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LeotheLion

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  1. It is possible to make very great textures by using photo from all six sides on a real object and applying in zbrush using the paint master, but then I would need six photos. I will have to work a bit on my texturing otherwise, as that only works for faces (i've tried it on myself). Any general tips I should know about for making game textures?
  2. Had to do a bit of real life stuff. Anyway, back to this. To be honest. I hardly ever UV map and texture stuff, using piecewise models and random fractals + material shaders instead when rendering in the renderer I use for my CAD stuff. Generally, I'm rather good at photoshop, but I am not too skilled at making a proper UV map outside of zbrush, so let the adaptive tiling handle it. Turns out adaptive tiling means I can't use the map and texture in any game as they only support the first quadrant of UV space. So that means my previous textures were no good. I was working on another model for something else, and so I attempted a Uv in an app outside zbrush and then textured in photoshop. Its not very good is it? Note: this is on flat color shading in zbrush, which is no depth shader. The shadows are painted on.
  3. Uh, I got bogged down with work stuff. I'll post textured stuff tommorrow, plus new tree and that textured.
  4. EDIT: uh, double post, clicked the add while editing post. I've got some work over the weekend, I'll do all the texturing stuff monday. Can you post a pic with the level of detail you want for object textures? What size uv would you prefer to use ingame?
  5. Stew: Tree 214 quads (can't get much lower as this is square sides and most small branches gone). Fish: On UV mapping, I've done some stuff in Blender, but I'm rather slow at it right now. Recently got modo301 for texturing (which really speeds things up for me in this area) and am in the process of getting better at it. How about I texture the lamb leg and the stew and post that?
  6. Update on the tree: 470 quads after I removes some of the smaller branches. I'm working on that still. Of the things you posted, heres two of them so far. Leg of meat: low poly high poly The stew is in progress. What is the desired polycount for the ingame mesh of this object? high poly in 10 min
  7. Do you guys need draperies, curtains, cloth, etc?
  8. I can rescale any further images. I hosted them on tinypic. BTW how do brushes in the editor work for models?
  9. OK, I've taken your guys advice on poly count for a new model of an entrance to some ruins: [EDIT: these are also viewport screenshots so theres no AA.] So here's the stats; 157 quads for low poly version, ~400K quads for high poly which would be converted into normal map. LPM HPM Also, how do objects generated in CAD, such as the picture below, work out in the doom 3 engine, because the CAD works on double-sided polygons and in some programs it causes faces to load reversed and not visible.
  10. Does doom 3 smooth the model by using a shaders? I will make some architecture work. I'll fix and incorporate the bird.
  11. I've redone the model. I've also cut the polycount significantly, to 904 quad including the tree branches and the bird. I can do a detailed model if you want? I've got a really nice alpha I can make feathers with.
  12. Finch on a tree branch. EDIT: this is the revised version, refer to two posts below. BTW, this from the viewport of my app, not a render.
  13. I reworked the tree a bit during this morning. About 2400 quads including the ground. Rocks can be 60 quads each If I just add a bit more detail and then map each one with 1024 x 1024 normals. EDIT: Oh yeah, should mention that the image compression is distorting the thin branches a bit, so click the image to see full size 900 by 800 view.
  14. About 800 quads. I can add smaller braches to increase detail or remove branches to lower the count. I can go up or down because I retain editable subdivisions. I can go down to 300 quads for a decently smooth tree with a few less smaller branches. Speaking of which, does Doom 3 support normal maps?
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