17, 19:20   #5245
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Perfect!! Did you get these SD textures from Tomb Raider or other games?
Thank you. I enjoyed making them.

All textures & meshes from TR (mostly 3 & 5). They've been edited and cropped/combined differently.

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This is another object from the set. A few more 'in progress'.

Last edited by disapearing-boy; 27-07-17 at 19:21.
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Old 27-07-17, 20:23   #5246
Titak
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They look good!
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Old 27-07-17, 20:34   #5247
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Looks ace. Sometimes I think the classic levels look better than HD.
I can see where you got the objects and textures from... the crates on the floor are from TR3s India cutscene right? With Tony and the tents..?

I am making a TR2 inspired level and was going to make it in HD, but now am debating wether to make it classic. It would make texturing and objects easier to make and tile properly haha
What does everyone think?
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Old 27-07-17, 20:47   #5248
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Looks ace. Sometimes I think the classic levels look better than HD.
That's because they were designed by professionals -- they probably used colour wheel schemes & other tricks to find interesting palates to blend together. Custom levels tend to have a lot of mix & match - objects/textures downloaded from many different creators. The risk is a level that lacks a single vision or consistency. Those who create all their own HD objects have to spend years doing so to get the correct 'look'. Someday I will do this - but for now I just want to actually finish a level I start.

(and yes, there's some crates from India - and I have Area51 textures on the radio equipment.)

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Originally Posted by dcw123 View Post
I am making a TR2 inspired level and was going to make it in HD, but now am debating wether to make it classic. It would make texturing and objects easier to make and tile properly haha
What does everyone think?
It's definitely easier to make. To be honest - I'm doing it all 'classic' because I've always overwhelmed myself.
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Old 27-07-17, 21:05   #5249
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This is what I've made so far - the HQ versions.



I can always make them look ''classic'' if I need to - such as the new objects (stairs, florescent lights)

So, do ya think I should go classic instead? It deffo would be easier for me.
Plus I'd have hella more room for textures too being 64x64 instead of 128
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Old 27-07-17, 21:19   #5250
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Those objects look very nice -- although for the stairs I'd recommend darkening the texture for the 'vertical' part of the step, it really makes the steps 'pop' more.

As for going classic, it's up to you. Consider trying your next object in the classic style. Experiment. Although admittedly when playing AOD I'm surprised at just how low-poly many objects are. Textures are everything. Polys are not that important.

Traditionally I used to make a lot of objects and put off texturing them - they piled up. I guess it depends on your workload - are polys or textures taking up most of your time?
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