Popular Post Moonbo 846 Posted July 3, 2014 Popular Post Report Share Posted July 3, 2014 Just a quick "before and after" with the fog light method. This is with an ambient light set at 7. The fog light is set at 2. Without fog light: With fog light: It's a nice effect, though I've only used it to simulate old, hoary places. Not sure how it'd work in a more standard setting. 6 Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
Xarg 173 Posted July 3, 2014 Report Share Posted July 3, 2014 For an ambient of 7, that's quite dark, the fog light at 2 must be having quite the effect to darken it up that much.. looks great! Quote Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks 8gb Kingston 1600mhz CL8 XMP RAM stock frequency Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080 Link to post Share on other sites
Bikerdude 3742 Posted July 4, 2014 Report Share Posted July 4, 2014 In a sorta of hurra to the new hedge models that Springheel imported and that are now part of TDM 2.03 I thought I would replace all the old hedges in one of the campaign mission's with this new model - Quote Link to post Share on other sites
New Horizon 539 Posted July 4, 2014 Report Share Posted July 4, 2014 Hehe. I know that mission. Quote Link to post Share on other sites
Popular Post Goldwell 2499 Posted July 6, 2014 Popular Post Report Share Posted July 6, 2014 (edited) Some more screenshots from New In Town Edited July 6, 2014 by Goldwell 11 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Popular Post Moonbo 846 Posted July 17, 2014 Popular Post Report Share Posted July 17, 2014 (edited) Plugging away at the map, and am mostly done with the first section of the mansion proper, which is a guard house. As always, suggestions for improvement are appreciated. In particular, it's hard to make "normal" building interiors look unique and interesting. I've tried using changes in color/lighting, floor height, and room shapes, but any crits/recommendations on that point would especially be appreciated. Edited July 17, 2014 by Moonbo 12 Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
nbohr1more 2239 Posted July 17, 2014 Report Share Posted July 17, 2014 (edited) I like those shots. If I have to offer a crit, I would suggest that you vary the wall textures a little. The 2nd and fourth shots have too much stoneand might look better with stucco instead. That and you've got a certain amount of visual density overkill in the 6th shot. I wouldtry smaller banners or remove\replace the one on the right. Edited July 17, 2014 by nbohr1more Quote 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...) Link to post Share on other sites
Obsttorte 1556 Posted July 17, 2014 Report Share Posted July 17, 2014 Very nice shots. The easiest way to make rooms look unique imho is to break up symmetris. You have already done this by placing the rugs / runners on the floor non-parallel to the walls. You can do this with other things as well (but don't overdo this). In addition, you can add a slight variety in the colors of light sources. The differences should be subtle, though. From what I can see in the shots the small rooms are lacking a bit of supports. Having Beams in their would break up the room geometry and add a texture variety to the scenes (stone + wood), which would also make the scenes more interesting. In addition you can add cracks in the wall or floor, etc... On another note: Rooms where there is moonlight falling in through a window should be more bright especially close to the window. In addition the light thrown into the room through a window should look like the window it is falling through. If you need help with the latter aspect I can help you out on it. Quote 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 Link to post Share on other sites
Bikerdude 3742 Posted July 17, 2014 Report Share Posted July 17, 2014 Very impresive as always MB, my fav shot is the room with clutter. On the windows front have you thought of sinking the windows into thw wall or are they not thick enough in DR for that..? Quote Link to post Share on other sites
Melan 1810 Posted July 17, 2014 Report Share Posted July 17, 2014 My one reservation is, would a barracks room have those fancy windows? (Of course if it was repurposed, it could very well be the case) Quote 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 Link to post Share on other sites
Xcen 103 Posted July 17, 2014 Report Share Posted July 17, 2014 Lost motivation after countless crashes with 2.00 and 2.01. No problems so far with 2.02. WIP Tris: 384Verts: 400Texture size: 256x1024 No normal map. Still looking too clean but better than last time. Texture for sword model with 530 polys in the making. @Moonbo: Some walls are a bit thin. Dependant on the size of the building and the actual floor a half to two meters are not unusual. Most rooms are still cubes. Also try to break up the corners to hide texture seams. Supports and wood panels will do the trick. Maybe too many windows in picture 4 and 6. Try to integrate the windows better in the wall and overall support structures of your rooms. Be careful with that window texture. http://forums.thedar...525#entry302525 3 Quote Link to post Share on other sites
