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Obsttorte's Models


Obsttorte

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Hey everyone,

 

I will post some pics from time to time here. Any criticism is appreciated, as well as improvement suggestions :)

 

The first one is a statue of a worker sitting on a stone. Well, it looked far better with more tris. Now it has less then 5000.

post-11230-0-95569200-1381148381_thumb.jpg

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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It doesn't look very TDMish.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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It doesn't look very TDMish.

It's not meant to be used for TDM. I'm just playing around. Maybe, after I've improved my skills, I'll do something I'm going to use in a mission. We'll see.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Nope.

 

Bloody, never had that idea. Will test that on my next model.

 

Thanks for the tip.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Yeah, the procedure is roughly:

 

Model a high poly model that will be used for normal map baking and also as base for creating the low poly version (either by decimating it or by retopology);

 

Make/produce the low poly version (by low poly I mean manageable poly count for a game, depending on what type of object it is, and its function),using the methods above;

 

Once the working model is completed, UV Map it and use the highpoly one to create the normals and all derivatives for the texturing process (whole thing varies from app to app), in my limited experience, it works best if both versions closely relate to each other;

 

Then its all about the texturing work, lots of photoshop/gimp hours. Since Doom changes how things look in game quite a lot, there's a lot of testing to make it look right.

 

You obviously already know how to get them in the game, so no problems there.

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Sculptris Tutorial, part 1:

 

 

The audio qualtity is not optimal and there is a little delay between sound and video towards the end.

 

I hope this is useful. :)

 

If you have questions or feedback, please post here.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Here is the ase exporter for Blender 2.6

 

Note that this is buggy. As described in the video, the output ase is missing a "}" in the Material block.

ASE251.zip.txt

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Awesome stuff my friend, gotta check it out in detail later to see if there's anything I might be missing. There should be more people into putting their own assets in their missions, instead of relying solely on the stock assets.

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  • 2 months later...

Sculptris Tutorial, part 1:

 

http://youtu.be/m6IpcqIt18Y

 

The audio qualtity is not optimal and there is a little delay between sound and video towards the end.

 

I hope this is useful. :)

 

If you have questions or feedback, please post here.

 

Awesome! Thanks for the tutorial! I just tried it and it worked nicely - custom stuff for the win! ... Now to get those 60.000 polys down to something reasonable ... :P

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