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  1. We also need a lot of characters, so I don't think it is a good idea for Tyrot to do architecture or props. I think it is even better to have some variety by different modellers doing their stuff without using a template. IMO the faces don't have to look as if they were designed all from the same person. I still don't know what the problem with the face is. Is it a visual thing or model technique thing? Doing architectural or props even I could do it. Maybe not with the kind of detail that you guys can, but it would look okish. And characters are quite hard to do anyways.
  2. I'm not sure what you'd be discouraged about - your model is great. I'm curious what sort of a haunt or zombie you could make. In fact, all three of you guys (oDDity, DeepOmega, and you - and not to leave anyone out - I don't know if anyone else is doing figure modelling yet, is there?) are leaving me shocked, wondering if I'm completely missing something in this whole "modelling magic" you guys do. The stuff blows me away. Sure, I can go through a tutorial, or make something out of squares and octagons, but when it comes to figures, I just don't know how you guys do it. Put it this way - the quality all three of you has produced so far has me thinking there must be some kind of secret trick to it all.
  3. TYROT

    Noblewoman Wip

    dear Springheel Thanks for the feedback. I was really hoping to get this kind of "instructive" feedback.. It s really showing me something that i can fix eventually. I mean i will fix the model for myself :)but i think im not gonna upload anymore renderings.... You were about to get something so different.....but i m not so sure anymore i have a will for accomplishing it.... best
  4. very nice model ! I think you can safe about 500 tris with normalmapping. you should really look for a plugin for max or aske DeepOmega he's also using max.
  5. oDDity

    Noblewoman Wip

    The rest is great, but I see you're having trouble with the face. Would it be rude of me to offer you this model as template to build your characters around. You can reshape it to any proportions you want, tweak the face, add your hair, clothes, props etc. It'll save you a lot of time and effort I'm sure.
  6. TYROT

    Noblewoman Wip

    dear TEAM NW version1.01 (im asking myself, what the hell im trying to model... the almighty oDDity with us. I think i should do something else... ) best
  7. dear GOD ! - yes my son! -Oh dear GOD! Oh you are here...Did you notice anything wrong in this model...? - no, my son. It s perfect.....because i made it. -GOD!!! no.. you didnt create it.. oDDity created it.. - Oh my little son Christ!!! I thought i made it... - Yeah ! i know i know... we all think like this first..... sorry for bothering... - Oh boy...... .. and he said he s not that much happy with it - Well.. yes GOD.... - Hmm next time as i create the universe, i will hire him as modeler... my'o'mighty best.... (with us)
  8. absolutely amazing..for the first time i thought its the reference photo of the model you want to do:D
  9. Dear TEAM After talking to springhell i wanted to focus on the necklace of noblewoman before dealing with her face modelling...so. Im still working on the model... hopefully i will upload soon... The necklace itself is a small box at the same time. You might use this kind of (little CELTIC little FABERGE )objects in your levels... "The rope" will be different i know there are some jaggy stuff over there. It wont have this jaggy part. And dont worry i know it s kind of big and it s NOT on her neck. still best...
  10. Hmm, yes, but the reason they're simple s becasue you're knocking them out in 10 minutess and not modeling any detail in. I know you're probably used to relying on textures for detail, but with normal maps you have to model the detail in a high res object. There's no deadline to get all the furniture finished by this evening you know, so, pace yourself)
  11. You see? That's what the project management tool is for. Told you so. Especially when it comes down to "is this model already skinned and animated?".
  12. nice - can you pleaze make a version with some books ? they just have to be one cube. the rest will be done with a normalmap. (I think I could create the normalmap for the bookshelf in PS, so you could actually upload that lowpoly model to the ftp)
  13. TYROT

