jaxa Posted July 15, 2015 Report Share Posted July 15, 2015 http://elderscrolls.wikia.com/wiki/File:Foreign_Quarter_Underworks.pnghttp://elderscrolls.wikia.com/wiki/File:Foreign_Quarter_Underworks.pnghttp://elderscrolls.wikia.com/wiki/File:Foreign_Quarter_Underworks.png aaarrghj Quote Link to comment Share on other sites More sharing options...
stumpy Posted July 15, 2015 Report Share Posted July 15, 2015 the 0x000007b.dll error is usually a missing or corrupt runtime dynamic link library if you are on windows did you install the microsoft runtimes 32bit or 64bit, there downloads are usually on the same pages as the download for darkradiant. Quote Link to comment Share on other sites More sharing options...
Hecateus Posted July 15, 2015 Report Share Posted July 15, 2015 the 0x000007b.dll error is usually a missing or corrupt runtime dynamic link library if you are on windows did you install the microsoft runtimes 32bit or 64bit, there downloads are usually on the same pages as the download for darkradiant.I am now on my weekend, so I have time to look into it. Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted July 20, 2015 Report Share Posted July 20, 2015 Particles: better with or without?(Ignore anything you can make out of the ceiling; it's a placeholder.) 2 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
grayman Posted July 20, 2015 Report Share Posted July 20, 2015 I vote for with. Quote Link to comment Share on other sites More sharing options...
Epifire Posted July 20, 2015 Report Share Posted July 20, 2015 (edited) Particles: better with or without? (Ignore anything you can make out of the ceiling; it's a placeholder.) I'd vote with, but in moderation. Looks like that's across the whole room, I'd maybe have it in a select area. Low spots, by vents, or maybe even directly by lights to make more sense of the particle visibility. Interesting and moody lighting scheme though. For some reason right when I saw that I thought of the Shalebridge Cradle. Edited July 20, 2015 by Epifire Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
Popular Post Epifire Posted July 20, 2015 Popular Post Report Share Posted July 20, 2015 Also, for the reason I came on over here today (pardon the double post). Just putting out a small bit to show what I've been working on in my off time... I still may have a little bit of tweaking on this highres mesh before making my lowres but I'm really starting to love Mudbox. 9 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
Springheel Posted July 20, 2015 Author Report Share Posted July 20, 2015 That separate cushion makes it look really modern to me. Did they actually make them that way pre1850? 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 comment Share on other sites More sharing options...
Epifire Posted July 20, 2015 Report Share Posted July 20, 2015 (edited) That separate cushion makes it look really modern to me. Did they actually make them that way pre1850? Oh you know that's actually a really good point. For some reason that hadn't occurred to me, when checking out different Chesterfield furniture for my reference. I certainly could build in a unified cushion, to better suit the time period though if that would help. EDIT: Maybe something more like this (in terms of the cushion)... Edited July 20, 2015 by Epifire 2 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
VanishedOne Posted July 20, 2015 Report Share Posted July 20, 2015 I'd vote with, but in moderation. Looks like that's across the whole room, I'd maybe have it in a select area. Low spots, by vents, or maybe even directly by lights to make more sense of the particle visibility. Interesting and moody lighting scheme though. For some reason right when I saw that I thought of the Shalebridge Cradle. Thanks for the comment. Initially I tried just having moonbeam particles by the windows; that works elsewhere (in fact, it's what I have set up on a gallery overlooking this room), but in this room it actually looked a bit odd to me to have a big space with light streaming across the floor, but particles heavily localised. From a logical point of view there possibly shouldn't be particles brightening the darker regions, but they do indicate the shape of objects in shadow, which is useful for navigation: compare the shelf in the middle of the screen, which is barely visible in the particle-free version. I'm just not sure the effect looks natural indoors (I'd like to try a foggy city some time). Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
Dragofer Posted July 20, 2015 Report Share Posted July 20, 2015 Particles: better with or without? (Ignore anything you can make out of the ceiling; it's a placeholder.) Looks very mysterious, with the particles. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Sotha Posted July 20, 2015 Report Share Posted July 20, 2015 Also, for the reason I came on over here today (pardon the double post). Just putting out a small bit to show what I've been working on in my off time... I still may have a little bit of tweaking on this highres mesh before making my lowres but I'm really starting to love Mudbox. Ultra important: be sure the make the sitting plane of your chair to the same height as all the other seating in TDM assets. The AI can sit only at a specific height. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Epifire Posted July 20, 2015 Report Share Posted July 20, 2015 (edited) Ultra important: be sure the make the sitting plane of your chair to the same height as all the other seating in TDM assets. The AI can sit only at a specific height. I actually was wondering about this as I was setting up the scale. Thankfully I can actually adjust the leg height and seat to better match. But as I'm looking through the wiki I'm not finding anything that might tell me what the height is. I think XSI units are the same as the ones Id4 uses, so if I know the figures I can just stick to a set height. Because yeah it would be nice to have AI sit properly in it, after all the work I've put into it. EDIT: just opened up a map to find what the current chairs are set at. So I'm looking at about 24 units, from floor to seat roughly? Edited July 20, 2015 by Epifire Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
Sotha Posted July 20, 2015 Report Share Posted July 20, 2015 EDIT: just opened up a map to find what the current chairs are set at. So I'm looking at about 24 units, from floor to seat roughly? Correct. About 24 units. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Popular Post Epifire Posted July 22, 2015 Popular Post Report Share Posted July 22, 2015 Alright, I did some more work here that I think should be the last of it for the high poly. Sitting at around 4m, I replaced the cushion, did some more crease work, and further tried to add some definition. Also added this sorta engraved "fire flower" design into the legs. I realized older chair legs usually were pretty ornate, so I gave them some interesting design I thought fitting... Thanks Springheel for mentioning the cushion! I much rather the more detail version here anyway, but I'm glad someone caught that. 10 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
Gast Posted July 23, 2015 Report Share Posted July 23, 2015 Particles: better with or without? Definitely better with the particles ! Also, nice model Epifire. Quote Link to comment Share on other sites More sharing options...
