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BlackThief

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  1. Another question. I assume that model files themselves must point to the appropriate .mtr file so it knows what textures to use. How much knowledge/software would be needed to make duplicates of existing models that point to a different .mtr file? In other words, if I didn't want to rely on Odd to make another ten blank painting models for me to texture, what would I need to know to do it myself?

     

    you don't need any knowledge - just either deepexploration or lightwave. there you can change the material name with one click.

  2. that sounds quite interesting, never heard of it.

     

    the general shape of the head looks pretty similar on every head though, looks like the programm just makes some parts/areas wider or smaller, but I guess that's ok for ingame characters, you won't see them upclose like that often anyway.

  3. the highpoly model took me quite a while - especially the ears, because I wanted to do them perfectly. I don't count every second but I guess the highpoly head took me at least 15-20 hours. Moddeling of the lowpoly wasn't that extensive, maybe 8 hours including all tweaking etc, but the unwrapping and texturing took me quite a while, eventhough the texture is heavily photosourced. (I'm not such a good hand-painter, especially when it comes to organic stuff, but I actually don't mind, because I like photo-sourced textures a lot more than those handpainted ones, unless they are really uber good!)

  4. well the pupils will have to be done seperate anyway so this won't be a problem ;) as I've seen the guys at id actually copied the tris of the eye and moved them forward a bit, then applied a seperate material to it - so that the pupils can move.

  5. The front looks absolutely good. :) Only the middle part, where it is seen from the side is to stretched IMO. Don't know if this is because of the image or if the actual model is that way. The distance from the ears to the cheeckbone seems to be pretty big. As if the actual face is moved forward.

     

    you're right about the ear, it's not right, however it's not too far back it's actually quite a bit too low.

     

    I fixed that now - it's still a bit too low in comparison to the ideal head, but not everyone's head looks the same ;)

    head_reference.jpg

    post-6-1134508135_thumb.jpg

  6. Well, that's a terrible and inefficent way to Uv map the head in the first place, you cna see that most of the texture space is used up around the neck, and the main part that matters at the front of the face is getting the least UV space.

     

     

    the whole shit looks fine in unfold3d (of course I've to tweak them a bit so that the face gets more space of the texture and the neck-area less):

     

    I already said that I'll have to tweak that, but I can't as long as I don't get the model and the uvs back into lightwave properly.

     

    You want to split the face in half before uving it. Slice it down the middle of the head, not in the z axis like you were mirroring it, but in the x axis. There's no way you can UV a whole head as one big piece.

    He will have hair, so the seam across the skull top won't be seen, you can make the seam go behind the ears, so that only leaves a bit of seam at the nexk to smooth over.

    I've neevr had a problem like that isong unfold3d, so I don't know, but try spliting the mesh and see if that works.

     

    thanks I'll try to do it that way.

  7. I over-worked the whole thing quite a bit and wanted to create a proper uv-map for the lowpoly model with unfold3d, but somehow the uvs get messed up again when I try to save the model.

     

    the whole shit looks fine in unfold3d (of course I've to tweak them a bit so that the face gets more space of the texture and the neck-area less):

    http://www.thedarkmod.de/intern_screens/unfold1.jpg

     

    but back in lightwave or deepexploration most of the uvs are totally messed up:

    http://www.thedarkmod.de/intern_screens/uvs_messedup.jpg

     

    oddity do you have an idea what's wrong?

  8. can anyone rename the thread - I don't think we need a seperate thread for each prop.

     

    anyway, made a cabinet that fits to the desk. it's photosourced and there was a lot of dirt on the cabinet on the photo. don't know if we want such stained furniture in our mansion maps, so I think I'll make a clean version of it too.

     

    (handles are still missing) currently weights at 266 tris.

    post-6-1133861984_thumb.jpg

  9. you got that wrong NH - we don't need an anim to rotate the door - I think we will need an anim for the handle. if we don't do it with anims you'd have to make a seperate object for the door and the handle and you'd have to somehow clue those things together and rotate the handle and door at the same time. that seems to be reeealy complex to me and I think it'd require a lot more work for the mapper than if we just animate that handle.

     

    I can move the current door model to the right point though so that it'll work for now.

  10. well it's quite illogical imho to put architecture stuff into the props folder - of course it can be a language barrier, but as far I know props = requisites and I wouldn't call architectural stuff like a whole hallway a requisite.

     

    doors however would fit into the props folder, but I left them out for a specific reason - it's not clear yet, but I think doors will need animations and thus they'll need to be md5meshes and will need md5anims. the props folder should only be for static meshes and moveables imho otherwise things will become too complicated.

  11. well the number of pipes is pretty much the same as on my t2 'inspiration' - the whole thing is almost a copy. but I can see your point - maybe it looks so sci-fi-ish because all the walls are covered by the pipes. later the level-designer should pplace those pipes between regular walls.

  12. If you guys have too much freetime go ahead and reorg all textures the 3rd time. I'm fine with the current structure and if you ever worked with dromed you'd now that textures always used to be grouped into themes like mansion, crypt or whatever and that's how the majority of mappers like it.

  13. Well, I don't know that much about organic modelling, but I would assume that a tool, that can unwrap organic models should have no problem with non-organic stuff, as they are usuall less complex, right?

     

    they are less complex, but very different. for example unfold3d doesn't accept meshes that are split into several parts - that's not a big problem for character models, because usually all parts of a organic body are connected to each other. props, like tables and chairs for example consist of several parts - a simple table is actually just 5 boxes - so you have got 5 meshes. of course you could model it as one mesh, but then you'll need a lot more polygons.

     

    if you coding guys don't believe me, try it out yourself and unwrap one of our prop models with unfold3d - at least my version 3.0.9 doesn't accept a single prop-model - maybe there's a new version out there, that is able to do it.

  14. By unwrap do you mean making uv maps? If so there's a free program that will do that for you.

     

    well that's definitely not the case. the programm helps you, it doesn't do all the uv-mapping work for you - imho it's especially usefull for organic objects, but I think it isn't that good for general props.

    another problem is that it doesn't accept more than about 1 out of 20 models - I just tried it myself and I couldn't load a single model of the mod.

     

    you shouldn't promote something you haven't even used yourself ;)

  15. well the point is, as oddity said, that if you want to create a good looking, detailed map with d3 or t3 you'll always need quite a lot specific textures and static meshes! I know that you can go crazy with patches and stuff in d3, but it will never look as good as models done in a proper 3d modelling software - you'll never have as much control over your tris and texture in a level editor as you have for example in lightwave.

     

    I would suggest to start a 'texture request' thread in the level editing forum, so that the (beta)-mappers can request a specific texture for their level.

  16. I think we should definitely have doors with working handles in the video, otherwise people will start to complain about that. I modeled a door with a handle today, but I don't know:

    1. how to get the model working as a door

    2. how to animate the handle (I assume it has to be done with an animation)

     

     

    anyway here're some screens:

    handle_close1.jpg

     

    door_model.jpg

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