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Posted

Whoa, I had no idea it was a C and not a G, I'll have to remember that one!

shadowdark50.gif keep50.gif
Posted

stalagmite: take 2!

 

IMG

 

I think this one is coming along much better, but its a hell of a lot more work.

Yeah, that looks a lot better. It takes longer but the results speak for themselves.

 

My only crit is that I think it should be a bit thicker at the bottom than the top segments. Also, I don't know if you're planning it already, but when you get to the bottom segment make sure to try to align the surface as much as possible to flat plane so it won't stick out all too much against the ceiling of a cave. I realize it's not the best of explanations so if needed I can whip out a picture.

Posted

It's starting to look like a Stalagtite.

 

Too pointy. The top should be flatter/round because water is dripping down onto it and splashing/running off.

 

The one from the ceiling should be pointy, but not a sharp point.

Dark is the sway that mows like a harvest

Posted

Not to be rude, but isn't this a very strange thing to be devoting resources towards?

 

I wouldn't say so. He's not a 'team modeler' so he can do whatever he wants really. If he needs stuff for a cave... Honestly I think it's great, after seeing the cave someone posted a page back I had been considering doing it, but am doing a lot of other stuff. I can see them getting a lot of use in the community too.

 

Plus we're at the point were any models made are just to fill in gaps, and we don't have much cave stuff.

Dark is the sway that mows like a harvest

Posted

Not to be rude, but isn't this a very strange thing to be devoting resources towards?

 

Not at all, we have a few missions which feature caves and the stalagmites and stalactites are just conical patches with very little personality. These will be a welcome addition, like almost everything donated to the mod.

I always assumed I'd taste like boot leather.

 

Posted

thanks for the feedback guys.

Plus we're at the point were any models made are just to fill in gaps, and we don't have much cave stuff.

Yeah, I think even the rocks could use some love. The texture scale on the large rocks are ridiculously out of whack, and i think we could use some large half rocks or even quarter-rocks for sticking out of walls or out of the ground and such, without adding too much shadowcasting, and taking up space. Also, need more skins. there's still quite a few suitable natural stone materials for rocks (and stalactites/stalagmites)

Posted

You don't have to sculpt every single bump. You can save a lot of time by using procedural textures (clouds, distorted noise etc.) as displacement maps in modifier:

 

post-2001-0-21913800-1333546626_thumb.jpg

post-2001-0-75520600-1333546637_thumb.jpg

 

You could also paint a heightmap in paint mode and use it as a displacement map. To create tiny details during render / bake you can use texture as bumpmaps by selecting Geometry -> Normal in texture settings.

 

post-2001-0-99874000-1333546936_thumb.png

 

Original mesh, purple edges are sharpened with edge crease:

 

post-2001-0-29021800-1333547315_thumb.png

 

Subdivided 5 times:

 

post-2001-0-37329300-1333547504_thumb.png

It's only a model...

Posted (edited)

damn showoffs :laugh:

thats pretty cool though. the first (and crappier model) I painted a texture manually using sculpt draw tool with a texture applied to it, but it ended up looking like crap because the scale and strength was too much, and I did it first, and sculpted after, resulting in stretching as well. The 2nd model above uses sculpt draw as well, but after i sculpted the shape, and with a very light brushing. Its not like I manually created every divet on that thing, lol.

I had no idea you could do that with a modifier, that is awesome. The edge crease thing is also super handy. I still have no idea what you're talking about with the paint mode, or using bumpmaps for baking things and whatnot.

 

this might be better off in my thread though.

Edited by ungoliant
Posted

Hmn, I think you're making it a little too easy for yourself Arcturus, because I don't think the structures of those stalactites and stalagmites are captured well by random noise. The deformations should be more like low frequency random waves in vertical direction and some subtle noise modulated onto that.

Posted

Yeah, I know. :) I was just saying that people should look closer at the actual structures presented there instead of just using a noise deformer and as you have just demonstrated, what I suggested is perfectly doable. Of course, it still needs some work, as right now it looks way too regular. I'd try to have the low frequency vertical oscillator vary in frequency.

Posted (edited)

I'm starting to think about resculpting the high poly details differently. I think all those little divets and crap should be taken care of by the chosen diffuse and its corresponding normals. Details like the 3rd portion from the top I think is what will really make this model kick ass. and more creasing. I think the creasing has a lot more emphasis in the AO then it does just looking at the smoothed out mesh by itself.

I think also that for the end result i end up keeping, the open faces should be nearly white. I don't think its necessary to darken those areas on the diffuse at all.

Edited by ungoliant
Posted

I like the stalagmite, and think the AO will look very good on it.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

You're right, the 3rd section is the best. In the C and G pic it definitely shows that detail well. It's kindof like dripping wax. Having a little noise wouldn't be bad, but these are pretty smooth rock formations so it's not needed. Mainly just scultp in some good drippy shapes all the way down and it'll look great.

 

As far as how much 'white' it has...

You may not actually want any white. You'll need to do some blend tests and see how it is in game. Like overlaying/multiplying layers over an AO in photoshop, white could actually turn everything pure white/black. You'll probably want a bit more of a mid grey range with no extremes.

(that can always be tweaked in photoshop really quickly though)

Dark is the sway that mows like a harvest

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