BlackThief
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Everything posted by BlackThief
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sounds good hope they are more high-res than T2 textures though...
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delete it....I think it's because of my router. since I'm behind this damn thing pload doesn't work properly... I'll try to make it more round without wasting more polys...
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you mean these parts: they are the edges of the model, the model is of course not 100% round, unfortunately that's impossible of course we could make it more round with more polys - but would that be worth it ?
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ok after finishing the desk I'm free to make skins again atti - do you already have a low-poly version of the barrel ? I mean this one: the only thing that can be done with a normalmap are the 2 bands around it - so you can remove them in the low-poly version.
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wow, I didn't see a lamp like that yet, but I really love the style ! it fits perfectly great work !!
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did you already figure out, how to get the normalmap plugin working ? that's rather important, since oDDity can't do the normalmaps for every single object....
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woot ! the model is ingame and it WORKS ! here's a screen BTW you can see a new, better version of my paneling in the background...
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of course I could use that (after figureing out, where I've to add the material path in the lwo-file). I already tried to convert the ase to lwo, but I didn't get it working with the material..I'm going to add the lwo-file, so that you can check it out.... Desk1.lwo
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I think it's an issue with the ASE exporter of blender is lightwave able to export as ASE, as well ? maybe that'd solve the problem...
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yes, I did - didn't have any effect
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DAMMIT ! doesn't seem to fix the shadowing problem... I just didn't notice, that the desk has also some strange shadows on it, just like my chair here's a screen of oDDity's fixed version:
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that was too much modeller language - I still don't know the problem and, how to fix it is it possible that there's the same problem with the chair ?
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ok, I can do that. I'm also waiting for some further replies to my thread at D3world.org, cauze I want to know exactly what's the problem with yours and my models. strange thing is, that I didn't had any problems with the bookshelf, eventhough I did exactly the same, as with the desk. I imnported it into blender, did the diffuse map and some minor changes to the UV-map.
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ok ingame. however there seems to be the same problem, as with some of my objects. they're rendered rather strange. only the 2 drawers in the middle are rendered correctly the other ones are much too bright....
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my 2nd system could be used for that. it has about the minimum of the system requirements of D3. (P4 1,8Ghz 512mb ram, GeForce3 Ti 200...-> about 3 years old)
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very nice model and also very nice texture - one thing though. I think the head of the bottle (don't know how you call it) is a bit too big. I marked it in the picture below and here's a reference pic of a wine-bottle - you could even make it just with a bump-map and safe some polys
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I just changed the colours of oDDity's normalmap. I think that's no problem at all. the only issue is to make the texture look like glass.
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here it is TEXTURED ! THE NEON DESK! nah, just kidding. I just had to look, which parts of oddity's UV map belong to which part of the model
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well we'd just have to import them in blender and then export them again. this way there wouldn't be any watermark of lightwave or something like that in the file. and BTW a few weeks ago there was a scandal, because someone found somekind of watermark of a crack of a sound-application in a windows-sound file - microsoft works with warez-software :lol:
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yeah the texture will be no problem
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I think sparhawk should do that job. He think he'd love to do it !
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found a nice reference pick for a chest: