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Ralle321

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Everything posted by Ralle321

  1. Dunedain19, i'll see what i can do about the dilapidated panels. It seems, panels are in high demand.
  2. Here is an alternative: https://mega.nz/#!AR4z0J6K!MJMWLUqMX4ci_GoYjF0ik33Wmh7nogqWVZS3QUqe5aI
  3. Thanks everyone. SeriousToni, thats definitely possible. Ornaments are a fun thing to do, so i'll give another variant a go.
  4. New carved wood panel is up: https://mega.nz/#!oNhA3Lra!ZuVgKiZ_XLl43VopfawlihcFwjLTwS5NYEgKlExNZME Thoughts?
  5. Here is the downloadlink: https://mega.co.nz/#!hNYi0ZqI!1e-ew2Rhj3KXF8hyugOqnKP2xW8XBPd_nG8-l4iRBew
  6. Must be caused by the normal map, i have no other explanation for this. Done. Also combined some njob generated normals with my original normal map, to see if its doing any good: http://fs2.directupload.net/images/150806/2nk5uab2.jpg I totally agree on this, but i'm sorry. I can't do proper changes to my sculpt anymore. I'd need to start over and it's probably better to move forward, doing something new instead.
  7. Ok, i think the main problems with my texture are the following: 1) The brightness of the slabs are overall too even. 2) The normal map lacks punch in the medium and fine details compared with the look, i wanted to achieve: The first one was easy to tweak, though the normal map is a bit of a problem. Since i sculpted this one with a quite destructively workflow, i have to admit, it would be hard to get the normals right. The best thing i could come up with, was to enhance the normal map, but that mainly gave the large shapes more expressiveness: http://fs2.directupload.net/images/150806/h8w2a5vq.jpg And btw, i went without a specular map for this one, so nothing to reduce here any more.
  8. Here is an updated version with dirt and scratches: https://mega.co.nz/#!0dR0CJjJ!yYyZKol8bAiAEyGX4AwyKVXPIJ7pkhf8nm0RyKVDYL4 http://fs2.directupload.net/images/150805/x4uhkgob.jpg Is this suitable for your project?
  9. Thank you, Melan. Glad you like it. @Cambridge Spy: That's a very flattering comparison for a hobbyist like me. I'm not sure, if i could help you, as this is also a learning experience for me. If you need some help with textures, i'd recommend creating a thread on polycount. Those Artists over there are extremely knowledgeable and not stingy with advice. I basically got all my dcc-related knowledge from there.
  10. Thanks. And yes, it's entirely done in substance designer, no 3d-modeling involved. Edit: Reuploaded with tga. For some reason, the png doesn't save the alpha channel.
  11. Alright, drain cover v2 is up: https://mega.co.nz/#!kBhk0Bia!ICS2AK6SFk4wDASqVseCvUm5LAaSFqwPaN80uU_zQPU Now with new anvil and hammer symbols, pebbles, scratches(a bit subtle though) and some dirt variations(more evident when watching diffuse only). @Springheel: I could get that ao-map working, but not with translucent results behind the outer ring, so i left that out. @Bikerdude: Sure, i can give it a shot.
  12. Here is a drain cover i have been working on: https://mega.co.nz/#!pMQkGQjA!iJ156crgCnT8N2b-z2wJPWK5HJyLaYVqWrGDZ0z0d9w Too bad, the alpha can't fade, otherwise the ao would make it look more connected with the ground. Anyway, comments and critique are welcome.
  13. Thanks for the list. I'll see what i can do.
  14. Thanks for the Feedback everyone. @Bikerdude: I'm trying to achieve realistic results and will keep on practicing, though i don't mind too much, if it looks good ingame. @Melan: I see. Are there any specific textures in need for, or where more diversity is needed? @Lux: Regarding the wood, take a look at one of my reference pictures: http://www.oldewoodltd.com/uploads/trad-walnut-flooring-2.jpg It has the characteristics, which i tried to replicate and i don't see any problems with the result.
  15. Thanks. The wood is an easy fix. See if you like this better: Updated Specular Map: https://mega.co.nz/#!cMp1xCpa!R-XRoitWcwAmxKBMSWbVA9B2zM8_bqdUZ3NpT3KfBos And yes, i plan to do more textures and will put them here gladly.
  16. Here i want to share my Textures and hopefully you find them useful. I created a brick wall, stone tiles and one shiny wood flooring. The first two were sculpted and textured with textures from cgtextures, while the latter one was procedurally generated in Substance Designer. You also get the compiled Substance file(.sbsar) for the wood. In case you want to play around with the substance a bit, you need to download the free Substance Player(https://www.allegorithmic.com/download). It allows you to export the maps and to alter the look in a limited way, e.g. the number of planks in x and y direction, the dirt visibility, the amount of scratches and more. The Uncompressed Textures(+substance): https://mega.co.nz/#!lYwVELjT!yGln9F-NPhpRx8ht9lI2X0KFw2NVMENyEc3h2QmmL5I Also, the Gameready Textures, mtr files are included(just extract them over the main folder): https://mega.co.nz/#!EARxXATL!-BeaiS8dx5pgKLo9V51oH912BmvIQTXHALfmT0FcF_c Plus, one ingame Screenshot: Cheers
  17. Still 29fps with AA2 & AS8. Also no change when downgrading resolution to 1920x1080.
  18. Fps - 29 System - Radeon HD7850, Core 2 Duo E8400, 4Gb DDR2-800, Gigabyte GA-EP45 DS3, Sound Blaster Audigy, Win7 Ultimate x64 Driver - Catalyst 14.9, w/stock settings Screen res - 1920*1200 Settings - AAx8 & ASx16, VSYNC-on, Ambient Rendering-enhanced & Interaction shader-enhanced Additionally i made an interesting observation: my minimum fps in that area were 19 and when i turned off aa the minfps changed to 14, which absolutely makes no sense to me.
  19. Nice work with the Editor. I wanted to report a few bugs i found: 1.: Open the Media Browser, then click on minimize and it not only minimizes the active window but also the editor. 2.: In the same window are some naming mistakes. When clicking on Script, it says Console in the title bar, Texture Browser instead of Console and Script instead of Texture Browser. 3.: I tried to open saintlucia and got this message: I had to shutdown the editor via Task-Manager to get rid of the Message. Thiefs Den & other Maps work just fine.
  20. I was wondering if the undead will be able to infect mortal creatures which will result in turning their prey into one of them after an appropiated delay. That could give a surprising progress of events and making maps including the undead even more creepy. Do you plan or discussed on implementing a feature like that?
  21. Hello everyone. Is it possible to integrate HDR or some kind of Fake-HDR in the Darkmod to see a little better in dark areas? I could also imagine a magical item from the keepers which emits a weak light only the wearer can see. That would be a nice way to have a better visibility than just increasing gamma in the options.
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