RPGista 604 Posted July 17, 2014 Report Share Posted July 17, 2014 (edited) Very nice, could be a great substitute short sword for the player in someone's FM. I wouldnt worry too much about normals (unless you want to add more texture to the grip), but a good specular would go a long way in making the blade "shine". Some small scratches, gray areas where you wouldnt expect someone to polish the metal (like towards the center of the body), those would be areas that call for different reflection values. In general, you want the edges to shine slightly more than the rest (emphasis), so they should always be lighter than the base gray level. PS: Now that I see it in more detail, I see theres a pretty good job done already, so disregard that. Edited July 17, 2014 by RPGista Quote Link to post Share on other sites
Popular Post Sotha 1909 Posted July 17, 2014 Popular Post Report Share Posted July 17, 2014 Hold still you taffer. I am sorry, but this may sting a bit... But you know you need your medicine. 10 Quote Clipper-The mapper's best friend. Link to post Share on other sites
Goldwell 2499 Posted July 17, 2014 Report Share Posted July 17, 2014 (edited) Moonbo/Sotha both looking very good! Edited July 17, 2014 by Goldwell Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Moonbo 846 Posted July 18, 2014 Report Share Posted July 18, 2014 Hey all, thanks for the very good advice/feedback. It's probably a bit too late to substantially change this section, but I'll keep this all in mind for the next section coming up :-). @Obs, good point, I'll try to make the windows lighter. @Melan, yeah the building is old and has had other uses in the past. Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
Digi 83 Posted July 18, 2014 Report Share Posted July 18, 2014 (edited) @Sotha - looks like there's a texture off on the left hand side there, but it may be that the depth of the room is playing tricks with my eyes. Otherwise, cool! Especially since I realize you weren't showing us that pic to highlight the wall. Edited July 18, 2014 by Digi Quote "Fancy burricks are afraid of dogs, if they encounter each other the dog barks and the burricks poop." - Thief: Deadly Shadows Game Designer Link to post Share on other sites
Obsttorte 1556 Posted July 18, 2014 Report Share Posted July 18, 2014 @Obs, good point, I'll try to make the windows lighter.I was actually talking about the brightness of the room, but you got a good point there. EDIT: Taking another look at your images it appears that you are using a light to enlighten the window textures. If you do so, this is not the way to go (odd looking and performance houngry). The default way is to use a blend add of the diffuse map in the material shader. blend add map textures/darkmod/window/ornate/hammer_yellow rgb parm3 Make the windows func_static and use the "shaderParm3" spawnarg to set the brightness. Quote 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 Link to post Share on other sites
Xarg 173 Posted July 21, 2014 Report Share Posted July 21, 2014 @Sotha, looks like something I'd expect out of Outlast: The Dark Descent Quote Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks 8gb Kingston 1600mhz CL8 XMP RAM stock frequency Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080 Link to post Share on other sites
Springheel 4676 Posted July 21, 2014 Author Report Share Posted July 21, 2014 EDIT: Taking another look at your images it appears that you are using a light to enlighten the window textures. If you do so, this is not the way to go (odd looking and performance houngry). The default way is to use a blend add of the diffuse map in the material shader. Controlling rgb by a parm3 is a great idea, but there's nothing wrong with using a light as well. That's a common mapper convention, and it has a few benefits, including lighting the player up if they are standing in front of the lit window. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Popular Post chedap 61 Posted July 23, 2014 Popular Post Report Share Posted July 23, 2014 Might as well post here, too. 8 Quote Link to post Share on other sites
Bikerdude 3742 Posted July 24, 2014 Report Share Posted July 24, 2014 Blinged up version of the first image and a DC drop from 1300 to 1050 Quote Link to post Share on other sites
Obsttorte 1556 Posted July 24, 2014 Report Share Posted July 24, 2014 @chedap: Looks good, but why are there candle flames floating at the walls? Quote 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 Link to post Share on other sites
chedap 61 Posted July 24, 2014 Report Share Posted July 24, 2014 @chedap: Looks good, but why are there candle flames floating at the walls?It's work-in-progress, not a design decision, if that's what you mean. Easier to tweak lighting first, then decide which model to use (in this case, they could end up on columns instead of walls). And since I'll probably model new light sources anyway I'm feeling too lazy for placeholders. Quote Link to post Share on other sites
Bikerdude 3742 Posted July 24, 2014 Report Share Posted July 24, 2014 Young Chedap is using a lot of custom textures and a shed load of gorgeous patchwork, all very impressive for a new mapper! Quote Link to post Share on other sites
AluminumHaste 1084 Posted August 5, 2014 Report Share Posted August 5, 2014 Just a quick "before and after" with the fog light method. This is with an ambient light set at 7. The fog light is set at 2. Without fog light: With fog light: It's a nice effect, though I've only used it to simulate old, hoary places. Not sure how it'd work in a more standard setting. Why is the book shelf set to noshadows? Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
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