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So, what are you working on right now?


Springheel

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Custom torch?

Yeah, the flame is the new 1.08/2.0 flame particle, the dust sparkles/embers from the lamp glare particle and new type glare that came with the map. And the torch body & mount came with the map.

 

All this map needed was some TDM love and now that I have Goldchocobo on-board you people are in for a treat :-)

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new type glare that came with the map.

 

Where did the map come from??

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There's something wrong going on above the doorway in the third picture.

And is there a teeny-weeny texture glitch in the top left-hand corner of the fourth pic? (Hope this doesn't sound nit-picky - I wouldn't normally notice something like that but the rest of the pic is so gorgeous it kinda jumped out at me.) :P
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What did he originally make this for?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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What did he originally make this for?

 

If you are referring to Biker's upcoming mission, the original is the "Gatehouse" map for Doom 3 by EvilArtist.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Nice texture, mr Gold!

 

To evaluate the bump map quality, one should see the same texture lit a bit from the side.

 

And it is good practice to put some basic lighting to scenes to get the idea how it looks. With only ambient light it forcibly looks a bit washed out and not as good as it really is.

Clipper

-The mapper's best friend.

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All you need now is a matching floor testure with slime/dirt etc...

 

I added a custom floor but I don't know it looks a bit strange to me :/ This is the part of texturing that I hate because I cant decide if it looks good or not.

 

E0twV45.jpg

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Hard to tell, without any shading etc. . Currently, I'd say it looks rather bad, but that's just due to the missing lighting setup. It's the complete scene composition rather than a single texture that makes a scene look good or not...

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Hard to tell, without any shading etc. . Currently, I'd say it looks rather bad, but that's just due to the missing lighting setup. It's the complete scene composition rather than a single texture that makes a scene look good or not...

 

Yeah I think I will keep the floor to its previous texture, it just seems to work better and when playing it in the area it's in it looks like it suits it all nicely so yeah.

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The bricks on the floor are too small. Personally, I would choose a cobblestone texture that looks a bit dirty/mossy. It may also beneficial to let the texture always look into the direction of the sewer, so it goes around the corner as well as the sewer itself. Use a patch for that purpose.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ok now I have gone through many different textures and have finally found one which I am happy with.. I added a temporary light to see how it would look in the end and I think it looks pretty bad ass... Now I have spent way too much time worrying about this I need to move onto another area heh :)

 

wmG7wsE.jpg

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1158 tris

Getting there :) I'm no modeler, and as such it's always awesome to see guys like you making this stuff!

 

I'd save the tris from the end, make it flattened and just use a very domed normalmap for the two large faces. A normalmap over the handle would also be pretty good (seems to have a little notch at the top which is fairly inconsequential and would be easier to deal with in texture anyway).

 

I like that it looks rather damn sharp.

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