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RPGista's mapping and modeling thread


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#226 Diego

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Posted 28 October 2012 - 01:08 PM

Awesome vegetation!

I never tried to make vegetations (except a quick cat tail) but there is something that always catches my eye, the lighting. If there were a way to make the inner leaves darker it could probably do the trick. But baking occlusion directly on diffuse (color) will force the texturer to map each leave on a different position in UV space, which will lower the leaf texture's resolution. I never knew how D3 shaders work so I can't think of anything more sophisticated, like light map shaders and such.

#227 Nosslak

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Posted 28 October 2012 - 03:47 PM

I never tried to make vegetations (except a quick cat tail) but there is something that always catches my eye, the lighting. If there were a way to make the inner leaves darker it could probably do the trick. But baking occlusion directly on diffuse (color) will force the texturer to map each leave on a different position in UV space, which will lower the leaf texture's resolution. I never knew how D3 shaders work so I can't think of anything more sophisticated, like light map shaders and such.

You could bake the AO to the vertices and also bend the vertex-normals of the leaves to alter the lighting so that tree-crowns look fuller, that should get you pretty far.

#228 Springheel

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Posted 03 November 2012 - 09:54 AM

I've just finished major work on the skull replacement model, there are still a couple of smoothing issues to solve and maybe increase contrast on the texture here and there, plus making it a moveable entity (shadowmesh + collision mesh), but it's basicly complete:

Posted Image



RPG, any chance of getting this in .lwo format? I'm just starting to go through all the replacement assets, and the skull model is used in several other combo-models. I was going to quickly replace them myself, but I can't work with .ase. I was also going to make a skull that could be attached to AI as a head, but again I can't rig it if it's .ase.
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#229 RPGista

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Posted 03 November 2012 - 03:22 PM

Certainly, but Im not really sure how to do it actually - I remember you mentioning that lwo files have the material shaders specified somewhere in the mesh itself (unlike the ase text paths), but I cant remember if you are supposed to name the layer, or the material itself, or the mesh parts, inside the editor... Will take a look at it, soon as possible.

I have a couple of trees ready too, will upload them soon.

Edited by RPGista, 03 November 2012 - 03:23 PM.


#230 RPGista

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Posted 13 February 2013 - 10:50 AM

I was practising with sculptris and made some progress on the arms/hands and legs of my zombie model. Im modeling directly over the low poly mesh, so Im trying to respect its original outline (no toes, for example). Wanted to make it look pretty decayed, but at the same time, menacing (with broad shoulders and thick hands).

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Edited by RPGista, 13 February 2013 - 10:51 AM.

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#231 SeriousToni

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Posted 13 February 2013 - 05:49 PM

Nice butt! :D Do you remember the Azunite soldiers from Dungeon Siege II ? They would be a heck of a scary zombie monster! :o
"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#232 RPGista

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Posted 14 February 2013 - 11:41 PM

Im afraid I never played that game... The last zombies I thought looked nice were some from the original Rec movie. And yes, that guy still has some of his sexyness on him. ;) Which begs the question, what should I do with the "front"? I was inclined to keep the genitals more or less like they are now, instead of erasing them like the original doom ones, but I know people can be sensitive about these things...

#233 Sotha

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Posted 15 February 2013 - 12:48 AM

Heh. Your model, your artistic decision.

Big companies seem to avoid showing stuff like that probably because they fear a scandal and loss of money? That is a mystery that puzzles me in general: gruesome violence can be presented with no issues, but anything referencing sexuality is an abomination.

We don't have these problems, so IMHO anything goes.
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#234 Baddcog

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Posted 15 February 2013 - 02:01 AM

Well, I'd rather see a zombie in ripped shorts/pants than a genitialia-less mesh. In Doom3 they were just silly, they weren't missing because the were rotted off or anything. As far as general consensus I couldn't tell you what is best for TDM, but having a nutsack and no sign of a penile protrusion seems a bit weird too.
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#235 Springheel

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Posted 15 February 2013 - 08:45 AM

TDM is a game for adults, so I have no problems with either option, other than that if you have a lot of dangly flesh that doesn't actually dangle (since there's no bone for it (yeah, I said it)) then it might look a little odd.
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#236 RPGista

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Posted 15 February 2013 - 04:22 PM

:D Yeah, I meant something a bit more detailed, but not necessarily the whole organs, maybe more of a decayed mess down there. I will try an experiment or two, but cool to see you guys are open to a more adult take. ;)

#237 SeriousToni

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Posted 20 February 2013 - 02:30 PM

I don't want any rotten penises wandering to my face, please.
"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#238 RPGista

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Posted 21 February 2013 - 07:34 AM

Dont worry my friend, there'll be a version with ragged clothes. ;)

#239 Sotha

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Posted 21 February 2013 - 08:02 AM

Dont worry my friend, there'll be a version with ragged clothes. ;)


So the mappers get to choose?

I don't want any rotten penises wandering to my face, please.


I suppose when a zombie charges you, you are gonna do something else than just stare at locations of little meaning for your survival. ;)
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#240 RPGista

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Posted 21 February 2013 - 08:20 AM

So the mappers get to choose?


Yep, it should be a simple skin, as it is today. But there's a looong road before we get to that.

#241 RPGista

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Posted 21 March 2015 - 06:11 PM

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Expanding a bit on the post I made here (http://forums.thedar...248#entry368192), by the way, thanks for the encouragement boys ;), I finished a few more coins, went for a more irregular shape there on one of them, will try to make a couple more and then post the models here, in this thread.

 

persp01.jpg

 

coin01.jpg


Edited by RPGista, 21 March 2015 - 06:12 PM.

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#242 Dragofer

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Posted 22 March 2015 - 05:11 PM

The irregular shapes are in my opinion a big improvement!
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#243 Melan

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Posted 23 March 2015 - 02:00 AM

That's correct.

 

Also, Re: zombie penises: they aren't around very long because soft tissue decomposes very quickly.


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#244 SeriousToni

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Posted 23 March 2015 - 06:27 AM

Don't start the penis topic again - I was glad I forgot about it until I saw my "rotten penises" post above already... :laugh:


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#245 Noordung

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Posted 23 March 2015 - 07:42 AM

Actually flesh decomposes quicker than clothing. So zombies could have worn clothing. Than you dont need to worry about anything.


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#246 SeriousToni

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Posted 23 March 2015 - 07:50 AM

But what if they had no pants on, when they died? :o

 

:P


"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#247 RPGista

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Posted 23 March 2015 - 08:44 AM

Hahaha, that zombie died a painless death, along with a bunch of my stuff, in a disk crash incident. So no more worries about his thingy swinging around in some haunted TDM crypt. ;) 



#248 VanishedOne

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Posted 23 March 2015 - 09:46 AM

The trouble with reasoning about soft tissue decomposition is that there's some very delicate tissue in the eyes and ears, yet our zombies can still see and hear somewhat. But maybe a necromancer did it.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#249 Baal

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Posted 23 March 2015 - 10:11 AM

We need female zombies. Imagine the dangling potential!


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#250 Bikerdude

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Posted 23 March 2015 - 11:09 AM

We need female zombies. Imagine the dangling potential!

And female guard/builders.





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