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The1wayman

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Posts posted by The1wayman

  1. Looking better. 1000 polys is still too high for a simple prop though--especially a lightsource where there will probably be several placed in a single room. Don't worry about sacrificing some roundness--since it will generally have a flame in it, people won't see much of the detail anyway. If you can get it down to 500 polys or less, that would be great.

     

     

    Ok Springheel i will try to reach that barrier, i worked a litle more on the model and it is now at 800 polys but i see that i have more room to take more out, i´m taking polys fixing the UVW at the same time and trying not to trash the normal map. :wacko:

     

    I will not post more this night so cheers guys.

     

     

    Finaly a think is finishid :), it have now 600 polys and i made a new uvw and normal map here is a render for you guys to see.

     

     

    brazierfinaldv6.th.png

     

    Hope you like it. Cheers.

  2. Yes, the specular definitely needs to be turned down. The normalmap looks ok though--how many polys is that?

     

    Hello guys here is a new image of the model with less specular and even less polys in the image above the polys were 2900, :rolleyes: i´m used to make models only for rendering so i didn´t saw that the model had to much polys, in the new it rest at 1030 polys, if it is still to many i will try to take more but that will sacrifice a litle the roundness of the model and trash the uvw.

     

     

    brazierwc4.th.png

  3. D3 will actually create a normalmap for you using the high-poly model. I'm pretty sure there are instructions for that on our wiki page.

     

    Guys sorry for the delay in posting my progress i was a litle busy and couln´t work in the model nor post in this forum. Making the normal map for the brazier with the ATI normalmaper tool was no go, so i decided to make it by hand, here is a wings3d render with the normalmp, if it is good to you guys i can them send you the model.

     

    Brazier_render

     

     

     

    p.s - Springheel the wiki page only talks about making normal maps for flat surfaces using the renderbumpflat utility that i found realy usefull but i didn´t saw anything about making normal maps for game models from a highpoly version, but this is realy new terrain to me, so is no surprise that my first normal maps using this are bad i will need more time to perfect my skills. :)

  4. Well, you'd get access to all the internal forums, so you would have a much better idea of what's going on and what models we need. Not to mention access to the mod itself. It would make it easier for me to assign projects for you as well.

    Looks great for the high-poly version. I don't know if you're familiar with the workflow for D3, but first you make a high-poly version which is used to create a normal-map, then you make a low-poly version (for something like this, probably 500 or less). The normal-map supplies all the details.

     

    Don't worry too much about making great textures for the model, I can always go over and improve them later.

     

     

    Ok them i would love to be part of the team :) .

     

    About the workflow i did first the low poly and them i started to add more details to make the highpoly version.

     

    I´m trying to make the normal map from it by i just can´t seam to make a clean one, i´m using the NormalMapperUI from ATI, i never used it befor all the normal maps i did were made with photoshop, can you guys give me some advise. :blush:

  5. Both would be fine. They can be changed with a skin. Also if this is to easy :) , you might also consider to do a broken, tarnished one for ruins and the like. One that is broken apart, dented and dirty.

     

     

    Ok i will do many variations of braziers them i will show you guys a wip so you guys can give critics and choose the one you like.

     

    Here is the first Wip.

     

     

    brazierwipca1.th.jpg

  6. Are you applying to join as a team-member or just offering some models? If the former, you need to contact New Horizon. If the latter, how about the following:

     

    a metal brazier--something like this: http://www.buchananeurope.com/images/ebay/dd-600-brazier.jpg

     

    What i gain(not talking about money) if i join as a team-member? :), if nothing them i´m just offering my services. About the model that easy B) do you want a simple rusted look or a brazier full of ornements and gold( for the rich houses).

  7. Nice models. Will probably take you some time before you learn enough about the Doom 3 workflow to get something useable into the game, so be prepared for that.

     

     

    No problem i already imported models to the doom3 engine i even made a litle map to put the models but i never intended to be a mapper so i never used much the editor. I Can give you guys the models in ASE format and the Material ready to import to game.

  8. Guys i don´t know if you remember me i´m the one that gave a bunch of models in this thread models, i have know time to work in a mod and the one that i loved to work is this one, my modeling skills have improved since i gave that pack to you guys but if you want to give me some sample work just to test my skills you can, i´m not a realy good organic modeler and my texturing skills are a litle green but i will try to do my best to please you guys. I already worked with normalmaping so i will be able to do them. So shout if you need something. :)

     

    Hilário Martins

     

    Sample of some non gaming work:

     

    Room_GI_lighting_test

     

     

    Render_bike_wheels

     

     

    Scene_render

     

     

    martelorendernc1.th.png

  9. Unfortunately my framerate is lower... :( I also play 800x600.

     

    BTW, in the Kovatch oblivion tower there is a soldier named Menien Goneld (in the cage). What am I supposed to do with him?

     

    How can that be? A 9800 pro is more powerfull them a 9600 xt <_< . What processor do you have?

  10. You can see all the details that there are to see in that shot, unless you have a bad monitor.

    It's only a robe and a head, there are no details, it's just a quick concept model.

     

    Ok oDDity cool concept them. :)

     

     

    That covers the distribution of mod code (since it contains or is linked with their proprietary code), not mere screenshots of those mods in action.

     

    Of course id may have a clause stating that you cannot commercially exploit the D3 engine, which would cover the sale of mod posters, but they could not claim copyright ownership of in-game renderings of 3rd-party assets merely because they own the engine that was used to create the rendering.

     

    Yes i agree with you.

