BlackThief 0 Posted April 10, 2005 Report Share Posted April 10, 2005 (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 texturesI 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 boxyes it is edit: here's the model and the two texture-maps (still 512x512):http://www.thedarkmod.de/darkmod_files/chest_lowerpart.rar Edited April 10, 2005 by BlackThief Quote Link to post Share on other sites
_Atti_ 33 Posted April 10, 2005 Report Share Posted April 10, 2005 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 Quote Link to post Share on other sites
BlackThief 0 Posted April 10, 2005 Report Share Posted April 10, 2005 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 anywayyes I the chest will be quite small ingame, so I don't think it's worth the effort. Quote Link to post Share on other sites
BlackThief 0 Posted April 10, 2005 Report Share Posted April 10, 2005 wasn't on the list, but I thought it'd be usefull anyway - fancy keys in gold and silver. couldn't find DO's models anymore so I modelled this myself Quote Link to post Share on other sites
sparhawk 17 Posted April 10, 2005 Report Share Posted April 10, 2005 Wow! Looks great! Quote Gerhard Link to post Share on other sites
Diego 201 Posted April 10, 2005 Report Share Posted April 10, 2005 yeah! that key looks amazing can you show us without the texture? is it a cube with transparent map? just being curious.. hehe Quote Link to post Share on other sites
BlackThief 0 Posted April 10, 2005 Report Share Posted April 10, 2005 can you show us without the texture? is it a cube with transparent map? just being curious.. hehenot a cube - I modelled a rough mesh and the rest is done with a transparent map. here's it ingame:http://www.thedarkmod.de/intern_screens/key_ingame1.jpg Quote Link to post Share on other sites
alan9000 0 Posted April 10, 2005 Report Share Posted April 10, 2005 great texture work..nice one .. does it have a normal map applied ? Quote Link to post Share on other sites
Springheel 4667 Posted April 10, 2005 Author Report Share Posted April 10, 2005 Wow, that's a kick-ass key BT! 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
New Horizon 534 Posted April 10, 2005 Report Share Posted April 10, 2005 That's really great! It looks beautiful ingame. Who would have thought I key could get me drooling. Quote Link to post Share on other sites
oDDity 3 Posted April 11, 2005 Report Share Posted April 11, 2005 Yes, I think thats your finest texture work to date. Quote Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest. - Emil Zola character models site Link to post Share on other sites
BlackThief 0 Posted April 11, 2005 Report Share Posted April 11, 2005 Yes, I think thats your finest texture work to date.it may look good, but the work I spent for it was < 20 minutes 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" Quote Link to post Share on other sites
sparhawk 17 Posted April 11, 2005 Report Share Posted April 11, 2005 Doesn't matter how long you spent on it. Noboy sees it, but they still look very good. Quote Gerhard Link to post Share on other sites
Renzatic 12 Posted April 11, 2005 Report Share Posted April 11, 2005 I have to agree, it's awesome good stuff. Quote Link to post Share on other sites
_Atti_ 33 Posted April 15, 2005 Report Share Posted April 15, 2005 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) Quote Link to post Share on other sites
Domarius 2 Posted April 17, 2005 Report Share Posted April 17, 2005 Since the round bit is a transparent texture anyway, why not make that part of the mesh a square, and save polys? Quote Domarius' To Do listDomarius' videos of completed anims Link to post Share on other sites
_Atti_ 33 Posted April 17, 2005 Report Share Posted April 17, 2005 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:) Quote Link to post Share on other sites
_Atti_ 33 Posted April 23, 2005 Report Share Posted April 23, 2005 Uploaded some things..you can find them in Props/misc folder on the ftp Bathtub,washbasin,and some pots(thatsnotmilestonestuff) Quote Link to post Share on other sites
Springheel 4667 Posted April 27, 2005 Author Report Share Posted April 27, 2005 *bump* Anyone looking for stuff to skin this weekend..... 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
alan9000 0 Posted May 4, 2005 Report Share Posted May 4, 2005 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? Quote Link to post Share on other sites
Springheel 4667 Posted May 4, 2005 Author Report Share Posted May 4, 2005 I don't think anyone has taken on the last three things Atti uploaded (washbin etc) Why not start with those since they're on the ftp already? 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
BlackThief 0 Posted May 21, 2005 Report Share Posted May 21, 2005 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 Quote Link to post Share on other sites
Fingernail 59 Posted May 21, 2005 Report Share Posted May 21, 2005 if I were you I'd get rid of the aa and trace commands, leave it at default and see what happens. Quote Link to post Share on other sites
BlackThief 0 Posted May 21, 2005 Report Share Posted May 21, 2005 (edited) still doesn't work 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 May 21, 2005 by BlackThief Quote Link to post Share on other sites
oDDity 3 Posted May 21, 2005 Report Share Posted May 21, 2005 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. Quote Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest. - Emil Zola character models site Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.