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Nosslak

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Posts posted by Nosslak

  1. I was thinking of trying to increase my modeling pace, 1 model/week shouldn't be too hard to do. I was just wondering what kind of models would mappers want? The more specific you are the better it is. If possible I'd like to keep away from too generic (and some stuff that are way too easy such as meat hooks and melons) stuff.

     

    I don't know how many people know about it but there's also this page on the wiki that could be updated as well with some of the requests so other people will have an easier time finding them (I know that the team is too busy to do it, but maybe the mappers can add some suggestions).

  2. I'm glad you like the second one, if I have a moment I'll get on computer and make normal map for it but I've never done any other normal map then with gimp so far. I don't know any special technics but I'll do some research for sure.

    This tutorial helped me improve some of my normalmaps a lot. The article doesn't mention it but when I've used the technique it describes I always make sure to tile my texture nine times (put 3x3 copies alongside eachother like on a grid) to make sure that the blurring has enough information to work with (so the texture will remain tile-able). When you're done you'd just crop out the middle part and you're done. I'm not very good at explaining so holler if you don't understand what I mean.

     

    I thought that windows were just for all those buildings that you use to make a nice city landscape. So they would be out of thief's reach. They had actally much lighter frames but that was a photo with shadows which was annoying me so I had to change them to black. I might do some windows for close use some other time. Do the glass look also very handpainted?

    As long as there isn't supposed to be any external light on it I suppose it'll work nicely. The glass looks a little handpainted with the light coming from the middle to me. I would probably spread out that light a bit more and/or make it match the rest of the windows color (like in the third pic which looks pretty great). I would also keep some of the bumpiness of the texture, but try to remove the specularity that you've painted in and just make the deeper parts darker like you would with a heightmap (to simulate ambient occlusion) and then put most of the bumpiness in the normalmap instead. As it is now it would probably look great in a lowtech game like Thief 1 or 2 (haven't played either so not sure) that just uses diffuse maps without any normal or specular maps, but that's just not how we roll any more.

  3. Walls: I think the second one is the best as well. The third one is somewhat good (it'd probably make obvious tiling). I don't really like the first and last ones at all. The first one looks almost a little stretched (I think it's supposed to look like that though) and IMO it's got too much black on it. I suppose black is somewhat okay in a mostly dark game like TDM but if you look at screenshots from Fieldmedic daylight map you'll see that the textures looks pretty bad (IIRC, I haven't played the mission only seen screenshots a couple months ago). I'm not sure about the last texture either, it seems a bit dark in some places and I'm not sure they actually had surfaces like that in medieval/victorian times (I am by no means an expert so I might be wrong).

     

    Windows: I think the windows looks too handpainted and too dark as well. Parts of it are almost completely black and I suppose that is okay at night, but it a guard or player were to walk up to it with thier light it would look pretty strange/bad as black textures won't get any lighter at all.

     

    I realize that I might sound harsh but you asked for critique.

  4. If somebody has enough time to make that tut.. Realy just a tutorial, nothing fancy. Make cube, slope the edges (for showing difference between normal and collision and shadow mesh-just a cube), move some verts on sides (for showing use of normalmaps). How to create normal map, diffuse and normal texture.. How to creat collision and shadow mesh and how to export everything to Dark Radiant.

    I haven't used Max, but xNormal seems to be the preferred method for generating normal-, ambient occlusion and colormaps. I use it and I think it's a great app:

    http://www.xnormal.net/Tutorials.aspx

     

    How to creat collision and shadow mesh and how to export everything to Dark Radiant.

    There's not really much to it. The collisionmesh just have to make be as lowpoly as possible and if it is a moveable it need to consist of 16 or less triangles (might not be the correct number). For the shadow model you'll just need to model a shape that looks somewhat like your model and can be completely encompassed by the regular lowpoly mesh. Making concave parts for either one is a waste of time and resources (it won't work on collisionm meshes and it won't make any difference on the shadow mesh).

  5. Know what drives me batty? I needed to print an invoice on someone else's computer because I have no printer. I didn't want to sign into my account on their Windows machine because of fear of malware/keyloggers stealing my credentials. So, I produced a .ps file on my Linux machine to be printed on theirs. Of course their Windows does not know HOW TO OPEN THESE FILES.

    You're welcome!

