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BlackThief

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Everything posted by BlackThief

  1. can't see the pictures for some reason - maybe because I'm on a public-pc here ?! edit: now it works...
  2. well oDDity's version also looks quite cool. maybe he can make a mix of them. for example more sharp pointers on oddity's gem and a more oval shape in general.
  3. I think sparhawk is doing the bowl - I'd like to do some various plates and maybe some metal beaker (I already have some textures for them).
  4. the chair, the texture (which is also used for the table), the normalmap and the material-file furniture.mtr are on the ftp now. (/TheDarkMod/models/props/furniture/chair/vic_diningchair1.ase /TheDarkMod/models/props/furniture/table/coffeetab1.ase /TheDarkMod/models/props/furniture/table/tab1_chair1_d.tga /TheDarkMod/models/props/furniture/table/tab1_chair1_local.tga /TheDarkMod/models/Material-Files/furniture.mtr) the normalmap isn't perfect yet, but it's ok for now. I'd really like to do something different now. I'll post that into the model-request-thread.
  5. guess you're right - I'll try to fix that. anyway here's a ingame screen with the normalmap. still have to do the carving better though http://www.dark-project.com/BlackThief/chair_ingame2.jpg
  6. I guess it was to small after all. here's an ingame screen:
  7. well blender can export to lwo - so that actually wouldn't be a problem.
  8. not yet. I'll do that tonight. there isn't any complicated stuff so I can do that easily in photoshop. I found some sitting animations of a marine. considering that our noble-men wont be as tall and muscular as a about 1.90 meter marine it will fit quite good.
  9. ok - I resized the chair. I think the proportions are ok - here's a screen with the Doom-Guy in the model-viewer (ignore the strange stuff around - that's atteched to the player-model)
  10. yes that's blender - you can download it also on http://www.blender.org/ as far as I know it's a open-source programm and totaly free. I think it's easier than anim8or and you can do better stuff with it. BTW already managed to reduce the chair to 492 triangles
  11. thx. I first have to figure out, how rendering works in blender regarding the leg - maybe you're right. not many players will notice that, but I don't think it would be possible to do something like thinner getting legs with a normalmap. Maybe I shouldn't try to make thing so realistic - I'll try to reduce the polys of this legs. Anyway I really appreciate your help, cauze I don't have much experience in modelling (I learned it about 3 weeks ago with sparhawks help and trial and error in blender)
  12. almost finished UV-mapping it ! I hope you guys like it.... of course this cries for a normalmap - especially the pads.
  13. that's how I did the lowpoly-leg I'm pretty new to this modelling stuff, so it always takes me a while, till I figure out things like that. As I mentioned in the post before the complete chair now has exactly 600 triangles - (that's less than each back-leg of the high-poly version) that's low enough, isn't it ? maybe you can't see that, because of the perspective, but the green-leg isn't just a simple cube. At first it's a simple cube, then it get's smaller and at the end it get's thicker again
  14. I managed to redo the legs with the help of sparhawk, who taught me same basics, that I didn't know yet. This way I could reduce the triangle-count to exactly 600 and the chair still looks exactly the same That's 70% less triangles ! Now I can seriously start UV-mapping it.
  15. samething with me. I love mansions - it's just an incredible feeling to sneak through a highly guarded palace and grab all you can. But I also like zombie-missions like in T1 - I remember the first time I ever played thief, walked into Cragsleft and saw this rotten body on the floor. I didn't care about it, cauze I was looking for the way up to the prison, but suddenly there was a noise right behind me, I turned around and it scared the hell out of me ! I think everyone made similar experiences, while playing thief - it's just the best game ever and I appreciate EVERY mission - OMs and FMs. another thing was this undercover mission in T1 (don't know, how it's called in the english version). I really loved it.
  16. yeah, I thought the same - here's what I had in mind (already started this mock-up before spring posted it ) I changed the red and darkend the armor. I also tweaked the position left eye a bit.
  17. OMG he is back ! and this model looks just damn AWESOME ! with a better red-cloth texture this will rock !
  18. BlackThief

    Goblet

    looks cool ! looking forward to see that textured
  19. I don't get it - what's wrong with the corners ?? The problem with the model is that there are some really unnecesarry faces (for example on the back chair-legs) that are even so small that it's a pain in the ass to UV-map it. I don't where they come from and I also don't know, how to handle this. I'm still a noob at modelling.
  20. here you can get it without registrating: http://taylortrade.com/sim/rreval.zip
  21. yeah we'll have to agree on one seat-height. anyway I found a nice, very profesional tool to reduce the triangle/poly count same chair with only 528 triangles - that's 75% less !!! and I think it still doesn't look different to the one with 2000 triangles. [img]http://www.dark-project.com/BlackThief/chair_wireframe2.jpg[/img] ONE problem though - I only have a trial version and so I can't safe the model The tool is called SIM Rational Reducer - prize for standalone software: about 6000 $ - 3dsMax plugin about 600 $ maybe someone can find a way to get it on another way - you know what I mean
  22. check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
  23. yes, but people always think and talk in polygons 2000 triangles/1000 polys is quite alright, isn't it ? BTW already started UV-mapping it, but I had to start again, cauze there was something missing on the model. I'm going to use the same texture as the coffeetable - there's so much space left and I can use the wood-texture for the chair as well. this way we'll safe memory
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