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Nosslak

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Everything posted by Nosslak

  1. Nah, I haven't really looked at anything yet. Baddcog told me kind of how they worked, though. Basically I should make a shadow mesh that will be used when the lights turned off, I should make the material úse a noshadow property and I should map the framing around the lamps to an alpha mapped cylinder which will let another cylinder with the light materials shine through. If there is any interest in this then this could be done very easily when I'm finished with the texturing. Yeah, that's basically the workflow I was shooting for. I can unwrap and texture my models I'm just not very good at it and most of the time the problem lies in the fact that my generated normal and ambient occlusion maps turn out crappy for some unknown reason, but I will persist, one day I will make it work.
  2. Hi I'm a new modeler here. My introduction thread's over here: Thread I've started working on the highpoly version of a lamppost and here's how that looks: I will stretch out a part of the pole to make it longer later. So what do you guys think?
  3. Ok, then I'll make a new thread and post everything in there. Ok, I'll do my best to keep it under 1000 polygons then. I have heard of cages but I've never actually used them so I'll try that the next time. I will most probably make it more than 2 segments long as I will have to make wider and thinner at some points. Well I think I'll try and then we'll see what happens. Yeah, you might be right. making the framing of cubes instead of just having a cylinder wouldn't change silhouette much so I'll try your approach. I have a hard time actually believing that. I mean Doom 3 is almost exactly 6 years old, so the amount of people who don't have the needed hardware and is actually interested in playing games can't be that high. That sounds pretty good. Will I need to use any special program to export to DDS? Yeah, it doesn't sound hard to make a shadow mesh so that won't be a problem. Just for clarification; Shadow meshes doesn't need anything fancy no unwrapping, textures or anything, right, it's just a regular untextured mesh? I'll make a new thread in the TDM editors guild forum then, and post my progress there.
  4. Yeah, I thought it would look more victorian with lamps like the ones I made. The thing is, I know pretty much all of this already. It's just that when I try to generate the normalmap big parts of it turn green (when the most of it should be blue). I am generating tangent space maps but it still doesn't work. Do I have make the lowpoly completely inside the highpoly? That could perhaps be what I'm doing wrong then, as usually my highpoly and lowpoly intersects each other. Also I was planning to use a 9 sided cylinder as a circle looks rounder if it has an uneven number of segments, in other words it will be harder to recognize it as a hexagon or an octagon. It would also make it easier to integrate the arms if I use a multiple of 3. Are we using colored or monochrome specular maps? I have made some monochrome spec maps before (they were never particularly impressive), but never any colored ones. Also you're saying that you don't use baked Ambient Occlusion do this apply to the diffuse map as well or do you just mean that you don't use a specific map just for the AO? I was hoping that I'd get to model the trims using cubes, as I did on the high-poly as I think that would look much better, but it might be possible to fake it with the normal map. Then I think I'll stick to using 3 of them. This is based on what I've heard (not experienced) but on the polycount forums I've read that for complex shaped such as that you usually bake from and to a straight cylinder. I've kept that in mind so I have modelled it as a flat cylinder and just used an array and curve modifier for it. As I said I don't know if this would work but this is how they bake normals for belts and other round objects over at polycount. Okay so then I won't make any shadow mesh. BTW Can I have a concrete polylimit so that I know what I'll have to work with later on? I've read something like 500 but that feels too low, but I have no experience with Doom 3 so I wouldn't know. Also should I make a new thread for every model or should I just start a new thread and post every model there?
  5. Yeah, not a lot of people share that opinion. Actually I'm more fond of the 2.4 series but that's just because there's still some annoying bugs in 2.5x.
  6. Yeah, I know it's been released already so just contributing models was kind of what I meant. I can unwrap and texture the models myself (except for normal maps, but I'll go ask around on some forums for that, it will work this time). I'm just not very good at it, but practice makes perfection, right? Yeah, that is pretty much what I was hoping to do. I've had some problems making steampunk machine concepts as well so I have mostly just worked on concepts that others have made, that container is based on a concept I found on Stephen Martinieres site, so I'm not sure we could have used it anyway. I am making a kind of steampunkish/victorian lamp at the moment that I think could fit the game pretty well, at least in some kind of rich quarter. Here it is: I will of course make it longer and more detailed later, this is just a work in progress. Also the lamps will go all the way around it's just that wouldn't see much of the lamppost if I'd do that now. Do you guys think this lamp would fit in? What would you say that my polycount limit on this thing would be? Also what different kind of textures and resolutions should I use for this? I was trying to learn Unreal Engine 3 so I could try to make some kind of map/mini-mod in the future, but I really don't like the interface so I haven't used it much (Blenders great interface have spoiled me). So it would be fun to make some Fan Missions as well but I have zero experience with both Dark Radiant and map making. Yeah, I know, but the dated graphics have scared me away, I will try it out someday though.
  7. Hi! My name is Robin Karlsson, I'm 19 years old swede and I'd like to join The Dark Mod. I found you on moddb and this seemed like an interesting project to participate in. I loved playing Splinter Cell and Thief: Deadly Shadows (haven't played I or II) and I'm a pretty big fan of steam-punk so this seemed like a perfect project to join. As the title says I'm mostly a modeler and have been modeling for about 5 years (I think), I can do some texturing as well, though I'm not very skilled at that at all. My weapons of choice are Blender, Photoshop and Crazybump. I have modeled for a while but I have only really worked with one team-project before, that project was OpenFrag/Broken Alliance, which died last year, a year after I quit. I haven't made a lot of models since then but you can find the ones that turned out the best here: Portfolio Most of my models are un-textured but as I said that's because I'm not that good at texturing and also I have never managed to generate a working normal map (I've followed every tutorial I've found for Blender and Xnormal), which also happen to be the reason why there isn't any lowpoly versions of some of the models as well. Also I should probably mention that I've never modded Doom 3 so I may need some guidance with polycounts and such. So what do you say? Regards Robin Karlsson
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