    Noblewoman Wip

    almighty oDDity yes i have just noticed that i didnt upload the fixed-neck model...and yes I ll be focusing on more facial details... It was done pretty fast... It s so good to get feedback from an almighty sparhawk:) actually probably because of rendering it may seem like beard. I will take care it with other facial details and make it more femalien i ll be uploading mmm tomorrow with the fixed ones.. hopefully best.
  14. How about we do a Mafia/Driver style menu, a model of our thiefs room, which the camera floats around, as you hover the mouse over the 'exit' text the camera moves to the door, you hover over the' load game' text and the camera moves to...wel I haven't worked it out yet, but you get the idea.
  15. My major problem with "body awareness" is, that it's plain stupdi from a real world point of view. At least in many cases. Seeing hands when walking around? Why? When I go I never see my hands and I'm not aware of them. Even running I barely are aware of them, so why would I have a constant reminder that I have hands to use? I know that I have hands and so does the character in the game. Pickupanimations are ok, but they tend to slow down an action and look most of the time simply ridiculous. The lockpicking was not so bad in T3 because the hands were in a quite limited position (hence the suck in) and looked more or less ok. But having a pickup animations means that either the character has to be in a proper position or the animation will look wrong. Either because the hands will have to be extended in order to reach the object properly, they will have to be bended in an unrealistic way, or they look realistic but will touch air instead. If we want realistic moving handanimations, then the player has to be in a position where it makes sense. This means, he has either to be sucked in (which I hate) or he has to move in the proper position himself (which could become frustrating). The major problem with body awareness is IMO that you never will have the amount of control over a computer character as you have over your body. Simply because the only things to control the character is the mouse and the keyboard. And this is exactly the reason why you either have to force the model into an animation or the player has to learn complex control mechanisms. A good example is the slight delay when the palyer is looking in another direction then the body is aligned of. The delay is not realistic, simply because in RL you never have this issue. You can move your head independently of your body (to some extent ). So looking in one direction and going in another is never an issue with a real body, but it is with a computer controled character because usually you can either control the body or the head but not both. And these are similar problems for all other body parts to. I can control my hand while simoutlanously moving my head and also my feet in totally different directions. I can even read while walking and I do this all the time when I'm on the street. So to me body awareness is something that is much overhyped and expresses more a lack of phantasy than anything else. I have no problem seeing no body and still knowing that it's ME that is running around in the castle steeling things. Yes. That's also my opinion.
  16. Wow, very nice indeed! I made up a batch of normal-mapped textures for paintings and a tapestry, but they don't have a model. Are they going to look ridiculous next to each other?
  17. Won't we need our own thief's hand and arm in the animation though? Can't you just use the torch or some thing from D3 as a test model until out thief is finshed?
  18. dear DOMARIUS thanks for that link. Actually i could model this blackjack right away but it may take little longer to make the animations for engine. I mean i m still in the learning level. Once i got the basics you will get your animations in no time... (PP) (*) So if you guys need that meshes right away let me focus on that and upload along with the other objects... Best ... (*) personal promise
  19. I'm far enough with my progress on the blackjack that it is ready to have models and animations dropped straight into it Blackjack model assets: viewblackjack.md5mesh - static, textured mesh file of a hand holding a blackjack, to be seen in first person view. (the rest of these files are animations for this mesh file) blackjack_raise.md5anim - pulling out the blackjack. What you see when you select the blackjack as a weapon. blackjack_idle.md5anim - holding the blackjack. What you see when the blackjack is selected but doing nothing, just hovering around because the Thief can't hold it perfectly still like a robot. blackjack_start.md5anim - Raising the blackjack in preperation to strike someone. What you see when you click and hold the attack button. blackjack_throw.md5anim - Dropping the blackjack to strike someone. What you see when you let go of the attack button. blackjack_lower.md5anim - putting the blackjack away. What you see when you un-select the blackjack for another weapon. Some tutorials on how to get models into Doom 3 properly can be found here: Doom3 Tutorial Listings (scroll down to the HTML/TXT TUTORIALS section, then further down to the Modelling section) That is by far the definitive list of Doom 3 tutorials, for EVERYTHING about the game. Suggestions from that page: Weapon/item models Modelling the Plasma Tick
  20. The D3 one is actually a 3D model.
  21. sparhawk

    Goblet

    I seem to remember that D3 doesn't allow such polys. They all have to be in a model. That's why youl shouldn't create a plate that is just one poly thick. But I will test this to make sure if that is indeed so or if single doublesided polys cause an error.
  22. oDDity

    Goblet

    Of course it will render a flat one sided poly (all polys are like this, it's just thast you usually can't see the invisible side because of other bits of te model getting in the way), but you'll only see it from one side, that's all. If you copy and flip it, you'll be able to see it from both sides.
  23. Should be no problem to implement. I think this can be already done with the current code. Just needs a frobaction script attached. I wouldn't even need to change the SDK code for that. It would need a seperate model for the sphere though. then you must place the two objects together and you can frob the globe. The spinning can be done from a scriptfunction.
  24. OK. If that globe can spin that this would be really cool. I can implement this rather fast. But I would need a seperate model for the sphere then.
  25. Still it looks pretty good. Maybe we can fix the textures so that it looks less like plastic. But I noticed this in the D3 environment as well. Everything has this look. So I guess we can tick that model off now as being 90% finished. Good.
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