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LeotheLion

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Posts posted by LeotheLion

  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.

     

    1z5unx1.jpg

     

    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. You can make it 512x512 or even 1024x1024, it can always reduced later. But if you start with 256x256 it will always be stuck at this size, even when in 5 years computers are fast enough to render food in high detail :)

     

    Uh, I got bogged down with work stuff. I'll post textured stuff tommorrow, plus new tree and that textured.

  4. Stew:

     

    hwetm8.jpg

     

    6yihww.jpg

     

    Tree 214 quads (can't get much lower as this is square sides and most small branches gone).

     

    33ohdeo.jpg

     

    Fish:

     

    212an2u.jpg

     

    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?

  5. 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

     

    11bta37.jpg

     

    high poly

     

    9axwk5.jpg

     

    The stew is in progress. What is the desired polycount for the ingame mesh of this object?

     

    high poly in 10 min

     

    qnk12x.jpg

  6. 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.]

     

    2z9lfnl.jpg

     

    2hcdaw3.jpg

     

    So here's the stats; 157 quads for low poly version, ~400K quads for high poly which would be converted into normal map.

     

    LPM

     

    i3sx2g.jpg

     

    HPM

    243mats.jpg

     

    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.

     

    mj2075.jpg

  7. Bird looks like built of several meshes. I'd say they would look better (and probably animate better) as one continous mesh. (wings are just sticked to the body at this moment).

     

    Oh, and try to post images of smoothed models - that's more how we see them in game.

     

    Does doom 3 smooth the model by using a shaders?

     

    Also, static things (like trees) are much easier, because f.i. for birds we do not really have code for them at the moment.

     

    I will make some architecture work.

     

    I'll fix and incorporate the bird.

  8. 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.

    3521bf4.jpg

     

    2rh4iso.jpg

     

    x5xs94.jpg

  9. When you say "low poly" tree, how many tris are we talking? We still do need some bare trees just like the one above.

     

    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?

  10. Anyways, I do not have experiance with the doom 3 engine in particular, but I have Modo301 so I can convert all my .obj files into .lwo.

     

    Hard Object Examples:

     

    Door Handle

     

    27ycv8p.jpg

     

    Lock for Door Handle

     

    5p1q8w.jpg

     

    Soft Object Examples:

     

    Low poly mesh hat, robe, pants, and band for closing robe.

     

    nosfaa.jpg

     

    [EDIT: tree model has been reworked substantially, this morning. Scroll down to alter post.]

  11. Hi Leo. We're not in any need for new characters any longer as we had a great selection of characters modeled by oDDity and they are capable of being redressed in many ways.

     

    If you're interested in object modeling, I could open up an application for you. It's difficult to get a feel for your work from the renders as they look extremely clean. Do you have any ingame doom 3 renders of some work you've done?

     

    Hi,

     

    I could do object modeling no problem.

     

     

    I'll post some object work a bit after 4 today.

  12. Hi,

     

    I practice modeling now and then, so I may as well model something that would help this mod, which I have been following for a while (Thiefs 1-3 are among my favorite games.)

     

    Some recent work is shown below in spoiler tags because the pictures are big.

     

    CONCEPT WORK

     

     

    so8xt1.jpg

     

     

     

    27ywphe.jpg

     

     

    STRUCTURAL MODELING

    Respective to above concept work.

     

     

     

    2nsrz7q.jpg

     

    2ypk6r6.jpg

     

     

     

    2ajyzjm.jpg

     

     

    CHARACTER MODELING

    Cloth articles high polygon mesh for details.

     

     

    2587b74.jpg

     

     

     

    oanksp.jpg

     

     

    and a low poly mesh (and the rest of the model) for real-time use.

     

     

    28hlyld.jpg

     

     

    Best regards,

     

    Leothelion

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