BlackThief
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Posts posted by BlackThief
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the headline basically says it: since about 3 days ago I can't access the cgtalk site+forums anymore. firefox tries to connect to the site for a few seconds than I get the "operation timed out" message, same thing with IE.
I first thought they may have server-problems, but I asked some other guys and they don't seem to have any problems with the website. After that I tried it on another other PC and on a laptop here, which connect over the same router - they can't open cgtalk as well.
Anyone an idea what's wrong?? They have actually no reason for banning me, since I probably have 10 posts per year and never had any argument over there - most of the time I'm just reading through the threads, which is quite interesting and I learned a lot over there.
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Actually Blackthief's holiday pic is a good example of that, he's doing his diffuse textures with a palette that'd fit easily in T2. It'd look great in T2, but in D3 it almost has a cel shaded quality to it. You have to tone down colors because of the way D3's renderer works.
I tend to agree with you in that case - the colors of the mansion theme I used for those rooms were oversaturated and that's actually not what I wanted to go for. The reason for this is my crappy LCD monitor - I bought it because I haven't enough space on my new desk for a 19"" CRT and for a long time (actually until some weeks ago) I haven't noticed that the colourtemperature was off - that made everything look washed out and so I raised saturation without actually knowing it. Some weeks ago, when the discussion in the Off-Topic started I checked my textures on the old CRT and was totally shocked everything looked like illuminated with a red light - after some tests I figured out that the "red lighting" was caused partly because something's wrong with the red color on my CRT, but also because my textures were too saturated.
I "fixed" the colors of my LCD now so that they look more like on a CRT, but I'm planing to put a new CRT somewhere beside my LCD, just to check if everything's right.
BTW I'm going to post some screens of the entrance hall soon - I created a new set of mansion textures for it, that fits to the otherone, but isn't that "redish".
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yes I actually tested it - the menu just shows you every model file in the directory - even if the model files don't have any material name!
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@spar
that's not true. the postion of the model in the menu only debends on the location of the model file on you disc!
for example one of my materials is called models/renderbump/whatever,
but the model-file is located in the folder models/test
when I open doomedit there isn't any entry called models/renderbump - just models/test and there I can find my model.
@springheel yes you don't have to change the material when you simply change the folder of the model file, but the maps will be broken. however you can fix the maps rather easily with a simple text editor and the "replace" function.
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you don't have to change the material name - you can name the material whatever you want it doesn't have anything to do with the location of the model file.
second: no the model does only point to the material name - you can name the mtr whatever you want.
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I think your forgot furniture and its subfolders.
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the coins don't make any sense indeed - I think they're there since almost the beginning of the mod, don't know why though.
I put the vase to flowers, because you can put flowers into a vase
it wouldn't cause much trouble, when you change the folder of some objects, because you can simply change the pathes in the map files with a text-editor.
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yeah do it, looks better.
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there's no bumpmapping in D3 - everything is converted to normalmaps.
the proportions of your model are off - the legs are way too thin in comparison to the upper part. it also looks like the legs on the left are placed closer to the middle than the other ones, but that maybe the perspective.
reference for the legs:
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2500 polys is waay to much for stool, that's almost the polycount for a charactermodel - depends on the detail, but furniture should be max. around 600-700 triangles (--> 300-350 polys)
there's no proper way to reduce polycount automatically, so yes you have to recreate the model from scratch.
If want to have more than one texture sheet for your model you simply have to load another texture, when uv-mapping your model. (at least in blender, when working with lightwave you have to create another material)
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thx DF that looks a lot better. I'll overwork the highpoly so that it looks more like that.
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here's it in green, but well I don't know I think the red one looks a lot better
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That's fantastic, BT.
I like how you've integrated freemasons symbols. I like the subtle faded pentagram too. Hints at their pagan origins.
didn't expect someone would actually notice the pentagram - acutally it was some kind of tribute to id, I think there's almost no id game without one.
I'll try another color now (I chose red because it fits pretty good to the golden symbols. )
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what about some banner for the inventors' guild?
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well the one with moss looked quite different and wouldn't fit into a church. I'm doing gothic windows that fit to that texture right now, so that we finally have some cathedral-style textures.
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noticed that we don't even have a proper brickwall texture for buildings like churches etc. here's a grey bricktexture (similar to one of the T2 brick textures):
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I think his shoulders should go up (in direction to the head) as well, otherwise it looks really extreme.
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dmap yourmapname
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well I made it wider, because he's wearing some kind of tunic and I thought they looked pretty wide at the upper torso.
thank's for your crits though, always appreciated
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proportions look at least 95% ok in comparison to da vinci - the arms are maybe a little too short in relation to the legs. I'll fix that....
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it's around 400tris with everything tripled (already wrote that in the post before). I'll try to optimize it now, probably I'll be able to cut it down around 3800.
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ok finished the lowpoly, it weights around 4000tris (including head+hands). I used the hands oddity's using for his models (hope you don't mind oddity), however they made the polycount really explode, they are 1000tris alone!
before unwrapping the whole shit I'd like to get some feedback, especially if there will be any problems with deformations when animating it.
[in case you're wondering why the legs are tris: I accidentally converted the polys to tris and overwrote the file]
if you think the quality isn't good enough for the mod, it's ok for me. I've never done a lowpoly character-model before, so I really learned a lot making this model.
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oh yes the hands, forgot to say that I just copied the hands from the builder-statue I started some time ago. that's because I want to use the hands + their textures that oddity is using for his models, which look already perfect ingame. there's no need to reinvent the wheel, right?
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Looks like a thug or a house guard.
thought I should try to give this guy a body as well and as Oddity suggested I made him a thug or servant.
Made this rather quick, so a lot of parts still need some work (especially the arms). I'll probably make the lowpoly this weekend, just to see how it turns out in d3.
Can't Access Cgtalk.com Anymore
in Off-Topic
Posted
yes I already cleared my cache, history etc. in firefox and it doesn't help to type in the URL manually.
the whole thing is quite annyoing - cgtalk used to be part of my "daily internet routine"