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Arcturus

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Everything posted by Arcturus

  1. I recently took part in a contest by Allegorithmic for a material made in Substance Designer. Entire material was made in SD from start to finish, though it would be easier to import some svg shapes. Rendered in Iray (built-in raytracer) with tessellation and displacement on: https://i.imgur.com/m6FlkV4.jpg https://i.imgur.com/rxI03vM.jpg https://i.imgur.com/8DafEzM.png
  2. These videos are not suitable for most advertisers according to Google's algorithms:
  3. Blender developers are making new real-time engine called Eevee. It's part of the Blender 2.8 project.
  4. For 20 Years The French Have Been Building A Medieval Castle Using Medieval Techniques
  5. Blender 2.79 came out. https://www.blender.org/features/releases/2-79/
  6. I went down to 9656 tris (4828 x2, since it's symmetrical). Here's the file. I used textures/darkmod/wood/panels/rtable2b material from tdm_wood_panels.mtr. It's supposed to use models/darkmod/props/textures/rtable2b texture, but in game it actually uses a different image. Is there a second textures/darkmod/wood/panels/rtable2b material somewhere?
  7. But doesn't it make it more steampunky?
  8. I've purchased Affinity Photo recently and I've been playing with tone mapping:
  9. Actually I made a mistake, enter should go in stead of escape. Escape is used to abort an action, not deselect.
  10. There should be enter before in stead of escape
  11. I added material for the ground. Here's the new link. I'm pretty sure there is a light? As for nodraw skin, I use it because player's reflection is ugly. It doesn't affect arms and weapons. There's one element of the player model still visible in the reflection, probably the hood. I'm sure there is an easier way to make the player reflection invisible? Couple of things you have to consider when using real time reflections: they are buggy sometimes and they are computationally expensive. Also you need two surfaces with two different shaders: one for reflection and one for refraction right above the first. The second one uses a large set of tga textures which may also affect the performance. For the reflection, one can use cubemaps instead of real reflections but they don't look that good without parallax correction.
  12. Actually, I improved it by adding animated texture. Here's a download link. It's actually 2 shaders. One for reflection and one for refraction. When using real time reflections it's best to hide player's model.
  13. RMAO most likely stands for roughness, metallness and ambient occlusion. I also baked AO and also used SSAO on Sketchfab. Baking AO can be tricky on some meshes where geometry is not suitable, e.g. overlapping polygons. Here I had trouble with belt.
  14. I used Substance Painter. Diffusemaps of metals would need to be brighten up. Generally TDM textures are rather dark. And metalness and roughness maps would have to replace specular maps.
  15. New short from Blender Institute: http://www.cartoonbrew.com/feature-film/agent-327-operation-barbershop-trailer-blender-used-pull-off-hollywood-level-animation-150785.html
  16. Does it mean we can have PBR now? https://sketchfab.com/models/eea7345123bf4cbc8ef2eb034fff9fb9
  17. That skeleton was made for TDM in some other application and exported as MD5. I don't remember who the author was. I then imported it to Blender and built a new rig on top of it. I have no problem with people using it for whatever reason.
  18. It's 50th Sgt Pepper's and 40th Star Wars' anniversary this year, perhaps that was the idea?
  19. I updated the animated flag. 250 frames. In the video it's played at 60 FPS. I thought that disappearing of md3 meshes was because of mirror rendermap, but it also happens without it. Interestingly when you turn on the lantern some of the models are rendered again. Here's the md3.
  20. There are both import and export scripts for Blender.
  21. That's a screenshot from editor without normalmaps, I presume. Since photo scanning has become popular some high quality scans of sculptures have been released for free. I already posted a link to this site. Info says "All scans can be downloaded and used without copyright restrictions." Recently some guy published his scans from Louvre. He says: "Free use for references, matte paintings or whatever". One would have to ask if it's ok to use it in Darkmod. Of course those are all high poly so low poly versions would have to be made.
  22. Here are the files for the second test. I use player model's skin set to nodraw to disable reflections. Hood is still visible in the reflection.
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