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oDDity

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Everything posted by oDDity

  1. I was thinking of making a video tutorial of me modeling the latest character I'm going to do - the house guard that springhel posted ysterday. I know some of you have got hold of Lightwave recntly, and maybe I can convert some more of you when I show how easy it is to knock up a character using the male model template I provided (on the FTP) I'm going to use camtasia to shoot the video, so I can also make pop up tool tips to describe all the steps. And I'll show how the normal maps are done and the importing into doom. Good idea, or a fucking waste of time?
  2. Well I think tht's perfect, the sewing going up the side can be added with textures and normal mapped with the texture. So our thiefs BJ will flop around like a limp penis, unlike Garrett and his permanant hard-on? ~Hm animation coud be problematic. Pity we couldn't just rely on physics. BTW Tyrot, haven't you got FPrime yet? No waiting for radiosity renders with that plugin)
  3. i just think the wood carving could stand out a little more with a stronger normal map - what setting do you use? edit: of course, it's hard to judge from a still, I'd need to see it ongame, is it on the FTP? I'm making a folder on the FTP for finished, game ready models only.
  4. Yes, we will have many enemies with bows as well, it'll be nice to have different models. A rope cutting arrow! Imagine a guard spotting the player climbing a rope and cutting it down with that arrow, that would be fantastic I think.
  5. Did you normal map the textus as well - that wood texture could do witha good strong bump. The settings I use are 9x9 and scale 6 for the nvidia plugin. Still, it's loong very nice.
  6. Fearsome looking bow! Like Spar, I'd like to know what the various arrow tips are though, there seem to be three types of broadhead arrow. And perhaps the arrow flights could be a little bigger. BTW, exactly which types of arrow will our thief have anyway?
  7. THat's excellent, not copying thief in the slightest either. Its put me in the mood to model.....just like that hammer priest picture did. How about a text description of what his various attire is made of. Just one thing - no head gear?
  8. Are the final model and extures on the FTP, if so I'll get it in the game no problem.
  9. Hehe, rubbish) THere is no problem with one sided polys at all. The picture frame I showed a few days ago is onesided - look at it from the other side and you can't see it. No proble for doom at all. Models do not have to be airtight. a doublesided poly plain is also no problm, doom just ignores the other side and renders a onesided plain. I've tested this.
  10. oDDity

    Burrick Wip

    Sure, I can incorporate the sack. Where would we all be wthout our sacks? I am going to make them more ferocious and a little less cute though. THe guards can have conversations involving '...yeah, and as punishment I have to feed his damn burricks for a week...bloody things ate poor Joran last month...' BTW, Tyrot, you sure are one crazy mofo, I'd love to be in court to hear one of your defending one of your cases
  11. That's excellent, I want to see it in game with the normal map!
  12. Yes, very nice. I was just wondering how glass will be handled in the game. Can objects be made tranparent, or is the a transparency shader, so the glass will have to be a separate object?
  13. oDDity

    Burrick Wip

    These guys will bite as well as breathe. I as thinking basically a mini t-rex or velociraptor :lol:
  14. You can send the hi res version of these and I'll make a low res version and a normal map from them. Either upload them to the FTP or to this thread, a .3ds please, not a max object. Remember there is no poly limit on the hi res obejects, the more the merrier. Use as many as you need to get the effect required. edit: also there is no need to work in tris, quads would be much better for the hi res objects, don't triple them. You can use mesh smooth, no problem.
  15. Don't worry, I haven't got the slightst respect for your opinion anyway
  16. oDDity

    Noblewoman Wip

    TYROT, could you send me a .lwo of the head so I can send you some detailed critisim? Just upload it here in this thread. When working as part of a team, you have to be a little less sensitive I think, none of use are that good, otherwise we'd be off earning lot's of fame and money for our l33t models.
  17. oDDity

    Noblewoman Wip

    I can see you're a man of principle. It's not bad modeling, just the face is not quite correct, and since I have a template face lying around doing nothing...still it's your decision, I can see your point, but it's not finished yet, so I'm sure you'll get there in the end. We need lots of architectural and other models though, it's just as important as the characters.
  18. This are great models BTW) With the bookcase, you don't need all those individual books, one flat normal mapped poly would do for a whole row of them.
  19. oDDity

    Noblewoman Wip

    here is the .lwo female_template.lwo
  20. oDDity

    Noblewoman Wip

    The rest is great, but I see you're having trouble with the face. Would it be rude of me to offer you this model as template to build your characters around. You can reshape it to any proportions you want, tweak the face, add your hair, clothes, props etc. It'll save you a lot of time and effort I'm sure.
  21. Yes, No.1 is now perfect, it should be subtitled 'better turn the bass up on this one'
  22. I'm not entirely happy with it actually, but it's good enough, since it's only going to be converted to a static object in a game. No one will probably even notice it.
  23. I'll do three of these I think, the next one will be a bust of some pope or carninal which looks very much like a hammer priest, so should fit in very well.
  24. This art is only 20-30 years old, so there's no way we could use it.
  25. THat only works with simple objects, which are mostly textures anyway (like the pictures frames I made) You can't round objects out by normal mapping the textures.
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