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ShaZe

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Everything posted by ShaZe

  1. ShaZe

    ShaZe's Stuff

    Close up on the last staff Otherwise, where can I get the mod files? I was asking myself the question to know what exactly the path should be when I was setting the material file and the folder structure. I searched a little bit in the different forums but didn't found it.
  2. ShaZe

    ShaZe's Stuff

    Change will be soon, I agree that the staff is too much made from metal. And yeah I had the same feeling about the round part at the bottom. Thanks, gotta post the new look soon.
  3. ShaZe

    ShaZe's Stuff

    Well, for me, a mage always got perfect / magical items. They are like the little noblemans with magical power. Only necromancer or something like that would have un-perfect staff, such as tree branch, bones, or anything else. Those staff have been made for let's say "high-class mage", church environments if you see what I mean. But yeah, I saw a old model of a staff with a gem as a reference (here)and it looked like that type of staff so I made one that fit those criteria.
  4. ShaZe

    ShaZe's Stuff

    Fullscreen : http://www.shaze88.com/downloads/autres/da...-fullscreen.jpg I personnally prefer the short "battle staff" and the last one. The one in the middle is too much tall for melee, and not enough to keep the wings out of the way.
  5. ShaZe

    ShaZe's Stuff

    Hmmm but, remember it's a mage staff, not a walking stick, so the mage is not forced to use it while walking. He can just travel it with him, and the staff was kinda short, easier to travel, easier for close combat if necessary. Anyway, I have have tried to make it smaller and taller, if you wanna use it as a "walking stick" on idle.
  6. ShaZe

    ShaZe's Stuff

    What you thinks about it? Just developped a new texturing skill. I wanted to find a way to tile a texture within a textures file. Theres only one way to do it (cropping the texture to get the part you want) but D3 doesnt support it. Finaly, I just found a way to get the same things, without using a huge part of my texture. Kinda hard to explain but anyway, it's always useful. Otherwise, for the gem, I thinks I reached the maximum specular level I could... Edit : hmm, did someone found a way to color the shadow of certain type of material such as glass, it would be nice if the ruby could project a red shadow =)
  7. ShaZe

    ShaZe's Stuff

    There it is : It is extruded, every hidden polygon are automatically removed, and every polygon group that seem to heavy only to form a circle or anything else for example, are simplified.
  8. ShaZe

    ShaZe's Stuff

    Oh yeah I know what you mean. Forgive me, I uploaded the old pictures, the new got exaclty what your talking about. That's one of the reason I didn't understand ------------------------------------------------------------------------ For the shadow on the staff, I could remove them from the transparent wings and the little gems. And I could maybe remove the one casted my the gem, and take a low poly gem to cast the shadow. I thinks it could work if I add the property forceShadows to it, so the poly would not be rendered, except for shadow. =) I just don't know if I should use caulk, or nodraw, and if it will really remove the polygons from the calcules.
  9. ShaZe

    ShaZe's Stuff

    Ok, it look great but, hmm I am not too glad about the polycount, 458.
  10. ShaZe

    ShaZe's Stuff

    Thanks a lots for the suggestions/comments, most of them are really helpful Can you explain more which area that need more poly, were you talking about the spiral? Because I fail to understand the things with 3-4 sided piece. I thinks the things that should be smoothed would be the metal spiral, if that's what you were trying to tell me?. Otherwise yeah, I had tryed the high specular map on the gem, but the effect was really bad, the lighted side were gray instead of plain white. I guessed it missed reflection. And because of that, I figured out one of the problem about the texture of the whole staff, it had a too high specular, that's why it was so ugly, and the texture didnt had enough details. @Springheel I didn't understand how I could add a sort of "transparent filigree", but while writting this post, I just got a nice idea eheh. I will mess with it and show a screen later. Thanks
  11. ShaZe

    ShaZe's Stuff

    True Otherwise, I wanna make a little test before returning on my works. Does the staff look better than the textured version? And a second question that has nothing to do with the test, what do you thinks about the 2 others design? Because I have a kind of theory that a textured model can be compared to a colored drawing. Sometimes the colors give to the picture's look a crappy look, sometimes it become something really more impressive. Everything is about the texture/color. At least, I will be able to know if my theory was true, and if it is, I will just have to force myself as a texturer to give it a really nice look. Thanks in advance
  12. ShaZe

    ShaZe's Stuff

    Kinda weird because if you make the test, a sphere with smoothing group and a sphere with normal map look exaclty the same because D3 handle pretty well the smoothing groups, only on ase model of course. I should have said it before, don't know if you knew about it. And thats probably the reason they all got normal maps, most of the models are lwo.
  13. ShaZe

