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PinkDot

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Everything posted by PinkDot

  1. I was thinking about turning shadows off in editor for selected objects, not in material declaration. (I'm not sure, but I think it must be possible...)
  2. I think it was tdm_moveables.
  3. The amount of sides for your round model depends mostly on its size. For metal bars or hanging rope 3 or 4 is enough, cause it's smoothed anyway. For common size models (like bottles, buckets) I would use 7-9, but for bigger (like well, big bell, etc. ) you can use even more. You have to use your discrection - if its profile is simple you can go higer with the amount of sides but if it's complicated, be cautious, cause it will multiply the polycount and low poly model will become hipoly... When thinking about the polycount take into consideration also several things more: - is this model intended to be used outside or inside (model for outside should be less performance expensive) - will your model be single in a scene (or view) like bell or is it common thing, which can appear plenty of them on the screen at once (like barrel) - is it something precious, decorative (like loot models, statues) or is it common thing, which doesn't have to be eye candy. (like rubbish wooden plank) - is shadow casting important or not (for gameplay purposes - you expect to be hidden in the shadow of any bigger furniture or just for good looking - some statues might cast nice looking shadow, which can create some atmosphere). But for optimization reasons mapper might want to turn off shadow casting of some objects - you don't have to worry about the shape of the model which doesn't need to cast shadow.Or you can consider making separate simplified shadow mesh (inside your visible one).
  4. The oil lamp model looks very good! I don't think you have to texture high poly model - only low poly one needs uv mapping and textures. (don't waste the time which you save by your fast modelling ). Also some dirt and scratches are very welcome on such object of common use. But I better say it again, so you don't hear me still complaining - the oil lamp model is very good!
  5. I was thinking more about keeping things in secrecy before we release the mod. But that's just my few models - I wouldn't reveal too much of entire mod's content...
  6. No schproblem ---- BTW: Is it OK to post some pics of my models on some low poly modelling forum? I'd like to get some feedback from wider community of low poly modelers.
  7. The models of stools look fine, but IMHO the texture could be better. Why not inspire more and make the textures look like on that picture: I think that the more people contribute to this mod the more attention we should pay to the consistency of our assets. The look of these stools doesn't match the look of that table on Springheel's screenshot.
  8. I'm glad you like my models Dram... @mikebart - yeah, some trees and other plants definitely should go with them to create the atmosphere... I'd like to make some later.
  9. Nice skin It's really an honour for a thief to be smashed by such hammer.
  10. I'm away at this moment, so I can't check it but I think 1 doom unit is 1 cm in 3dsmax.
  11. Thanks! I'm glad you like it. That hammer it's just a copy of my previous model - texture wasn't touched yet but certainly I'll make some stone texture matching the gravestone. I'll be able to upload them on CVS in the beginning of December, so anyone could try it. But that's all I will be able to do for a while....
  12. I've decided to show my graveyard models made so far, although my planned set is not completed yet. Recently I was too busy to finish it and this won't change in next 3-4 weeks... Ladies and Gentlemen: here comes the most neglected theme in dark mod - the amount of models in Graveyard folder of our Models Gallery has chance to jump up from 0 to more than 20.... ! Here are the simple, small graves: Several bigger ones: Sarcophaguses: Separate lid model gives a possiblity to open a tomb and make some creature get out from it. And few grave fences: they'll be made of separate models (poles and fences separately) so you can assemble the fence of shape you like. And here is comparison of three skins I've made so far. I mean - skins for the main "body" of grave. Tombstone textures with engravings are separate thing (I've made 6 so far, but some of them are just placeholders) Ivy will be optional (I'm going to make two sets of skins - with and without ivy). TO DO list includes: - 2 or 3 another grave models (diffrent sarcophagus and another noble graves) - lid with sculptured lying body - more engraved inscriptions textures - at least one more main skin (which is 1024x1024 texture with common grave elements) - some gravetheme sculptures (human, animal or beast figures...) - ash urn models (probably just separated from those grave models with diffrent texture)
  13. They would look even better if they were exactly the same height - that way they would look nice on two side of some gate or whatever. At this moment one of them gets more attention then the other which breaks the symmetry effect. I wonder if correcting lowpoly model after baking normal textures would do the job (I'm thinking about increasing the size of left statue's head). Apart from this minor issue - they're perfect.
  14. I like your houses! First one looks a bit cartoonish, but I suppose that was intentional. I make some models using 3dsmax and then I convert them to .lwo (Lightwave native) format. Doom 3 supports also .ASE files (3dsmax ASCII files) but for some reason I always had problems with them...
  15. Stones look great and the mortar takes a bit too much attention, which I think stones deserve for... Smoothing the mortat would do it - but even if you leave it like it is it looks very good! Stones were modeles, weren't they?
  16. Don't get me wrong - I like their design and ornaments and all of that but while playing Dram's map I've realized that something's wrong with their colours in general. They just strike my eyes - unlike some subdued colour set which would create some mood. But, well, it might be just my personal opinion... The other thing is that fog effect often helps with raw colours in mission - it doesn't have to be used only as weather effect - more artistic mean - kind of colour perspective. In this sense fog is very underestimated effect. --- Oh, and I forgot to say: mikebart - these textures look really great!
  17. Great! Many thanks! Now I can focus back on textures...
  18. Thanks! Some of them will be readable but some not. Anyway - I don't want to make them too outstanding. And what would you write on builders tombs? Actually what is Builders Faction - are they kind of order? So, builders are brothers, right? And what about similar inscription to 'Rest In Peace'... Maybe R.I.B.F.? =Rest In Builder's Forge...
  19. Nobody likes mansions so why have you started with this theme? Personaly, I don't like them neither and I think that our current set is too sweet: colours are too saturate and textiures are too clean. I think that we might consider making some subtle corrections before we release the mod... Or we can make another, more interesting mansion textures.
  20. I'm making some tombstone textures with inscriptions for graveyard models. Some of them will be readable (I mean - big and clear enough), so my question is: have you got any ideas for grave inscriptions? I'm not really good at the art of words... Even proper names are problem for me... And I don't know if we should put any dates on them? If some of you could write few examples of builder's inscriptions and common citizens' as well, I would appreciate it. Thanks!
  21. I like to see some snow.... In the future I'm going to make some snowy mission as well, so I'm glad I will have some example already (BTW: the only thing - I wouldn't like to be the one who's duty is liting up those torches - too high for me...)
  22. This is a movie from UT mod. Something diffrent... http://www.jeuxvideo.tv/drawn-to-be-alive-video-22195.html
  23. I like that modeled detail of this head - and expression on his face, too. But what looks quite unusual for me are proportions of face elements. I think that the forehead should be higher or/and the bottom part of the face shorter (nose and cheek). But at the same time I can imagine it's still possible human face proportions. Forgive me if I'm picky - maybe it's just my subjective opinion. I've never modeled such good head anyway...
  24. My question is somehow related to the idea of this topic. What should I do in order to use some of textures for brushes on my models? Or if I create some architectural models, what should I do (I mean which files where to put) to make them available for mappers so they can build seamlessly with brushes and models?
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