Fidcal Posted June 2, 2010 Report Posted June 2, 2010 Just experimenting with reducing some of the statues and reskinning them. Many of the statues look fine as ancient weathered stone in an old graveyard but not so good inside in a fine mansion. But reduced in size I think they look better. Here are some I used the rotation hack on as a test, skinned in crystal. I wonder if I dare try resizing these in Blender? If these are acceptable maybe also some in gold and also silver. These could all be loot actually. I think silver was considered not to be used as loot but I can't see why. When you are mapping you need as many alternatives as possible and quickly run out of options when seeding loot. In addition, I wonder if a custom texture might be worth investigating based on this for a ghost AI. I think it looks more promising than the one I remember. Quote
OrbWeaver Posted June 2, 2010 Report Posted June 2, 2010 I think the ghost texture looks good, but it doesn't really suit the statues (it still looks ghostly rather than crystalline to me). The small gold one is great though. I wonder if a simple "resize ASE" script is possible, that wouldn't require working inside Blender itself. Might be worth asking rich_is_bored if he has any ideas. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Fidcal Posted June 2, 2010 Author Report Posted June 2, 2010 Yes, such a script would be great. Many individual models would have more value if the mapper could resize them to fit and include them with his FM. Pillars, curtains, trim and other architectural details. Which reminds me, I want to look again at patch curtains. The gold statue btw is the existing loot statue for size comparison. I think the milky statue is OK. [edit - mmm... maybe more opaque though] The others, I'd want to google some crystal stuff to see what it really looks like. Quote
OrbWeaver Posted June 2, 2010 Report Posted June 2, 2010 I think the milky statue is OK. [edit - mmm... maybe more opaque though] The others, I'd want to google some crystal stuff to see what it really looks like. I think more opacity would help, yes. You might also want to experiment with a heatHaze shader to give it some refraction, I think it is the fact that there is no refraction at all which makes it look insubstantial. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Springheel Posted June 2, 2010 Report Posted June 2, 2010 None of those statues look particularly crystaline to me...real crystal is not particularly transparent at all. I could resize the statues for you and apply a gold texture in about 2 minutes in Lightwave, if you handle the loot entities. 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
SneaksieDave Posted June 2, 2010 Report Posted June 2, 2010 There have been a couple of ghost discussions in the past, I think threads by both myself and SH. Most of what's needed to make ghosts, ghasts, wraiths, spectres, etc. is there, someone just needs to use em. edit: found the threads Quote
Fidcal Posted June 2, 2010 Author Report Posted June 2, 2010 SH: Yes, I can do the loot entities if you resize 'em something near the loot statue we already have, maybe a bit bigger imo. Then I'll try to make a more realistic crystal texture or see what else we have and make skins. SD: I'll take a look what was said. Quote
Fidcal Posted June 2, 2010 Author Report Posted June 2, 2010 Ah I see ghosts were discussed quite recently. I might take a look myself if I'm in the mood. Quote
Springheel Posted June 4, 2010 Report Posted June 4, 2010 I've resized two of the statues and put them on a base. I'll need to make a shadowmesh for them, however, as they're over 1000 polys each, even after I went through and reduced the most obvious high-poly areas. I might be able to reduce them a bit more but I didn't plan to spend a lot of time on this right now. When SVN comes back up I'll upload what I've done. 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
Fidcal Posted June 4, 2010 Author Report Posted June 4, 2010 No hurry. I never thought of them as being high poly though as many look worn smooth. I think the interrogator looks to have the most detail perhaps. Quote
Springheel Posted June 4, 2010 Report Posted June 4, 2010 They're high-poly because I made them out of the original AI models. They could easily be reduced by half or more without losing much, but that would entail about the same amount of work as making them from scratch. 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
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