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Fountain?


DeepOmega

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Actually, I think Tyrot's got the finished/colorized fountain, according to his post over here:

http://forums.thedarkmod.com/index.php?showt...indpost&p=13323

 

However, there are two fountains in that thread. I think (though, don't know) that Tyrot was only going to do the colorized one. I didn't get a chance to finish this one, but maybe there's enough here to work from. The only part of this fountain I didn't finish was the base. Whereas the other one was completely made of stone, I envision this one here having an aged metallic top of some sort (brass? copper?), maybe with some gold accents incorporated throughout the remainder of the fountain? Scratch that, how about the whole fountain being ivory marble with gold accents?:

Fountain-unf.jpg

Edited by Darkness_Falls
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If he's working on it, he hasn't told me about it. Double check with him, Deep, then go for it.

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Well, here she blows. No water yet, and I'm very uncertain about the texture - but the normal map is awesome.

 

Plain, no diffuse or spec texture:

Fountain4.jpg

 

A clean stone diffuse texture.

Fountain3.jpg

 

A dirty stone diffuse texture

Fountain2.jpg

 

A wide shot of the dirty stone

Fountain1.jpg

 

About 1500 tris - a little on the heavy side, but it's a big object, and no more than 1 per map I figure.

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Just FTP'd to the server. 8 images, two models. One model for the base, one for the center, and four textures each. They are as follows:

 

Diffuse (dirty looking map)

DiffuseCLEAN (er.. clean one)

Normal

Specular

 

The model is ASE, natch.

 

Edit: Just as a demo of why normal maps rock, here she is untextured:

 

Fountain5.jpg

Edited by DeepOmega
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  • 8 months later...

That first fountain is still sitting on FTP(models/props/furniture/Fountain/) if anyone feels like texturing it.

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But I thought you made high-poly models to start with and then bumped 'em down somehow with the characters you make?

 

Yeah, but there's no detail on that fountsing to be bump or normal mapped. THere would be no ppoint making a noaml map for it.

You can see with the one up above the sort of detail you have to put into it in oder to make use of normal maps.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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  • 2 months later...

I can't seem to figure out how to apply two different textures to two different parts of a model. Even if you have multiple layers on your model, they all get whatever texture you specify for one portion of the model. Regardless, here I'm trying to apply the brick pattern to the bottom portion, but want a different texture for the bowls and other details. Everything is on the same later. I tried selecting/highlighting just the bottom portion of the fountain and doing the Surface Editor to apply the brick texture, but as you see, it plastered it on the entire model *sigh* Note: I'm just messing around (practicing); I know this can't be used...

fountainbricks5md.th.jpg

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Depends what software you're using. On 3DS, you have to make parts as seperate objects so that they can have different materials, and then just group them together. Could be another way though.

 

That is if you wanted to use 2 existing textures.

 

The only other way to map onto a single mesh with different textures is to have all the different textures on the one bitmap. Then use UV mapping to specify what polygons get what part of the bitmap. You'll need to do UV mapping anyway, to get the texture following the curves of the fountain, rather than the planar mapping you're currently using.

 

I'm sure your fountain could be used once its textured well. You can always make a high-detail normal map reference version later after this one.

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Ahh, sorry - I'm using Lightwave.

 

That's lame, imo. You should be able to select areas you want to have a certain image map, and then just apply that image there. Why all this nonsense of needing to make separate objects and group them together? I made the entire fountain by beveling one disc. To piece together the fountain and try to line everything up by using different objects is ludicrous. Not your fault, of course. I'm complaining to the developers of the modeling programs. 3DS and Lightwave need to get with the program if what you say is the case for both devs.

 

And oDD said my model is too high-poly, so no can use. I'd have to make another one once I figure stuff out more. No prob.

 

Yeah, but there's no detail on that fountsing to be bump or normal mapped. THere would be no ppoint making a noaml map for it.

You can see with the one up above the sort of detail you have to put into it in oder to make use of normal maps.

I still don't really understand what details the fountain(s) up above have that mine doesn't. They look to have less detail, if anything, in some respects. Unless oDD's referring to how they somehow have some hand made brickwork depth there?

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You can select polygons and apply an image to just those polygoins, all you have to do when you select your polygons is hit the q key and give them a different name.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Yeah dont' get too mad about the material thing in 3DS - I'm sure there's another way, I've just momentarially forgotten. I've only really been taught UV mapping.

 

As for your model, well I guess the main problem is that it's sometimes easier to make the low poly one first, THEN make the high detail one for the normal map. Going from super high detail to low poly is probably more work than just starting from scratch.

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