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Arcturus

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Everything posted by Arcturus

  1. I'm doing a necklace similar to the one from 'needed models list': http://images.etsy.com/all_images/3/314/fa...0xN.8279166.jpg Empty spaces will be transparent.
  2. I uploaded the bust_02_female. I insist to keep marble textures: Rough textures look like this: flat/rough_marble_dark02 natural/rock_grey natural/rock_brown_rough natural/light_grey_rough natural/light_grey_rough2 natural/dark_dirty
  3. Folds are a little rushed. I could spend few more hours tweaking it but there are other models still to do.
  4. Hm. Ok, I'll experiment some more with textures this time. Still need to make low poly model.
  5. Good job so far. The ridges appear to be quite sharp. Have you checked the normal in game?
  6. So it was before he started sculpting? But he must have made detailed highpoly models to bake normals?
  7. IMHO what makes Oddity's characters great looking is the perfect utilization of sculpting tools. Here's a quote from an interview with him: Here's the full interview: http://area.autodesk.com/index.php/stories...fen_pixelwerks/
  8. Why inverted? There are different types of roofing tiles. This one was supposed to be like this: However... On the second shot those tiles below are rotated 90 degrees.
  9. I uploaded new rug: ornate_floral_red.
  10. I know what you mean but I would rather keep it marble. Diffusemap ideally should me make specifically for one model, like St Lucia but I want to use one diffuse for all my sculptures (if I make more) so there can't be details to emphasize the normals. Perhaps low poly model should be more detailed or highpoly less (or more clean), I don't know. I changed the texture a bit and renamed it to smooth_marble_greenish.
  11. Ok, I uploaded the statue as bust_01_male. Also added new marble texture: smooth_marble_white_shiny02. Movable is set to frobable. Mass is 50. Snd_bounce is for now tdm_impact_clayvase_01. Visible mesh has 594 polys, shadowmesh has 280.
  12. Really nice. And you joined year after me
  13. Don't we have a stone impact sound? All moveable stone objects have tdm_impact_clayvase_01 in def file which doesn't sound like stone.
  14. 16 poly collision mesh works, thanks.
  15. What's that on it's back? I'm trying to make a moveable statue, but game can't load the collision model. I made definition: entityDef atdm:moveable_bust_01_male { "inherit" "atdm:moveable_heavy_base" "editor_displayFolder" "Moveables/Decorative" "model" "models/darkmod/decorative/statues/bust_01_male.ase" "mass" "50" "friction" "0.1" "bouncyness" "0.1" "snd_bounce" "tdm_impact_clayvase_01" } First I made cm in Blender as a part of .ase model but it didn't work (worked with static object). Then I made it in darkradiant as a separate file and I still see "cannot load collision model". Is there something I could miss?
  16. I start with low poly model, but I don't spend much time on it because it's boring. Of course the more detailed the easier and more clean the sculpting will be. Then I use "multris" option in Blender. Adding 1 level of multirs devides each poly into four. This model has 7 levels: The rest is only sculpting. Multirs is a cool option cause you can go back and forth from one level to another. Working with milion polys on my machine is a little difficult so I sculpted the basic shape on level 6 (222720 quads in this case) and only face details on highest level. As for final low poly version. I could simply use level 1 (430 polys after converting to tris): but it has too little polys on face and too much on larger, flat surfaces. That's why I'm going to use poly reducer script. It takes vertex weights into account, so you can paint for example the face and after conversion it will have more polys than other areas. You can of course set level of reduce.
  17. Final high poly model - 890880 quads:
  18. This is one file: smooth_5panels02.dds. Different colour was added via RGB filter in material file. It can be tweaked. I wouldn't miss other textures. The oak should definitely go.
  19. My idea was that horse should not imediately go from slow walk to full gallop cause it doesn't look very natural. It doesn't look that bad either so it's not a big problem. Riding a horse is different thing cause currently when walk animation is speeding up the footsteps don't sound properly so there should be other animation between. On the other hand troting between walk and gallop is not realistic, it would be rather slower gallop (canter). Those things are not that important. I think horse can wait until after the 1.0.
  20. Is it possible to make 3 different animations for non player ridden horses? I swapped the trot animation with gallop in def file if anyone wants to check it. Currently I'm working on some sculpture:
  21. I only wonder why nobody noticed that when SL was being made.
  22. Ironically Saint Lucia had them too.
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