BlackThief
Member-
Posts
1685 -
Joined
-
Last visited
Everything posted by BlackThief
-
can't see the pictures for some reason - maybe because I'm on a public-pc here ?! edit: now it works...
-
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.
-
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).
-
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.
-
-
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
-
-
well blender can export to lwo - so that actually wouldn't be a problem.
-
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.
-
-
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)
-
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
-
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)
-
almost finished UV-mapping it ! I hope you guys like it.... of course this cries for a normalmap - especially the pads.
-
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
-
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.
-
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.
-
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.
-
OMG he is back ! and this model looks just damn AWESOME ! with a better red-cloth texture this will rock !
-
looks cool ! looking forward to see that textured
-
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.
-
here you can get it without registrating: http://taylortrade.com/sim/rreval.zip
-
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
-
check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
-
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