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Master 'Models Needed' list-- post requests here


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#151 Momoderator

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Posted 05 August 2017 - 03:08 PM

Pretty sure we have a big handsaw like that already, fyi.  If you're using the list at the beginning of this thread, it's long out of date.

 

I guess it's just the sickle and the screen then.



#152 bobrpggamer

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Posted 05 August 2017 - 06:51 PM

 

Just make what you want to make, and post ingame screenshots when you're done with textures and materials. That will speak more than walls of text.

Every time I think of this reply it makes me hope you are not confusing me with Mr. Trump.



#153 Momoderator

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Posted 06 August 2017 - 08:31 AM

qKo7yKU.png

 

Here's some of my progress on the base diffuse map. No proper normal map or specular map, just baked normals + diffuse.

 

Feedback is, as always, very appreciated.


Edited by Momoderator, 06 August 2017 - 08:34 AM.

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#154 RPGista

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Posted 06 August 2017 - 01:25 PM

Pretty cool texturing. You could already take it in game and see how its looking. In case you want a reference, a blender unit translates as a doom unit when exporting, and a doom unit is roughly an inch (2,5cm). So scale your model accordingly. Small models can get away with very small texture sizes. The more textures used in a map, the more it takes to load. It also bloats the game size. So try to make it as small as possible. Chances are, unless its a HUD model, you wont notice any difference for small objects like that. 

 

You will want to use tileable stock textures as much as possible as well. For the reasons stated above. But also, because it allows for different skins, even if the modeler doesnt provide them (because, chances are high that the uvmapping will work well with other tdm tileable textures, so any mapper can set them up if they want to, without having to know how to use a modelling program). 

 

Even though you can only have one material per mesh, you can have several meshes in a single model, each with their own material. So in this case, you have the wooden handle and the metal blade, they should be two meshes, with different materials. The process is the same, you need to go inside the ASE text and overwritte the path for each of the meshes' bitmap (material). 

 

PS: So as to not derail this thread, lets take this discussion to a dedicated thread of your own, just create a post for your work in the Art Assets forum and we'll take it from there.


Edited by RPGista, 06 August 2017 - 01:27 PM.

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#155 Momoderator

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Posted 06 August 2017 - 03:03 PM

Pretty cool texturing. You could already take it in game and see how its looking. In case you want a reference, a blender unit translates as a doom unit when exporting, and a doom unit is roughly an inch (2,5cm). So scale your model accordingly. Small models can get away with very small texture sizes. The more textures used in a map, the more it takes to load. It also bloats the game size. So try to make it as small as possible. Chances are, unless its a HUD model, you wont notice any difference for small objects like that. 

 

You will want to use tileable stock textures as much as possible as well. For the reasons stated above. But also, because it allows for different skins, even if the modeler doesnt provide them (because, chances are high that the uvmapping will work well with other tdm tileable textures, so any mapper can set them up if they want to, without having to know how to use a modelling program). 

 

Even though you can only have one material per mesh, you can have several meshes in a single model, each with their own material. So in this case, you have the wooden handle and the metal blade, they should be two meshes, with different materials. The process is the same, you need to go inside the ASE text and overwritte the path for each of the meshes' bitmap (material). 

 

PS: So as to not derail this thread, lets take this discussion to a dedicated thread of your own, just create a post for your work in the Art Assets forum and we'll take it from there.

Done!






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