DeepOmega
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Posts posted by DeepOmega
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Bracket's on the server, with a 256 normal map.
Whoo. It's on FTP, same place as the torch.
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Will do.
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I assume this'll be normaled?
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I elongated it a bit from the concept, most notably the handle and the top. This is quite changeable if you so desire.
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Deus Ex used them, as well. In short, detail textures are easy, and a very good idea.
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I would really like to grab that, if nobody minds.
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Ahh, good call - make it like any other door. So, basically, like T3 chests instead of T2. In T2, opening a chest automatically picked up the loot, but in T3 it just revealed a compartment.
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Or an animated MD5. This seems a bit more reasonable, mainly because we don't need that much control over it.
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Go ahead and grab a large chest - we really need one of those, and I'm trying to nail the torches atm. Also, what generators>? Don't think I saw that....
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The normal map was laid out with a wooden handle and a metal top. I kinda imagined this as being a pagan torch, so it doesn't burn wood (would be a waste!) but instead has a metal basin sorta thing, for endless relighting. It's not entirely metal, however, since that would be too expensive and heavy. So, wooden handle, metal everything else.
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Er, correct me if I'm wrong, but you can just change that in the ASE file. It doesn't need re-exportation.
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torch.ase and torch_local.tga are on FTP. /TheDarkMod/models/props/torch/
Use them well. I eyeballed the scale, but really I was going on memory, so it'll probly need tweaking.
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Yeah, now that you mention it, the handle's thick. I'll slim her down and and upload her to the FTP. (Don't use the current version till I post, as that's the older version right now).
Yes, 1024 is gigantic, but it's easier to shrink a texture than to make it bigger.
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Bamf.
All normaled, naturally, and UV-mapped. There's a little seaming, but nothing that the final texture artist can't clean up. 228 polygons with a 1024 normal map.
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Had a ton more but ended up culling it down to these. I kinda want to leave the bolt things - especially if we're zooming in on them. They're only 4 polys each, which is nothing.
The thing is, these things are waaaay heavy, poly-wise. However, I can make a few supersimple handles as well, to use on general, non-picked locks. Nonetheless... sketchy. As in, these five handles are over 1900 polys. Ouch.
Thoughts, anyone?
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While I plan to imaginate, hook me up with some concepts too.
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Guess which is the simple one and which is the complicated one.
Go on, guess.
Polycount is as follows:
750, 521, 286 from left to right
These polycounts are kinda high, especially for common objects. I can maybe drop some flanges, but I'm gonna try to optimize the handles first. They're not very efficient.
Edit: Scratch those previous numbers. Got it down to 646, 459 and 201.
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Yeah, I got the locks and handles. Will probably work on them later today.
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I'm on it. (Except for the noblewoman - mayhaps this'll be a good start for Corth?)
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It's on FTP under /TheDarkMod/Textures/DeepO_Normals/
Three files: windowmodel_1.ase, windowmodel_1_local.tga, and windowmodel_1_uv.tga
Enjoy.
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It's on FTP, under /TheDarkMod/Textures/DeepO_Normals/
I also put the window model there (will post in the right thread for that, as well). Enjoy.
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New texture - city_door01
Where do you want the actual tga? I can put it on CVS or FTP.
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I'm more concerned about those cutout shapes on the furniture - they look like they have very sharp corners, which simply will not normal map. If you could curve those down a bit - make them look sculpted - it'll work way better.
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That's just begging for a fancy-ass normal map. Seriously.
The Normal Map Models Thread
in Art Assets
Posted
Oddity's right - I just used the normals we'd already generated in photoshop. They're really not that good, nor are they that accurate - but they add slight perturbations that match the texture, which is usually all you need for nice effects.