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Posted

I'll probably do a more ornate option later. I try to stay away from silver for anything that might also be steel, as it can be hard for players to tell them apart.

Posted
Resized and retextured Pinkdot's religious symbol model to make a few gold relics for cathedral loot.

They must be floating over the table (on the screenshot), aren't they? I didn't include polys for the bottom of statues, cause they're never visible when slightly hidden under the ground level but for small models like those, we might want to have them. Since doomengine computes shadows only for backfaced polys, there's very often visible gap between model and its shadow, which for some reason happens very often. Not to mention, if we want to have them moveable.

Posted

IMO statues should also have bottoms. It doesn't add really much to it, and you can use the model also in ruined environments, lying around on the floor. Statues don't need allways stand properly. :)

Gerhard

Posted

Those are really nice. I especially like the green one, very cool design. That bird is tattoo worthy :D

 

(sign skins, hint hint... I'll whip up a shield styl one too)

Dark is the sway that mows like a harvest

Posted
Made a sword & shield mount with a few different skins. There's also a version with just the shield, using the same skins.

 

They look very nice indeed, but they are brandnew and shiny. Maybe some battered version should also be done. :)

Gerhard

Posted

One project I have schedule for myself this summer is to do some "texture sets" where I go through all the models and add 'dirty skins' to them, and then to all the applicable models and add 'pagan skins' etc. By using similar colours, designs, etc throughout any given set, it will hopefully make the models fit together nicely.

Posted

Cool! I always like these battered textures. That's one reason why Painkiller is one of my facourite games. The places simply look amazing and believable in terms of abuse and ruined look. :) Whewn you walk to the factory (as an example) it really feels as if this was a working environment that has been abandonded some time ago.

Gerhard

Posted

It's double-sided, so there's no reason why not. I know we didn't intend to code shield use into AI behaviour, but it would actually be very easy to do something rudimentary.

Posted

Yeah, I think it would be generally useful to spruce up armories, and it could also be useful for puzzles where you have to pick up a shield and hold it in front of you to get past an arrow-trap or something.

  • 3 weeks later...
Posted

I've wanted to start working on 'skin sets' for a while. Basically they are batches of model textures designed to look good together. The first one is an "old" skin set, designed to make models look old, dull, and scratched up. I've uploaded the following for starters:

 

oldtextures1.jpg

Posted

Made a new 'campfire' model. Not the best particle for it, probably, but I wanted to see what it would look like with an actual fire attached. :)

 

campfire1.jpg

Posted
With some type of additive blend stage...the hot coals could be made to change in intensity in various spots.

 

Hey, nice idea. :) I don't really know how to do that atm, though...any examples I can look at?

Posted

Yeah, great fire obj there.

Would be cool to see coals change, would also be cool to see sparx coming off of it. That could be in the fire particles set-up though.

Which brings to mind, it would be good to have a full range of particles for release.

Dark is the sway that mows like a harvest

Posted

I thought it was picture... (the upper one) it was the flame and those stools that destroyed the illusion....

Great job!

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