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Static Modelling


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#151 RPGista

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Posted 02 July 2012 - 11:42 AM

Kind of reminds me of art decó, pretty cool!

#152 _Atti_

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Posted 02 July 2012 - 04:26 PM

They are currently in blender.
Textures are .png and .tga.
They are in 1024*1024 currently, so will need to scale down a bit for ingame.
I've saved the ornaments in Inkscape too, vector format, so those or elements of those could be reused.

#153 _Atti_

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Posted 06 July 2012 - 09:33 AM

http://www.filedropp.../atvictorianset

Here are the files.

textures are 512x512. converted to .DDS . (except of course normal maps)
models are in .ASE


Material file , and a problem also included. For some reason the ornament part of the table is not working, Shader not found.
I couldnt figure out why..It was made the same way as everything else, and everything else works.

When i assigned an other material to it, it worked. But if i just changed the material file to point to other textures it didn't..
I wouldnt hate importing stuff to D3, but every damn time..some smallish problem appears , and the hours just fly by :D

Edited by _Atti_, 06 July 2012 - 09:40 AM.


#154 Springheel

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Posted 06 July 2012 - 11:21 AM

I can't deal with .ase files, so hopefully someone else will take this on.
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#155 _Atti_

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Posted 06 July 2012 - 11:39 AM

Problem is almost certainly not with the model.

I've redirected the table ornament material to use the same material as the chair and it worked..so i guess its either something with the mtr or the textures.

#156 _Atti_

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Posted 06 July 2012 - 12:12 PM

http://www.filedropp...victoriantable2

spent another half hour trying to root out the problem with no luck
Well.. until somehow it gets figured out here is a version that uses the same generic wood texture on that part. This works.

Edited by _Atti_, 06 July 2012 - 12:13 PM.


#157 _Atti_

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Posted 07 July 2012 - 01:35 PM

Did this after the photo of a roman pillar ( of a temple's basement )
It's just a texture with normals yet.
Attached File  04.JPG   31.78K   4 downloads

Edited by _Atti_, 07 July 2012 - 01:36 PM.


#158 Springheel

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Posted 09 July 2012 - 12:17 PM

I downloaded the second link and only got the table model. Tried to download the first link but it seems to be unavailable. Where can I download the chair and textures?
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#159 _Atti_

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Posted 09 July 2012 - 01:24 PM

i guess the link expired.

http://www.fileswap.com/dl/Jz7up6Ojl5/

here it is.

#160 Springheel

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Posted 14 July 2012 - 07:49 PM

I've taken a look at them Atti, and I was wondering if you could adjust the uv-map to make better use of space? Right now the normal-maps in particular seem quite large, considering there are two for each piece of furniture.

The chair symbol is way too small on the model to need a full 512x512 normalmap...it should be shrunk and merged into the same normalmap as the chair cushion. In fact, you could probably add the table design in there too. And if you mirrored the uvmap of the cushion, you could gain even more space, though that's probably not necessary.

At the very least, only one normalmap per model should be needed.

Example:

Attached Files


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#161 _Atti_

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Posted 17 July 2012 - 04:25 AM

Can the normal map use a different Uv layout than the diffuse?

I thought it would be good idea to make it that way so that ornaments can be swapped/skinned easily, and could be used on multiple pieces of furniture, or maybe even on brushes.
Wouldnt it be better if i kept it separate but reduced size to 128 or 256 ? maybe normals 128 diffuse 256?

Mirroring needs a cut in the mesh but yeah it might be a good idea.

Thanks for the look and directions :)

Edited by _Atti_, 17 July 2012 - 04:25 AM.


#162 Springheel

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Posted 17 July 2012 - 09:09 AM

Quote

Can the normal map use a different Uv layout than the diffuse?

Unfortunately, no.

Quote

I thought it would be good idea to make it that way so that ornaments can be swapped/skinned easily, and could be used on multiple pieces of furniture, or maybe even on brushes.

It's definitely good to reuse textures where you can, especially on models. But breaking them into different images doesn't really save you anything. Every time you load the chair you're loading two images and every time you load the table that adds two more. If you combine them like above, then you only load one for the chair and one extra for the table. Half the load.

You could use one image like above, and just create different shaders that point to it. By turning them on and off you can still have multiple skins without any extra memory load.
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#163 _Atti_

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Posted 04 August 2012 - 04:08 PM

I've united those maps (both on model and images,tweaked a little bit), so tomorrow hopefully it will export painless, and i can test/pack it:)

#164 _Atti_

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Posted 06 August 2012 - 11:44 AM

https://www.dropbox....orianset_fix.7z

Here it is. I've fooled around a bit more as the table_ornament still does not seem to work here. Even as its on the same map as the cushion and the other ornament. So something is definately wrong with either the material. I cant find out what's wrong.

I dont think it's a problem with the model as any other shader pops up just fine on those planes.

Materials: (moment) edit: https://www.dropbox....rianset_mat.txt

Cushion material updated with 'twosided' as it was just a plane so it could be seen through from the bottom

Edited by _Atti_, 06 August 2012 - 12:43 PM.


#165 _Atti_

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Posted 17 August 2012 - 11:34 AM

https://www.dropbox....m27/lambleg.JPG
https://www.dropbox....a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )

Edited by _Atti_, 17 August 2012 - 11:37 AM.


#166 Bikerdude

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Posted 17 August 2012 - 11:50 AM

Nice leg of lamp there mista.

#167 Mortem Desino

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Posted 17 August 2012 - 08:42 PM

That looks pretty darn tasty for only 62 tris. Nicely done. :)
yay seuss crease touss dome in ouss nose tair

#168 Tels

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Posted 18 August 2012 - 01:46 AM

View Post_Atti_, on 17 August 2012 - 11:34 AM, said:

https://www.dropbox....m27/lambleg.JPG
https://www.dropbox....a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )

Nice lamb, mista! :wub:

Would you consider making some of the models we miss to make TDM go standalone? See here

http://wiki.thedarkm...lone_TDM#Models

and here: http://forums.thedar...ter-model-list/
"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)

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#169 Sotha

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Posted 18 August 2012 - 02:13 AM

View Post_Atti_, on 17 August 2012 - 11:34 AM, said:

https://www.dropbox....m27/lambleg.JPG
https://www.dropbox....a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )

Mmh, that got me hungry. ;)
You seem to have a knack with fleshy models, howsabout some brains and gibs next, please. TDM standalone certainly needs those as some FMs use body parts and stuff.
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#170 _Atti_

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Posted 18 August 2012 - 03:27 AM

Hm, i thought about it, just wasnt really into gory human parts :) I'll try crossing off the list those brains next however.
Thanks for the comments:)

Edited by _Atti_, 18 August 2012 - 03:29 AM.






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