  11. He's one of the mage faction I modeled. He looks like a grumpy bastard, and makes a more suitable avatar for me.

     

    Cool model is it the hight poly model or the normal mapped ingame one? And can you show a more lighted pic so i can see all the details. :) So please forget your grumpy basterd side and grant me this request. :P please :rolleyes: .

  12. It would be very difficult to argue this I think. Copyright applies to the assets themselves, not the underlying codebase that is used to render them (obviously the code itself is copyright, but it does not "infect" your own assets that are rendered with it).

     

    If this did stand up in court it would be very bad news since it would mean that Microsoft own all the copyrights on Word documents you write, in fact they would own the copyright on anything you produce while using their Windows operating system.

     

    I don´t know if ID have the same polici, but any mods made with Source even Total modifications, are propriety of Valve, thats is why they sell the CounterStrike-ConditionZero, CS-Source and the DayOfDefeat-Source games that were mods in the first place.

  13. most probably are, but hell i don't know where to get em

     

    Not to spoil the fun or anything but IMO you guys even if manage to make the posters you can´t sell them as this is a mod using the Doom3 engine.

     

    " The Software, the Printed Materials, and all copyrights, trademarks, and all other conceivable intellectual property rights related to the Software and the Printed Materials are owned by Id Software and are protected by United States copyright laws"

     

    I can be wrong so if that is the case them sorry and make your posters, and please don´t take this baddly i´m just informing you guys.

     

    As we the portuguese say " Quem te avisa teu amigo é", "Who informs you your friend is " :) .

  14. the only time i remember seeing the bloom effect in tds is when you exited a shop after buying your equipment.

    entering a dark outside caused your eyes to see everything darker as it transitioned to your normal lighting over a few seconds or so.

     

    i really cant see a bloom effect when turning to a light source directly to tell you the truth.. it shouldnt make

    any difference at all in that situtation. the only way i can see that type of effect coming off, say a torch would

    be a sort of a larger frob box over the torch itself.. so if you looked directly at it, it wouldnt change anything

    since your not transitioning anything major, but turning away and back to view somewhere else in a level

    could cause it to bloom from darker to normal light again.

     

     

    Aren´t you guys mistaken Bloom with HDR, bloom as i know is just some tecnic to make lights even more bright and make a Halo around them. HDR is this. :)

     

    Light blooming "spreads" out a light source. For example, a bright light in the background will appear to bleed over onto objects in the foreground. This effect is achieved by multiplying the image of the screen (lighten lighter areas and darken darker areas,) blurring the image, and drawing it over top of the original image. If there's a light source that is "brighter" than what the monitor can show, light blooming helps to create an illusion that makes the object appear brighter than it is, but at the cost of softening the scene. A common misconception is that a game that uses a bloom filter uses HDR. This is untrue, however, as blooming is just a component of HDR.
  15. All kinds of neat stuff in there. I just opened them up in Lightwave. I think some of them are high poly. Swords, daggers, lamps, even a complete dining table, chairs and candelabra. That one needs to be broken down into separate models since they're all in the scene together, but we should be able to use them. :)

     

    Thanks so much for the donation. Much appreciated.

     

    No Problem :) .

     

    Springheel in there are some low poly and high poly models, in i have swords, axes, maces, furniture, wall lamps, street lamps, etc. Open them in your app to see, it will not kill you :rolleyes: .

  16. As i don´t have time to texture them, and they are taking space on my hd i decided to give some of my models to you guys, some of them are uvmaped others aren´t and some don´t even go with the Mod subject, but i give them never the less, you do with them what you want, and i hope they will be of some use to you.

     

    Cheers.

     

    HM

     

    LINK

  17. @The1wayman: I used a picture of a gramophone (with perspective, well) for the texture. I will probably use several different textures instead! The current texture has also too many shiny parts.

    Unforeseen Consequences? :wacko: A really strange project. I watched the foaming and roaming posts in the TTLG boards with a bit of astonishment. Most likely, I will create a TDM campaign with a collegue of mine, but we will not do the very same mistake the UC guys made.

     

    To whom can I send the finished model?

     

    Never do that if the pic is in perspective, because it will never be good on the model as you already saw, can i see the uvmap of your model? And what is the app that you are using?( never mind i saw that you used blender)

     

    Here is one of the models made by me.

     

    armarioespelho4oa.th.png

     

    P:S- It was made in Wings3D v32a, you guys can also have it if you want, it was made for a MP2 mod that never get out. Magnesius is not my intention to "highjake" your post, so sorry if it seams that way.

  18. Hi folks,

    I like the idea of bringing the magnificent Thief-like stealth gameplay to Doom 3, and furthermore, the plans of releasing the Dark Mod as a toolset for FM authors. As there is still plenty of work to finish until the relase, I would like to contribute a bit.

     

    I created a gramophone model in the hope that it could be useful for you.

     

     

     

    I used Blender to create the model (the UV map needs still a few tweaks, though).

     

    Nice model :) . As you said the skin needs some work, IMO you need make the disk black and take out that gold texture you put on the metal hmm... thing(if you like it let it stay) with a clean golden texture, ex you could use a yellow/orange color as difuse and use a gloss texture to give it the shiny look and a normalmap to give it some noise or bumps.

     

    Look to this rings for inspiration: Golden Rings

  19. Sorry for not post sonner but i was very beasy, now about the program yes it can be use for games, as is said in their site and as i said in my above post it is used by some of the farcry mappers, in here http://crymod.com/index.php?p=showtopic&to...7&fid=11&area=1 you guys will see some ingame pics and fingernail i´m very glad you like it i hope this small help can make you guys do a even better mod.

     

    Cheers

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