Popular Post ShadeDrifter Posted April 25, 2015 Popular Post Report Posted April 25, 2015 (edited) (edit: I moved a major part of the OP to my 2nd post and I'll just keep images and DL links in the OP)Hey everyone. I thought it'd be fun to make some models for something. Also if there are any models that need priority let me know so I have an idea of what to go after. Let me know if theres anything I need to fix or change. Blank mask: 398 tris, 197 verts418 with collision boxhttp://www.mediafire.com/download/5h94891n92erm4t/sd_blank.zip Jester: 789 tris 479 vertshttp://www.mediafire.com/download/d8rp1j0mda2qpqp/Jestmask.zip Death mask: 410 tris, 199 vertshttp://www.mediafire.com/download/nwuu8syggf72ujg/sd_deathmask.zip Opera mask: 490 tris, 339 vertshttp://www.mediafire.com/download/7q7bouazwc46gyu/sd_operamask.zip Sickle (Shiny and dull):214 triangles, 113 verteciesWith shadow + collision objet: 249 trishttp://www.mediafire.com/download/ksmb0cl6vitnlnk/sickle.zip Edited May 29, 2015 by ShadeDrifter 5 Quote
Springheel Posted April 25, 2015 Report Posted April 25, 2015 105 faces, 214 triangles, 113 vertecies. Too expensive? No, that's fine. 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
Sotha Posted April 25, 2015 Report Posted April 25, 2015 Also if there are any models that need priority let me know so I have an idea of what to go after. I dunno if it is a priority, but... howsabout some masks the AI could wear? http://forums.thedarkmod.com/topic/13926-rpgistas-mapping-and-modeling-thread/?p=368559 Quote Clipper-The mapper's best friend.
ShadeDrifter Posted April 25, 2015 Author Report Posted April 25, 2015 (edited) OP: Sickle download:I took a shot at making the sickle heres what I have so far:Original Textureless model:105 faces, 214 triangles, 113 vertecies. Too expensive? Textured: I'm having issues getting it into game though. /ENDOFOP I dunno if it is a priority, but... howsabout some masks the AI could wear? http://forums.thedarkmod.com/topic/13926-rpgistas-mapping-and-modeling-thread/?p=368559I could take a shot at it. edit: I'm trying to get a good texture on the sickle model, but I'm still setting up everything for TDM, so it might be a bit. Edited April 27, 2015 by ShadeDrifter 1 Quote
ShadeDrifter Posted April 26, 2015 Author Report Posted April 26, 2015 (edited) Do you guys like the textures in the OP or this one better? I made the blade pinker, because they had a bit of a pink hue. (update reduced pink intensity) Edited April 26, 2015 by ShadeDrifter Quote
SteveL Posted April 26, 2015 Report Posted April 26, 2015 I prefer the second option. Surprising, but the touch of pink makes it look more real. Do please re-use existing TDM textures where possible by the way when you're making new things for the game. That helps with map load time. Existing textures can be retinted (the simple way, using an RGB filter) in the material file without needing to generate a new image. Quote
ShadeDrifter Posted April 26, 2015 Author Report Posted April 26, 2015 (edited) Alright. Here's what I got. I'm not sure what to use for the blade though Edited April 26, 2015 by ShadeDrifter Quote
Springheel Posted April 26, 2015 Report Posted April 26, 2015 There are a number of blades in the game already...one of them will hold probably work. 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
ShadeDrifter Posted April 26, 2015 Author Report Posted April 26, 2015 Alright. I was having issues navigating around the materials, so I wasn't sure if the weapons used metal textures or their own. How's my collision model? Also my model shows up in darkradiant but not in the dark mod for some reason. Quote
Springheel Posted April 26, 2015 Report Posted April 26, 2015 You can't make a concave collision mesh like that. Assuming you're planning on making this a movable entity, the cm would have to be a simple shape with a minimal number of faces. As for not showing up, what is the error message in the console? 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
Obsttorte Posted April 26, 2015 Report Posted April 26, 2015 The model not showing up may be related to the issue spring mentioned above. TDM doesn't support concave collision meshes iirc. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter
ShadeDrifter Posted April 26, 2015 Author Report Posted April 26, 2015 (edited) Updated: It wasn't showing up without a collision model either, nor with the new one. The console doesn't print out an error that seems related to sickle in tdm or darkradiant. I should note I'm using linux and created my own model path in the main darkmod and named it "models/darkmod/tools" instead of putting it in the pk4 packages. Edited April 26, 2015 by ShadeDrifter Quote
