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RPGista's mapping and modeling thread


RPGista

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Awesome vegetation!

 

I never tried to make vegetations (except a quick cat tail) but there is something that always catches my eye, the lighting. If there were a way to make the inner leaves darker it could probably do the trick. But baking occlusion directly on diffuse (color) will force the texturer to map each leave on a different position in UV space, which will lower the leaf texture's resolution. I never knew how D3 shaders work so I can't think of anything more sophisticated, like light map shaders and such.

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I never tried to make vegetations (except a quick cat tail) but there is something that always catches my eye, the lighting. If there were a way to make the inner leaves darker it could probably do the trick. But baking occlusion directly on diffuse (color) will force the texturer to map each leave on a different position in UV space, which will lower the leaf texture's resolution. I never knew how D3 shaders work so I can't think of anything more sophisticated, like light map shaders and such.

You could bake the AO to the vertices and also bend the vertex-normals of the leaves to alter the lighting so that tree-crowns look fuller, that should get you pretty far.

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I've just finished major work on the skull replacement model, there are still a couple of smoothing issues to solve and maybe increase contrast on the texture here and there, plus making it a moveable entity (shadowmesh + collision mesh), but it's basicly complete:

 

47302396.jpg

 

 

 

RPG, any chance of getting this in .lwo format? I'm just starting to go through all the replacement assets, and the skull model is used in several other combo-models. I was going to quickly replace them myself, but I can't work with .ase. I was also going to make a skull that could be attached to AI as a head, but again I can't rig it if it's .ase.

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Certainly, but Im not really sure how to do it actually - I remember you mentioning that lwo files have the material shaders specified somewhere in the mesh itself (unlike the ase text paths), but I cant remember if you are supposed to name the layer, or the material itself, or the mesh parts, inside the editor... Will take a look at it, soon as possible.

 

I have a couple of trees ready too, will upload them soon.

Edited by RPGista
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  • 3 months later...

I was practising with sculptris and made some progress on the arms/hands and legs of my zombie model. Im modeling directly over the low poly mesh, so Im trying to respect its original outline (no toes, for example). Wanted to make it look pretty decayed, but at the same time, menacing (with broad shoulders and thick hands).

 

z01e.jpg

 

z02y.jpg

 

z03i.jpg

Edited by RPGista
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Im afraid I never played that game... The last zombies I thought looked nice were some from the original Rec movie. And yes, that guy still has some of his sexyness on him. ;) Which begs the question, what should I do with the "front"? I was inclined to keep the genitals more or less like they are now, instead of erasing them like the original doom ones, but I know people can be sensitive about these things...

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Heh. Your model, your artistic decision.

 

Big companies seem to avoid showing stuff like that probably because they fear a scandal and loss of money? That is a mystery that puzzles me in general: gruesome violence can be presented with no issues, but anything referencing sexuality is an abomination.

 

We don't have these problems, so IMHO anything goes.

Clipper

-The mapper's best friend.

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Well, I'd rather see a zombie in ripped shorts/pants than a genitialia-less mesh. In Doom3 they were just silly, they weren't missing because the were rotted off or anything. As far as general consensus I couldn't tell you what is best for TDM, but having a nutsack and no sign of a penile protrusion seems a bit weird too.

Dark is the sway that mows like a harvest

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TDM is a game for adults, so I have no problems with either option, other than that if you have a lot of dangly flesh that doesn't actually dangle (since there's no bone for it (yeah, I said it)) then it might look a little odd.

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:D Yeah, I meant something a bit more detailed, but not necessarily the whole organs, maybe more of a decayed mess down there. I will try an experiment or two, but cool to see you guys are open to a more adult take. ;)
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Dont worry my friend, there'll be a version with ragged clothes. ;)

 

So the mappers get to choose?

 

I don't want any rotten penises wandering to my face, please.

 

I suppose when a zombie charges you, you are gonna do something else than just stare at locations of little meaning for your survival. ;)

Clipper

-The mapper's best friend.

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  • 2 years later...

That's correct.

 

Also, Re: zombie penises: they aren't around very long because soft tissue decomposes very quickly.

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

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Hahaha, that zombie died a painless death, along with a bunch of my stuff, in a disk crash incident. So no more worries about his thingy swinging around in some haunted TDM crypt. ;)

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