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Arcturus

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Everything posted by Arcturus

  1. Also NPCs look flat when frobbed in dark room. In low ambient light bumps are soft and there's no specular lighting. Shots were taken with ambient light value 15: with bumpmapping disabled (for comparison) with bumpmapping enabled lantern
  2. Thanks, I uploaded the lwo and textures to model_src so that if I'm hit by a tram tomorrow the files won't be lost. I'm learning the basics of animating now. This may take a while.
  3. I feel like I've been working on this for ages. I added horseshoes. Texture is not done yet. Tail needs to be improved.
  4. I'll try to do it myself, but will have to learn it first.
  5. I agree. I'll work on it a little more.
  6. I managed to export the model to lwo format and put in game. It has currently 2402 triangles. No colour yet. I had some problems with normalmaps as they didn't look well mirrored. Anyway that's how it looks so far:
  7. 2314 tris - 1157 on one side. It still needs cleaning.
  8. 5000 seems to be a lot. How many polygons do character models have?
  9. I read on the TDM wiki: "Aim for less than 5000 polys for significant AI, and less than 500 for most common objects". I started to work on a low poly model and was wondering, how many triangles should it have. I can do something that would have 500 polygons and resemble a horse, but I also can make model that would have 5000 and resemble a horse even more
  10. Arcturus

    Tree Beasts?

    You can download images here: http://www.megaupload.com/pl/?d=R1OK56N8 RAR, 89.04 MB
  11. Arcturus

    Tree Beasts?

    Encounter with tree beast was the most scary moment in Thief 2. I have some pictures of tree bark if you'd like.
  12. I swapped yesterday my 1GB 667 Mhz RAM to 2GB 800 Mhz and I can say the difference is huge. I have no more lags in SL.
  13. But then 1024 x 1024 pixels might be a lttle too small. Our character models use 1024x1204 + 512 x 512. Jewellery box uses 1024x1024 + 512x512 + 512x512. Same texture on both sides means better resolution without increasing image size.
  14. It's 2.360.262 polys, but I didn't make full use of them. I want game model to use the same texture on both sides to save memory space, just like current horse model does. So I wanted to make it symmetrical from the begining. I turned on the symmetry on x axis, but it never stayed perfectly symmetrical for too long. Probably when I selected certain areas to increase polys number on them it screwed up. Anyway, poly reducer script seems to give a non symmetrical result. I will probably cut the model, do the uv mapping, texturing and poly reducing and in the end mirror.
  15. I consider high poly model done. Now I "only" need to make low poly, textured version. I assume that it won't be a problem to convert it to md5?
  16. Yes, the new one's better. I wonder how will it look in Dram's map.
  17. It's autumn [(US) fall] outside and we didn't have such texture yet, so I made this: \nature\foliage\leaves_fallen_01
  18. There is a normalmap, only it's rather soft. I think it's sufficient.
  19. You can use extrusion after you start sculpting. But yeah, that makes too much mess so I redid the whole thing. I made a basic model and then started sculpting but it was so bad that I ended in doing legs and tail only with sculpting tools. I use subdivide to increase poly numbers and then use draw tool. So it's still one big mess. But it looks quite good. I couldn't keep it symmetrical so I had to chop it in half and mirror. I still have to add all the details.
  20. There was no model. Diffuse was treated as a heightmap and converted to normalmap using some program. This method is not perfect but in this case it worked.
  21. You can scale up the photo, clean it a little maybe, change contrast ect. and make new normalmap out of it.
  22. Old one is rough_wood_fungi, mine is rough_wood_fungi02. Texture on the right is the old one. It's in smaller scale to match the pattern: Same scale, closeup:
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