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Dave's Model Contributions


SneaksieDave

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Neat, I like the bell and support. The bell for the decorative texture, and the support, because it looks very cut, chistled, strong. Funny that that layout works nicely. Still not sure what to do with the wheel. Most of the shots I saw had a reddish brown rusted nondescript metal as the wheel, and I wondered if it would be best to differentiate between wheel and spokes. But that's off to a good start. :)

 

Edit: I'll post a pic of the high res to show what I did with grooves.

 

Edit 2: Okay, here's the high res showing grooves in the bell that I'd like to make use of (even if only that part of the normalmap is from highres poly). Unless of course they can be drawn, as well. Let me know if you want it. I *think* it's up to date, but I'm not positive.

post-58-1157229890_thumb.jpg

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I wasn't planning to do the textures :blink: I could do them if you want. Here it is (untextured):

 

http://208.49.149.118/TheDarkMod/models/as...Bell-Mapped.zip

 

davebellmappedkd6.th.jpg

 

Here's the texture layout:

Bell

dave-bell-bell-uvw.jpg

Support thingy

dave-bell-support-uvw.jpg

Wheel

dave-bell-wheel-uvw.jpg

 

Let me know if there's any problems with the model or uvw mapping B)

 

EDIT: It's separated into 3 materials

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No worries, reading this over, considering your map, I think I've had a bit of an epiphany (having to do with perspective transforms). Perhaps I will give it another go... I'll beat this bitch yet. Maybe!

 

Perspective transforms? Anyway, you could use a "goodness" texture layout (an idea ripped off from tds) for the bell:

 

hhgoodnessadrv9.th.jpg

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A couple of versions of the bell are now up on CVS, one with the wheelmount and the other without. Each are set up two use two skins, one of polished brass and one of tarnished brass. It has no hammer for the sake of animation/actual use. I suppose I'll create one of those separate.

 

bell: 192 polys

mounted bell: 504 polys

post-58-1157808684_thumb.jpg

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The tarnished one looks excellent! The brass one is a little on the bright side--not that anyone would think it was a loot object, but it looks almost like gold. Darkening the brass colour a bit and/or toning down the specular would help keep our metal appearance more consistant.

 

Fantastic detailing in that texture. :)

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The brightness (not the 'size' of the sheen) is possibly a result of the lighting; I have three lights on it. In reality it's actually a rather muted orange-brown. As for the specularity, I tried to get it to a level around these:

 

http://images.google.com/images?q=brass+be...G=Search+Images

 

I experimented with making it a bit more 'goldish' (much like the images on google above), but didn't like the results as much as this color, so I stuck with this stock brass color. You'd never guess where it came from... *shiver*.

 

The diffuses are a conglomeration of what I could find on the web. The specular is of course derived from it by eye and adjustments over and over again, and finally, the normalmap is a combination of hand drawn grooves (I ditched the high poly version; ASEs auto-smooth in D3 anyway, so why bother) and whatever appropriate scrolling and patterns I could find online.

 

Heh, I dunno so much about talent, I just put way too much time into it. After my initial frustration/give up on it, I said to myself "screw it, this thing isn't going to beat me after I've already put this many hours into it!"; so, of course, I invested even more time in it (pretty much the definition of obsessive entrapment). :rolleyes:

 

Thanks for the kind comments. :blush:

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