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_Atti_

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Everything posted by _Atti_

  1. looks great:) hm maybe you could add a segment of polys to the top of his head..
  2. thanks here is the clock's lowpoly version.. i left the major ornaments on it..i think we can afford that much since that kinda clock is unique and we probably wont find thousands of it in a single corridor.. exactly 1000tris:D
  3. i made a wide variation of the bookshelf
  4. i'll prepare the low poly version then.. my question is..do you want to make the normal map with PS or will you generate it by using the highpoly mesh? cause if you're working with ps than i will start straight with the lowpoly next time.. btw is there any free 3d application that i could do the normal maps with? that ati normalmapper's exporter not works..at least not with studiomax7
  5. double version 300tris edit:fixed a bug
  6. yes but mw was highly unoptimised and we needed many many objects/frame.. dont forget that for example a forest needs trees/animals/rocks/dead trees/bushes etc etc
  7. they cant be compared since mine is another variation...and that one needs around that much polys to make it look smooth..while yours is another variation..it doesnt have so curvy sides so it can be made with less segments while containing the same quality.. while working on memod i allways tried saving every poly possible without! the sacrifice of quality, and i am tending to continue on that path:) so i would have made the variaton you request if you said that this is what you need:) in a nutshell : yours looks fine and nice with that much tris but mine would not:)
  8. Khmm.... i told you that i would reduce the segments if it were a more cylindrical designed barrel just like the one you made... but my variation with 10 sides would look damn ugly... also..since we are mostly in interiors i dont think that we will ever reach the critical poly/frame so a damn barrel that is round wont kill the fps..even if we pile a room full with it(which we i presume, wont do..) i am doing anything gladly if needed but hey ..who likes to waste time?
  9. ok i modified it..(on the ftp..) but i didnt reduce its roundness.. god i dont want to see 10sided barrels....itsnot that much resourcekiller anyway
  10. nah that red area dont have to be much deep.. and 10 sided barrel would look silly maybe it would be good for the more cylindrical version but not for that...i think ..i hink you should try applying the normal map it will look good..
  11. yea..i like the maps of thief1 full of traps:) cant wait till we can start designing some stuff for tomb type levels:) muhaha:)
  12. yea i nkow there are many variation but their position is essential because of the normal map'S highpoly source
  13. how about that? the red shows the part the heightchange that will be simulated with normalmap the grey is the metal ring.. ugly picture:)hope you get the idea:)
  14. i think it should look like that: red:wood planking black:metal ring
  15. wel if its fixed then its fixed..so polys on its its back are not visible any time since its fixed... howver yea its not much...
  16. and the gem should be fiixed and 3d...by that way we can get rid of the unvisible polys of it... also..since the compass fits with the gem perfect there wont be poblems rotating it around it.. and as Sparhwk said by this way they are separated and any can be switched off
  17. here is a pic with a quick mechanist style texture on it
  18. so thats not good either?
  19. howver i cant really see the problem? a pic of how should it be textured
  20. great idea...howver it would be complex to make it in such way that it could be useful..i think.. for example i would be annoying listening to disturbing sounds while standing in a lighty but empty room that no guards ever patrol..
  21. ok...ready..now you can rotate the compass around the gem in all directions you can imagine..
  22. its a separate object howver its only a hemisphere.. i thought it needs rotating only on Z however that can be easily fixed
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