No, a decal is the right way to go, it just looked like that rectangle shadow might be the bottom of a small brush that is casting a shadow.
So, what are you working on right now?
Posted 26 May 2018 - 10:11 AM
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Posted 27 May 2018 - 12:42 PM
The Order of Thieves: Qualifying Examination
I have connected all areas of my island, and what shall I say? It works! (oh yes, oh yes, oh yes).
Let's celebrate with a few new shots:
Next week I will start to create new patches in order to replace ugly cliffs and rocks I created from simple patches and brushes. Subsequently I will start adding AI, some more models, readables and a few switches and mechanical devices I have left out till now. I hope to start with beta testing in August...maybe earlier.
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Posted 27 May 2018 - 01:21 PM
Some very intriguing designs you've got there Jack! As a firm believer in the use of material blends, I'd suggest a vertex paint for cliffs if you hadn't considered it. With newest versions of DR able to support LWO format, it's a fantastic way to fake depth and crevice information (visually). Last year I put together a tutorial just for that purpose (of painting DR based geometry)... http://wiki.thedarkm...ng_in_Lightwave
More reading on the subject if you're interested in the method... https://www.katsbits...d-to-models.php
- RPGista and JackFarmer like this
You need a model? Epi does you a model.
Toss me a PM I promise I don't bite.
Posted 15 June 2018 - 06:08 PM
Hey, friends, here's an update for you. I've wanted to post this since last week but never could find the time. I've shown various pieces of content over the past months without a lot of explanation of what's from where and when you might expect a real release from me.
I started a speedbuild shortly before the release of 2.06, not really expecting to meet the release window. Still, I've made some good progress for 35 hours of mapping and I intend to stick through this one to its completion. I'm lucky to get 4 hours of free time a day nowadays, so progress is unfortunately slow, but know that I am still dedicating a large portion of my time to TDM regardless. I currently do not have screenshots of this speedbuild to share with you as I am in the trenches of the environment pass stage, where everything is half-finished. I'm aiming for, at most, 100 hours before I take this map to beta testing, so let's just cross our fingers and hope for the best.
I have two, bigger maps on the backburner, which are a part of a campaign, and another one-off which I don't plan on touching until those are done. If you enjoyed the background for the new TDM site design or the 2.06 release image, guess what? They're from one of those maps! I provided some screenshots to Springheel and I am really happy that he gracefully chose to feature them. It is my hope that, if nothing else, my snazzy scenes spark up some interest for the mod from outside viewers. There is an additional screenshot in the Media tab of the website that is also by me, if you haven't been there I recommend checking it out.
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Posted Yesterday, 05:38 PM
Making a chain using Blender's physics engine (to get it to hang right):
At any frame the object can be merged and exported as a static mesh. We can also use the array and curve modifiers, but the latter distorts each mesh.
More info in the video description.
Edited by R Soul, Yesterday, 05:43 PM.
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Posted Today, 04:02 AM
What started as a cog for Petike has received its stern:
There's a much bigger fish out there for me to fry, however, and I've been doing a lot of frying on that one lately...
- Bikerdude, nbohr1more, RPGista and 5 others like this
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