Jump to content
The Dark Mod Forums

Momo's Momoderately Misshapen Models


Momoderator

Recommended Posts

As @RPGista suggested, here I am, making a topic dedicated to my stuff.

 

Firstly on our spotlight we have my attempt at making a sickle. Here's my original post:

qKo7yKU.png

 

Here's some of my progress on the base diffuse map. No proper normal map or specular map, just baked normals + diffuse.

 

Feedback is, as always, very appreciated.

Edited by Momoderator
  • Like 1
Link to comment
Share on other sites

Pretty cool texturing. You could already take it in game and see how its looking. In case you want a reference, a blender unit translates as a doom unit when exporting, and a doom unit is roughly an inch (2,5cm). So scale your model accordingly. Small models can get away with very small texture sizes. The more textures used in a map, the more it takes to load. It also bloats the game size. So try to make it as small as possible. Chances are, unless its a HUD model, you wont notice any difference for small objects like that.

 

You will want to use tileable stock textures as much as possible as well. For the reasons stated above. But also, because it allows for different skins, even if the modeler doesnt provide them (because, chances are high that the uvmapping will work well with other tdm tileable textures, so any mapper can set them up if they want to, without having to know how to use a modelling program).

 

Even though you can only have one material per mesh, you can have several meshes in a single model, each with their own material. So in this case, you have the wooden handle and the metal blade, they should be two meshes, with different materials. The process is the same, you need to go inside the ASE text and overwritte the path for each of the meshes' bitmap (material).

 

PS: So as to not derail this thread, lets take this discussion to a dedicated thread of your own, just create a post for your work in the Art Assets forum and we'll take it from there.

 

Good to hear Blender units translate nicely.

 

So you're suggesting I should split the sickle into 2 meshes with separate materials so that mappers can re-texture it?

 

 

So far so good. Maybe a bit of wood grain in the handle?

 

Will do!

Edited by Momoderator
  • Like 1
Link to comment
Share on other sites

Looking good! I like that the specular is not very evident. A good idea would be to add grime to it, both the diffuse and the specular, for a rough ordinary metal blade look. An object that small and simple probably wont even need a normal map.

Link to comment
Share on other sites

They look great, nice job.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

https://skfb.ly/6sPMx

 

Here's a nice Sketchfab preview.

 

Anyway, I made a collision model and exported it as an ASE, then in DarkRadiant added a clipmodel spawnarg thing to the func_static pointing to the collision model. And it didn't work, the console kept complaining it can't open it.

Edited by Momoderator
  • Like 1
Link to comment
Share on other sites

Quite nice. Making movable entities is a bit tricky. My suggestion would be to find an existing entity that is pretty close to a sickle and just change the name and model line to point to your model instead.

 

For example:

 

entityDef atdm:moveable_saw_hand
{
"inherit" "atdm:moveable_small_base"
"editor_displayFolder" "Moveables/Tools"
"model" "models/darkmod/tools/saw_hand.ase"
"mass" "3"

"friction" "0.2"
"bouncyness" "0.03"
"snd_bounce" "tdm_impact_sword01"
}

 

Link to comment
Share on other sites

https://skfb.ly/6sPMx

 

Here's a nice Sketchfab preview.

 

Anyway, I made a collision model and exported it as an ASE, then in DarkRadiant added a clipmodel spawnarg thing to the func_static pointing to the collision model. And it didn't work, the console kept complaining it can't open it.

 

As far as I know, your collision model and detail model are exported as the same mesh (with the material names being the identifier). That's how my LWO models have had collision materials or shadows added. Works %100 of the time as long as material names are minded and there's no ngons or anything. From my knowledge collision models will be most accurate as long as they comply to convex shapes. To be fair TDM's auto-collision is some of the best I've seen (in any engine) but it's expensive if you're just referencing the detail model.

Modeler galore & co-authors literally everything

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • datiswous

      Beta test(er) tip:
      Test your mission at least once with all lights on. This can be done using notarget in console. Maybe just quickly fly around with noclip.
      Also test all lights which are off by default (enable all lights via script?). Mission testers will miss a lot of light bugs, because they take out lights with water arrows etc. and don't turn on lights so they don't spot light leaks etc. I've seen this now in some recent new missions after they're released.
      · 0 replies
    • Bergante

      welcome back Sotha 🫠
      👻
      · 6 replies
    • JackFarmer

      This site is getting more popular by the day - ca. 870 bots online this morning CET!
      · 2 replies
    • Xolvix

      Personal reminder for me to actually get back to TDM and all the missions I missed.
      · 1 reply
    • JackFarmer

      What is actually grammatically correct when it happens in the future? “Paul Atreides is an idiot” or ‘Paul Atreides was an idiot’? or ‘Paul Atreides will be an idiot’? The latter would at least fit in with the whole psychic and providence stuff!
      · 2 replies
×
×
  • Create New...