Noordung Posted July 23, 2015 Report Share Posted July 23, 2015 That separate cushion makes it look really modern to me. Did they actually make them that way pre1850?but its only idea... i mean maybe they did use it in parallel reality Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted July 23, 2015 Report Share Posted July 23, 2015 but its only idea... i mean maybe they did use it in parallel reality According to http://wiki.thedarkmod.com/index.php?title=The_World_at_Large'Missions have established the date of the setting as around 1630 AD. The current calendar sets the year 0 as the date of the official formation of the Builder Church.' However, the tdm_throne_ornate_wood texture looks as though it says AD MCMXXVI. Therefore at least one chair already in TDM comes from the setting's future. Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
161803398874989 Posted July 23, 2015 Report Share Posted July 23, 2015 According to http://wiki.thedarkmod.com/index.php?title=The_World_at_Large'Missions have established the date of the setting as around 1630 AD. The current calendar sets the year 0 as the date of the official formation of the Builder Church.' However, the tdm_throne_ornate_wood texture looks as though it says AD MCMXXVI. Therefore at least one chair already in TDM comes from the setting's future. The Builders have their birth date as the year 0, but there was a count before that. The maker of this chair clearly thought it more appropriate to use the older (obsolete) year system. Quote You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil. Link to comment Share on other sites More sharing options...
Springheel Posted July 23, 2015 Author Report Share Posted July 23, 2015 Clearly it is a pagan chair. 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 comment Share on other sites More sharing options...
Popular Post Epifire Posted July 24, 2015 Popular Post Report Share Posted July 24, 2015 (edited) Alrighty, so here's what the thing looks like with a quick render in Marmoset Toolbag. The shaders are gonna be a bit different from that of the Id4, but the same diffuse and normal will be used. Think I'm gonna reuse the material for the legs on the ottoman for consistency (that Goldwell originally requested me to make!). Here's a preview though, as it should look pretty similar rendered in TDM. Coming in at 1558 polys, here it is... There seems to be a bit more red in the preview, but it's got some high contrast so it all depends on how it's used by the mapper (as well as the lighting). Not sure just exactly how different it's gonna look in engine, but the normal maps are very powerful with TDM so it should be similar to the preview here. Now I gotta dig into the wiki and try to remember how to export the thing. Edited July 24, 2015 by Epifire 15 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
RPGista Posted July 24, 2015 Report Share Posted July 24, 2015 Wow, thats amazing man... The leather feel to it is very very good, all the details are working nicely, there doesnt seem to be any polygon fat to trim, and the normals and texturing in general is really tight, really good. Amazing my friend, I specially like those sculpted legs... Quote Link to comment Share on other sites More sharing options...
Epifire Posted July 24, 2015 Report Share Posted July 24, 2015 Thanks! I've put a lot of work into getting my modeling as good as I can manage. Wanting to get involved around here packing as much detail as I can into the assets I'm creating. Great game, awesome community and an extremely capable engine. Trying to bring a friend on board (who is into audio and writing) as we've been looking for a place to start some kind of project. While I'm really interested in getting my own FM going, I'm definitely willing to contribute with general art where needed. So I'm pretty pumped honestly. 1 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
Bikerdude Posted July 24, 2015 Report Share Posted July 24, 2015 Alrighty, so here's what the thing looks like with a quick render in Marmoset Toolbag.Are you able to do green and brown leather and will there be a matching sofa and stool..? How does the size fit in-game when an Ai sits down on it..? Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted July 24, 2015 Report Share Posted July 24, 2015 (edited) Indeed, you should be able to setup different colours easily for this model. Just shift the colour and safe it as another texture. We then can use our skin system to switch textures in Dark Radiant, instead of having to place a new model each time Nice work btw Edited July 24, 2015 by SeriousToni Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to comment Share on other sites More sharing options...
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