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Posts posted by Mz3D
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there will be 5 normal maps, since the oil lamp model is made of several pieces and 5 of them have extra detail in the hi-poly version. Ok?
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ok, i have to send you the hi-poly model, the low-poly model, the diffuse textures and the specular textures, right?
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I re-modeled the oil lamp since there was no way to decrease sensibly the polycount of the old model.
Here are two screens of the new model (hi-poly for the normal map, and low poly for the game), it's more simple, but this is the only way to keep low the polycount.
The new low poly model has 430 triangles.
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Already visited! great work..
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don't pay too much attention to the stupid title i invented.. i'm tired, it's late here..! (02:35 a.m. - Rome, Italy)
ooh! finally i can enter the real forums hah ah...
Let's get to work! First problem.. the oil lamp model i did has too many polygons, i tried to reduce as much as i could their number and to delete some parts but it still remains a model of 7000 polys.. (it was of 42000 polys before..) anyone know some tip to reduce sensibly the number of polys?
The general problem we should talk about is the modeling of round objects. A round object, as anyone knows here, in computer graphics appears round but is made of thousands of straight segments. So my general question is: how can i build round models without using thousands polys? which are the techniques to do this? I want to avoid what happened with the round stool model... it's named "round" but it has 7 VISIBLE sides. Are there techniques to make a segmented model appear round??
Changing subject, i started learning Dromed! it's great! i liked very much, it's so easy to use! i think i'll make a thief2 FM in a near future.
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ok, i'll wait
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well, i'll continue to model things, i like doing this, but maybe i can make a map too in a future.. no?
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i tried to log out and then log in, but i still can't see the modeling forum..!
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i intended to work at the campaign...
anyway, i could develop one of the demo missions
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i can't see the modeling forum! why?
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my secret is do not sleep
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I entered eagerly the dark mod project... i just found out that it is much more ambitious than i tought, i read that the dark mod is either a tool set and a campaign. Just some quick questions..
What do you intend for a complete tool set? a level editor with a library containing textures, models, voices etc etc?
The campaign is just a project still not started ? i mean, the tool set is the main objective of the dark mod team? and only after having completed it, will the missions developement start? i ask this because i'm mainly interested in developing the campaign part.
and.. last but not least..
my precious stools models will be inserted on the library of the tool set or in a mission?
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The models of stools look fine, but IMHO the texture could be better. Why not inspire more and make the textures look like on that picture:
just find me a similar texture and i'll replace the old one
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wow! it's great to see one's models at work...
anyway.. just let me know if i can model something else! (maybe something more important... i've got nothing against stools but..)
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so do the new models work?
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i've sent you the corrected models, try with them
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ok, maybe i've understood the problems, i'm correcting the models and then i'll send you the new ones
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mmhh... maybe it's a problem with the specular, bump and shine maps (maps to make the material look realistic in max).
If you want, i can modify the models and use only the "diffuse map", the basic information of the material, and remove the bump, shine and specular map.. then i'll send you again the models, ok?
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in max? you mean to save a .mat file? sure..
if you need the .mat file of the material i used, just tell me
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you've got a new e-mail...
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ok, i have to send you the texture too? i used one texture taken from a free textures archive on internet. On the website it's written that the textures can be freely used for any purpouse..
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I can save the models as .ase files, but i heard that there are some problems whit the .ase files in the d3 editor.. or not? how can i save them as .lwo files? is there some exporter plugin for 3ds max?
--mz3dmaxmodels-- The 3ms Topic!
in Art Assets
Posted
ok ok... i never worked with the normal maps before.. this is because i never worked for a game. Anyway, i just took my 3ds max book. I'm going to study normal maps. Soon you'll have an improved model, texture and a normal map.