  6. Yeah the bottom left one is the current texture, it's got no normalmap and quite a bit of glossy highlights in the diffuse, which is why I wanted to replace it. That said the replacement also looks like a bit too plastic for my taste, tho I think that'll change when I get to blending in some more colour variation.

    Oh, good job then. The new one are pretty good except the top left one as the leaves intersect pretty weirdly (looks almost like meta-balls or something) but if you were to remove those intersecting pieces I think it'd look a lot better. I'm not sure if your using specularity already but I think it would look a little less plastic with a pretty weak green specularity.

  7. Thanks for all the compliments again.

     

    And also, what with imitation being the sincerest form of flattery and all, I thought your lamp post was so nice, I aped the design a bit for something I'm working on.

     

    Here.

    Very nice, the design isn't mine though. I just found a reference photo-pack from CG-cookie which had a photo of such a lamp so I just decided to make it. I made some of the details myself but most of it were just based directly off of the photos. I also never uploaded mine because there were some smoothing errors and after I fixed them I forgot all about it. I've got to say I like yours a lot more as mine was quite boring IMO. I do think the top part of the lamp (with the round holes) is bulging out a bit too much, otherwise it is very nice.

     

    You don't need to post it or anything. It would look very good in the mod, but I suspect that is what you made it for anyway.

     

    In the meantime, keep up the good work. :D

    Always!

  8. can't wait for this one into the mod. 'opening up lot's of story possibilities ...

    I'll repeat what others have said, this looks brilliant! I'd previously thought about a new faction type for the plague ward, "The Accursed" or "The Ashen Hordes" or something like that, but what I came up with was too similar to Zombies to make it worthwhile, but I think this mask would give this kind of faction a unique identity. Also, bird masks are scary as f**k, even more so if these characters had wheezy breathing and coughing vocals to go with them.

    There seems to be a lot of interest for a new plague faction both here and in Fidcals thread, but I feel that one single unique item just won't suffice for them (everyone can't run around in the same mask). So as someone suggested a couple posts back I think I'll try to adjust the existing cowl/hood to fit with my mask and some new heads (right now it only fits on 2 heads I believe and it's clipping with the mask). Is there interest in this or do anyone have any better suggestions for a needed item for this new faction?

     

    I can help with the mask. It will need a couple new head entities for it anyway.

    I haven't done any mapping and don't know how the system works or anything so I might've misunderstood, but wouldn't it be better to have it as an attachment than to make new entities with it on? As I said above I might want to convert the hood so that both can be used at the same time. If we add new head entities that would require 5 for the mask, 5 for the hood and 5 for the hood+mask. I hope I just misunderstood because that doesn't sound effective at all.

     

    Wow , nice work with the mask. It rocks!

    :wub: chiming in to say what an fantastic, very useful model, ... !!

     

     

    Superb job done Nosslak!

    Thank you!

  9. Screenshot on AI head plz.

    I had just the sort of AI that might use this too.

    The doctor will see you now:

    PlagueDoctorMasklow4.png

     

     

    Do you need help getting it into the game? (What about your other models, getting them into the game?)

    I'll probably need help getting this into the game (it will be attachable and I don't know how to do that). It would be nice if someone got the other models into the game for me as I find it really boring and often frustrating to do it (and therefore always push it up until the last minute), but to be honest I can do it myself.

     

    Btw

     

    http://web.siat.ac.c.../2011/lobetree/

     

    is about constructing trees by positioning texture lobes. Do you think you could model the indiviual branches/leaf bunches they mention in their paper? Then maybe I could write some code that randomly arranges them into trees/bushes.

    I will try! The video and paper takes ages to load (why couldn't they just use Youtube like everyone else?) but from the pictures on the abstract it just looks like textured planes and that I can do.

     

    Oh wow Noss!

     

    That looks great! :wub:

    Most excellent like every single model you've created thus far..:wub:

    Goodness that's wicked looking. Good work. ^_^

    Thanks!

  10. Thanks!

     

    I forgot to mention that it fits the heads of:

    - Zombiehead01 (the mask will need to be moved, rotated and potentially scaled, there was no other way)

    - Commonerhead_05

    - Head_06

    - Head08_commoner

    - Head_eric

    - Maybe more (haven't tested all properly and might ha)

     

    I should also mention that there is clipping with the the hair and straps (and the outer rim of the mask as well) on most of the models which have a separate hair model, there was no way to avoid this while keeping the shape somewhat close to the face.

