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Jerboa

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Everything posted by Jerboa

  1. I'll pack these and send them off then. Does the mod have a guillotine? if not that would be a really fun project for me to work on next.
  2. The texture might be abit too grey/weathered, I'll fool around with that abit more. I did notice when I was setting up the lighting ingame that it was too harsh. I need to figure out how to soften the glow, if possible. I put handles on the trap doors and a default light on the floor beneath them. At 1st when setting up the lights the shadows were so dark that you couldnt see the supports or handles on the trap doors. But, here are some pics of my attempts to get the lighting correct to expose most of the models.
  3. I made the lever and the trap door seperate objects and added a basic support. Deleted the ends of the posts. I even compinsated the height so you can walk under it w/o colliding.Now all I need to do is assemble it in-game. Here is a render in modeler. This is the optimized version by the way.
  4. Ty kindly. Trying to add a descent, correct support structure.
  5. If you would, post one of the underneath support structure of the gallows. That will help me out alot. thnx
  6. No worries, its all in the process. I agree with your tips. Here is what I have so far.
  7. Added an extra pole, support bars and bolts. Let me know if you want this version.
  8. Ok, I have 3 models packed and ready for upload. How would you like them sent, via e-mail? Im unfamilliar with SVN. Please elaborate.
  9. Nope, when I applied smoothing normals the model came up black in-game. But, I did fix the skew.
  10. I can try to add smoothing normals in accutrans. But dunno if that'll stick in-game or not.
  11. Yes, same model. I just added the nooses using DR.
  12. Im not very good with the in-game lighting. But, here is a picture taken with the nooses attached. I do see a skewed face I'll correct that.
  13. Here is an aeriel view of the deck.
  14. The loop/noose is just the low poly version before I apply the smooth. Here is another shot in it's texturing stages. Disregard the loop for now. I havent finished the stiching/welding of the vertices yet. So in this pic. It wont looked scaled properly. But, this is what I have for the knot so far. I do need to know if you like/want this version before I finish the texturing on the loop. Because that'll take some time to do.
  15. The closest/easiest thing I can do for a knot would to simply add a torus knot like so. Texturing that knot might not turn out so hot tho.
  16. I re-modeled the noose to better fit the texture. I made it more of a tear drop.
  17. I use Ultimate unwrap3d pro. I 1 sided planar mapped it. Positioned, then I stiched/welded the vertices. End result is here.
  18. Here is a newer texture for the noose. Furniture wouldnt be a problem.
  19. I like that texture. Here is a front and back view. Maybe I should flip the back to the front.
  20. Ok completed the steps listed. Also, I re-made the model and it's at 1110 polys. The texture is at 512x512.
  21. I'm ready for the next steps. Also, what size should my textures be, 512x512?
  22. Here is the dungeon cross worn at 2262 polys with normal mapping. I beveled the edges as well as the end faces. Im thinking of smoothing the center bolt.
  23. The texture was cut from a close up picture of lichen moss/fungi on wood. I'll try implementing some worn corners. Thank you for the crits. You have a very good eye for details and realism.
  24. And here is the one with a normal map.
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