Springheel Posted April 26, 2015 Report Posted April 26, 2015 Is the model tris rather than quads? 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
ShadeDrifter Posted April 26, 2015 Author Report Posted April 26, 2015 (edited) It was in quads, but the .ase exporter I use converts it to tris. edit: actually... i think it missed some. false alarm Could I upload the .ase of the model here and someone could look at it? Edited April 26, 2015 by ShadeDrifter Quote
Springheel Posted April 26, 2015 Report Posted April 26, 2015 I can't read .ase files. 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
ShadeDrifter Posted April 26, 2015 Author Report Posted April 26, 2015 (edited) I was comparing my .ase to the handsaw .ase and I think I found out the issue. Basically my exporter made one object with two sub objects, and the handsaw appears to have 4 different objects with no subobjects. Edit: Yep. That was it. Edited April 26, 2015 by ShadeDrifter Quote
Springheel Posted April 27, 2015 Report Posted April 27, 2015 The handle looks fine, but the blade seems quite thin in that shot, almost like a hook...did something change? 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
ShadeDrifter Posted April 27, 2015 Author Report Posted April 27, 2015 The only thing I really did is cut the tip off, because it looked really bad in game. I made the blade thicker though it looks a lot better now imo: 2 Quote
ShadeDrifter Posted April 28, 2015 Author Report Posted April 28, 2015 (edited) I dunno if it is a priority, but... howsabout some masks the AI could wear? http://forums.thedarkmod.com/topic/13926-rpgistas-mapping-and-modeling-thread/?p=368559Go yo mask, based off ones like these: I'm gunna try to do a more detailed one next. The one I posted is just a model. I couldn't figure out how to work the attachments. Edited April 28, 2015 by ShadeDrifter Quote
Gestas Posted April 28, 2015 Report Posted April 28, 2015 You should split the edge along the inside of the hook. The dark shadows are smoothing errors, it's trying to smooth around the sharp edge. 1 Quote
ShadeDrifter Posted April 28, 2015 Author Report Posted April 28, 2015 (edited) You should split the edge along the inside of the hook. The dark shadows are smoothing errors, it's trying to smooth around the sharp edge.Nice catch! It looks way better now that I broke up the blade into 3 parts. The rim, and the 2 sides. Edit: I updated the mask by adding a collision box (i forgot!), also i had the tri count wrong. It's ~400. Edited April 28, 2015 by ShadeDrifter Quote
Sotha Posted April 28, 2015 Report Posted April 28, 2015 Good looking mask! I like the universally simple design: in black it would be suitable for a robber, in various colors it would work for a masked party. Keep up the good work. Just remember that it is supposed to be worn by an AI, so the size and shape should be as such that it fits on the face of a typical male and female character. Quote Clipper-The mapper's best friend.
Springheel Posted April 28, 2015 Report Posted April 28, 2015 The sickle is looking much better, but I'd recommend a metal with less specular on it. It's very shiny for a farm tool and much shinier than your reference pics. A specular along the sharp edge would be good, but the rest of the metal should have little or none. 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
ShadeDrifter Posted April 28, 2015 Author Report Posted April 28, 2015 Good looking mask! I like the universally simple design: in black it would be suitable for a robber, in various colors it would work for a masked party. Keep up the good work. Just remember that it is supposed to be worn by an AI, so the size and shape should be as such that it fits on the face of a typical male and female character. Yeah, though I'm not sure if therse a one size-fits all for masks. For example the blank mask fits the noble female head, one of the male heads, but does not fit the noble man head. There also was a model who had a nose and it just cut straight through. The sickle is looking much better, but I'd recommend a metal with less specular on it. It's very shiny for a farm tool and much shinier than your reference pics. A specular along the sharp edge would be good, but the rest of the metal should have little or none. Like this? I was looking for an intermediate between brand new polished and no shine, but couldn't find one. Also I started on another mask. I was planning on doing a full face jester mask, though it's prob going to be around 1k tris. 2 Quote
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