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Posted (edited)
so do you still need the normal? if you do than you could send me the uwv-d model with that texture and i could also add some more details to the high poly model based on the textures

I used D3's renderbump to generate the normalmaps, but it'd cool if you could model that lock, however I'm not sure if that wouldn't be too much work.

 

Oh, is that the small jewellery box

yes it is ;)

 

 

edit: here's the model and the two texture-maps (still 512x512):

http://www.thedarkmod.de/darkmod_files/chest_lowerpart.rar

Edited by BlackThief
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Posted

hm no.

maybe using a higher res pic as reference i could model it in such way that it would worth it but i think its fine as it is..that lock will be kinda little anyway

Posted
hm no.

maybe using a higher res pic as reference i could model it in such way that it would worth it but i think its fine as it is..that lock will be kinda little anyway

yes I the chest will be quite small ingame, so I don't think it's worth the effort.

Posted
Yes, I think thats your finest texture work to date.

it may look good, but the work I spent for it was < 20 minutes :D I found a good picture and I even didn't had to overwork that very much in PS, so I wouldn't call that "texture-work" ;)

Posted

I've uploaded the beermugs(expensive/cheap) to models/props/misc/beermugs

 

notes:i didnt make highpoly version of the cheap one cause it looks as it is:)

 

about the expensive..

 

if left it in two pieces(top/bottom) in case you want to make it openable..

if you dont want to make it openable than you can delete the polys on the inside and collapse the whole into one mesh.(if you want i can do it for you)

Posted

cause it would look strange..faces on the side would need to be removed otherwise it wouldnt look any close to how it should..but if those were removed than it would be just 2 2d transparent map floating on each..

 

so there isnt much polys to save from that one:)

Posted

i can do some skinning now... noble man is done now .. just need to refine a spec map and height map but that won't take long.

so i am looking for somthing to do ...i have read through the posts but really unsure as what to pick next from the list ...don't want to do duplicates.

any ideas anyone?

  • 3 weeks later...
Posted

I uvw-mapped the wardrobe, but I can't find a working command for doom3 renderbump anymore and Doom3world.org seems to be "Temporarily Unavailable".

 

here's the material I'm using:

models/renderbump/wardrobe1
{
  
  renderbump -size 512 512 -aa 1 -trace 1 models/renderbump/wardrobe1_local.tga models/renderbump/wardrobe1_high.lwo

}

 

when I type renderbump models/renderbump/wardrobe1.lwo nothing happens :ph34r:

Posted (edited)

still doesn't work :ph34r: I used to use a console command, which included everything, so you didn't had to write a shader for the model, but I can't find it anymore.

 

 

edit: little success - doom3 does render something, however I don't know what. all I get is a complete grey tga.

Edited by BlackThief
Posted

1 is way too high for tracebump, 0.1 is more like it, unless the high poly and low poly objects are not very closely modeled, which they should be.

YOu only need aa at all if there are fine details, since it adds quite a bit of time to the render time.

 

You have to make sure both the high and low poly objects are tripled, the high poly object has no subpatches and the entire high poly object has the same single surface name.

If the surface name of your low poly objects is models/renderbump/wardrobe1, and every thing else is named as you have it there, then the abve code should work.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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