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Model Request: Furniture covered in sheets


grayman

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darkmod_2014-08-29_171131_zps267f1643.jpgI made the round end table and I post a screenie not to show you how it looks because I'm still messing with the smooth surface modifier in LW just in case I find a solution and not bug Springheel more than I really need to, but to tell me if that's the right size for it which I'm pretty sure it isn't unless our thief entered the giants island from gulliver's travels. It's huge but I'm pretty sure I didn't change the size of it, unless it happened by mistake while exporting it.

 

As you can see it's humongous and has no smoothness on it. I also tried something new on this one and now the cover is at different heights around the table (not something you can see in this screenie) as a small attempt (hopefully not failed) to realism.

 

EDIT: allright I added the table in the scene and this one is like 4 times it's original size... Got some stuff to fix I think unless someone wants a funny little turn in his dark and gritty thief FM :D Fixed the size btw. But smoothing doesn't want to work on it :)

Edited by Atheran
  • Like 3

Sometimes I want to scream

So long that life escapes

And then I'd shut my eyes

I'd be the angel of disgrace

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I can't help with any of your outstanding questions. Just wanted to say nice work!

 

Thanks but I don't like them. Not yet. I got today and tomorrow to make this work or everyone will have to wait for at least a month. Got 3 more meshes to make but I don't think it worths it before I fix those issues. So I really hope someone will come up with a fix or I promise I'll stay awake all night to learn LW or check the already made models to try and find out how people made their models looking good :P Probably I'll wait for a day and if I can't find a fix for those issues I'll post the link I uploaded them here so people can mess around while I'm having my inevitable yearly internet rehab, before I come back for more :P

Sometimes I want to scream

So long that life escapes

And then I'd shut my eyes

I'd be the angel of disgrace

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I think they all look like sheets covering furniture execpt the large square one on the left... the sheet draped too sharp and edgy and not smoothed enough but you probably are already aware of that. Look great for the most part! Excellent work.

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  • 4 weeks later...

Springheel, please put that model into TDM. That draped furniture is gorgeous, and

almost perfect for how cloth would drape over it. Would love to see a full set of

drapped wealthy furniture (for the wealthy, the poor wouldn't bother in these times).

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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They're not really usable as is, but hopefully the uv issues can be sorted out.

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Well I got internet as of 2h now and also I have an idea on how to fix the UVs but i'll have to redo them. I don't expect them to take long now that I'm on my desktop. I just need to do a format today so I can make use of my new SSD so I'll probably start working again on them tomorrow if reality doesn't fail me. If after all it's only an issue of the UVs and nothing more I have a feeling that they're going to look way better than the ones I posted. No weird shadows no weird angles... One thing I haven't resolved yet is how I'm going to tackle the resolution problem for the big meshes like the wardrobe without making a huge tiled new texture using the existing one as base.

 

I bet that Spring will come all the way to Greece to kick my butt if I make an 8k texture for it :P

Edited by Atheran
  • Like 2

Sometimes I want to scream

So long that life escapes

And then I'd shut my eyes

I'd be the angel of disgrace

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I assigned bone to each 4 vertices and run the cloth simulation. Then I did the opposite and assigned another mesh to those bones so they follow them. In the end I put subdivide and solidify modifiers to increase resolution and thickness of the mesh.

 

You could try to make an articulated figure (AF) in Darkmod out of those bones, although AF editor had been scrapped from the game so you would have to use text editor. But remember that id tech 4 engine physics aren't very good.

 

Wow, that flying could be used in many ways in a spooky map. Especially if it's used nicely, and not as a cliche'.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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The only thing it needs now is a layer of dust and grime, and maybe some cobwebs draping over them (though

I guess cobwebs could be added later, as probably also dust).

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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One thing I haven't resolved yet is how I'm going to tackle the resolution problem for the big meshes like the wardrobe without making a huge tiled new texture using the existing one as base.

 

Well, in a pinch I can do that step. It's literally one keypress and sweep of the mouse in Lightwave.

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Going to start later today or tomorrow. Had some bad things happen to my pc (now on 4gb of Ram instead of 8gb I used to have) that I'm trying to fix. Will give it some more tries to fix it. If it fails... I'll just install the programs and get on modeling

Sometimes I want to scream

So long that life escapes

And then I'd shut my eyes

I'd be the angel of disgrace

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Well I got internet as of 2h now and also I have an idea on how to fix the UVs but i'll have to redo them....

 

What are UV's?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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What are UV's?

 

U-V coordinates. The specify the texture-coordinates on a mesh (the mesh is the triangles that build a model, either visible, or shadow-casting, or for collision).

 

https://en.wikipedia...wiki/UV_mapping

 

See also: https://en.wikipedia.org/wiki/Polygon_mesh

 

Here are a few more explanations about common terms:

 

http://digitalartsgu...howall=&start=1

Edited by Tels

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Ahhh thanks...

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Quick question. As I'm making them from scratch what would you want the polycount to be? I have huge problems with topology trying to keep it to 1k. I can make the models as before at 1k polys but the topology is quite messy and that would make hard any adjustments to the meshes later. From some testing I did in order to keep the curves WHILE still having good topology brings me to about 3-4k. I can do either low polycount and great topology but not both probably.

Sometimes I want to scream

So long that life escapes

And then I'd shut my eyes

I'd be the angel of disgrace

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The number of polys is less important than the number of shadow-casting polys. As long as it's got a simpler shadowmesh, I'd go as high as you need to for it to look good. We can always make LOD versions if necessary.

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I have no idea on how to make LOD stuff... But... How shadow casting works? Does it need a shadowmesh to work? Or is it simply raycasting in which case I believe a double sided mesh would work?

 

For example. The way I did it before was a plane for the cover itself and then a shadowmesh for the shadows. If instead of the plane and the shadowmesh I had a 3d object for the cover with normals on both sides of it, would it work for both the visible mesh and shadow casting? Asking because creating the shadowmesh takes like 80% of the time I spend on the rest (simply because of the folds, I have to move every vertex manually to keep everything under the cover).

Sometimes I want to scream

So long that life escapes

And then I'd shut my eyes

I'd be the angel of disgrace

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A shadow mesh is a separate mesh that loosely conforms to the shape of the cloth. The cloth mesh itself would not cast a shadow at all, which means it could be a single-sided plane if you like.

 

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