  11. Getting there:

    PlagueDoctorMasklow2.png

    Still need to do a specmap and add some more scratches.

     

    agree about the detail on beak and bolt to go. Still looks good otherwise. How about adding some scratches and so on? Someone who weara that mask all day won't have a nice and shiny one, right?

    Thanks! I were going to add some wear and tear to it, I just posted the pure normal and ambient occlusion maps, I have added it in PS now.

  12. I think simple is better. The lightning bolt on the vent looks 'superhero' and the detail on the beak is just too fancy imo.

    The 'bolt' on the vent is actually unintentional and will be removed. I don't know why it looks lite it does as a I just made a flat circle behind it so the whole vent should look the same, I will fix this. I'll just remove the detail on the beak as well then.

     

    Not too sure about the swirly detailing and the vent change, but otherwise the stitching looks good :)

    Thanks, I will fix remove the swirl and fix the vent. I was just so happy with the overall quality (except the vent) that I wanted to post it right away, even though it was far from perfect.

  13. Lots of <3 for Xnormal too:

    PlagueDoctorMasklow1.png

    568 triangles

     

    There are still some things that I'm not happy with (the vent, straps and metal part of the beak so I will improve those).

     

    As long as you can keep the shadowmesh really simple (which should be easy enough with this) that should be fine.

    I'll keep that in mind.

  14. One small detail I think is maybe a bit too modern, namely the screws with the slit.

     

    Bottoms says 1744 was when the flat bit was invented:

     

    http://inventors.abo...screwdriver. htm

     

    This might be ok with our timeline (after all, we have electric), but maybe try how some simple rivets look there, too?

    I think that if it it credible that we have electricity, magic, monsters and all that good stuff that no eyebrows will be raised over a couple screws.

     

    That is one cool mask you have over here.

     

     

    You know, that mask with a special dirty/ragged skin + a matching hood would even make a new faction: The Plaguers, carriers of some shunned disease, which they are forced to hide behind the mask. Because ordinary folk flee from them to avoid contracting the illness, The Plaguers form loose communities to survive and hide in the basements, crypts and sewers of the city.

     

    Just throwing ideas around, free of charge..:)

    Thanks! I was planning to make a really dirty skin for it anyway (so that it would fit just in on a zombie) so that is all good. I might try to make a hood as well. Plaguers do sound like a pretty good idea as well.

     

    Also are the hair on the heads not supposed to line up perfectly with the heads (i.e. have the symmetry line in the exact same position as the heads) to combat symmetry? Or is this just a small oversight that you could easily fix (this would make it easier to fit the mask to the face tighter which would look more natural, it would also help with making other masks and/or hats).

  15. A bit hard to see what you're doing with the vent, I'd say go with a very easy to read material.

    6220774-a-metal-air-vent-or-wire-mesh-grill-plate-material-with-a-grungy-worn-finish.jpg

     

    and I'd like brass/leather maybe

    I updated the vent to use a similiar pattern to yours and changed the colorscheme a bit to use some brass as you suggested. In my opinion it is looking great.

     

    A very very good thing, this that. Perfectly sublime.

    And it is about to get even more sublimier :):

    PlagueDoctorMask2.png

    Should I try to fit it to any certain face or will any face do?

     

    I'll leave the sculpting till tomorrow but other than that I think I'm finished with the highpoly.

  16. Someone's playing too much TF2 , lol

    (That's probably the most popular medic accessory for those who don't play it- I have one too)

    Hmm, you're right it looks a lot like the TF2 version. I had totally forgotten that it looked like that and I were looking at some other designs while modeling this one. Not to worry though as I will add some more details which will make mine more unique.

  17. Is this supposed to be a "black plague" mask?

     

    https://secure.wikim..._doctor_costume

    Yeah!

     

    Looking good to me, will add some spice to the athmospheric setting.

    Thanks, that's what I thought as well.

     

    Wow, bizarre. :)

    Thanks!

     

    It won't likely fit on all characters, as the heads vary in size. Since it completely obscures the face it won't matter though. As long as it fits on one or two, that should be enough (it's not the kind of thing that is likely to be used frequently).

    Yeah, I didn't really think about that, but that is true.

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