    ShaZe's Stuff

    Yeah but, I just find it usless for perfect rounded objects as the smoothing group give the same result. I only use it when I got weird curve in my models otherwise, I consider it like a waste of time. So for example, most of the mechanical model or sharp edged model won't have a normal map. Anyway, I will add more details to the staff, both for the geometry and the texture. If I succeed to do something nice with the texture, it should look nice. I will post the final result right after. The process will be more slow this weekend (I got like 4 school projects to finish soon) but I will try to finish this as soon as possible Thanks
  14. ShaZe

    ShaZe's Stuff

    Yeah I know that I am kinda maniac about saving polys, I love to optimize my models at their most. For the mage staff, yeah, something make it look really bad. I was saying myself that the geometry was fine, and it was maybe just the texture that create that look. Well, I will totaly redesign the staff or I will try to add more details to the texture. And yeah, suggestions are welcome. I you feel that the barrel should be darker, that a staff need more details on a part, that a model doesn't load or is just ugly and need a re-design, just say it By the way, I didn't found anyway to make a sort of reflection on the jewels on the staff, do you know any way to produce that effect? I added a transluant effect, but it really need some reflection. Hmm, and a last question, is it alright if I upload the models as pack on my server and show it there during their process / at their final version? Or is there someone or a ftp to gather all the models? Thanks
  15. ShaZe

    ShaZe's Stuff

    Here my list of model currently done. You can make some changes on the texture if you want because I must agree that my texturer skills are not very high. Download the pak Here (Version 1) What does it include : Staff : 160 Poly Staff v2: 160 Poly The first version seemed too much heavy for a mage Barrel : 210 Poly Candle : 39 Poly Candle 2 : 53 Poly Lamp : 258 Poly ---------------------------------------------------------------------------------------- Snake Staff : 185 Poly Only need a texture Download Here
  16. Thanks a lots and everything is complete : http://www.shaze88.com/downloads/autres/lamp.rar (same link as before) Now at 258 Polys (Kinda high just for put some volume to the spirals) Yeah, I found out that the twosided property can't cast shadow. That's damn because we would have saved a nice 60-70 polys easily. But a least, it look a little better because we can actually see the volume.
  17. And voila! There's a twosided texture to save a lots of poly on the metal spiral. The model has been manually optimised to save polys. There's maybe one bug that I should verify, I thinks the engine can't cast the shadow of polygons / form that are not closed. So the spiral doesn't seem to appear. I could always give it some volume, but the polycount would reach maybe 220 polygons max. I thinks I will work it out, and show you the final version and the polycount. You will be able to choose between the low poly, "high" poly version.
  18. The fact that you had to actually go to the shops and buy / sell your stuff was a really nice things. I also loved the fact that you can travel / steal between the mission. There was definitely innovation that enchanced the game. And don't blame the game because you actually played it in Third person. I personally find that TDS was a great game. I fail to see where they really failed. Hmmm and those damn zombies, I thinks that's the only things I hated from the game, but it was funny as well. I mean, I was not even able to do more than 2 minutes in a level like shalebridge cradle or the little ghost ship. Otherwise, I thinks the main reason why some people don't love the game is : - They doesn't like the style / feel of the game. They prefer to charge at the enemy or shoots evrything with a gun. - They doesn't like the "fantasy side" ( Mechanical things / Electricity ) - They were fanboy of 1 of the previous game in the series and they were thinking to have that game with higher graphics.. Anyway, TDS was fine, don't blame it.
  19. There it is! : http://www.shaze88.com/downloads/autres/lamp.rar 185 Polys, Sorry if you don't like the texture, Im kinda bad at texturing And if you want more details, I can always add more polys Everything is in a pk4, so you can just add the pak and see it within the game
  20. Ok perfect, I ill re-post when done
  21. Ok fine, it would be perfect, send me emails or keep posting on this thread if you wanna try me I just hope the test won't be a fully textured, rigged and animated, character to be made within 1 day ahah
  22. Hi, I already gave you my old port-folio, but there's update! So you can find it there : www.shaze88.com I could make maps, or make some modelisation. But I would prefer modelisation because I need more practices and this is the domain I want to reach. I also did ShaZe's Arena 3 ( Level only, no custom model) In Quake 4 : http://quake4.filefront.com/file/Shaze_Arena_III;71081 My current projects in schools doesnt eat too much my time, so I should have enough time to help you ;D I am moslty self-thought, with or without tutorials. I can UVW Unwrap, modelise, make some texture but I am really more bad on that side. I can level design/map, that's moslty what I can do. It would be my first experiance in a modding team, so I can't know how well I will take the order, but I hope I will be enough good for you. Thanks a lots if you give me a chance! Cya! Edit : You can contact me with the email as show on the website, thanks!
  23. Just thought about it, we are gonna be able to make thief map with the best level editor ! GO AWAY DAMN UNREAL ENGIN!! Gonna be far better.
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