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Posted

I'm working currently on standing candelabra, but the model I've made seemed to me a bit too complex (1673 faces, 4 sides cylinders). So then I've made lower poly version (962 faces, 3 sides cylinders).

What range of polycount would be fine for this type of objects?

 

model_02.jpg

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Posted

don't make them cylinders, make it totally flat and apply a texture with an alpha channel to make the curves smoother.

 

Then it will still cast the shadow of the flat polygons, but it will look rounded, especially if you have a normalmap that looks like a cylinder.

 

At least, I assume that this will save some polys.

Posted

Yes, I thought about this solution as well but I left it as a last one to consider... I don't like to fake geometry with flat polygons...

 

Then it will still cast the shadow of the flat polygons, but it will look rounded

I'm not sure what you mean - does the shadow will be one flat solid polygon or it includes the transparency map while computing shadows?

Posted

Hey Pink, are you able to open .ASE files? If so, and you have a spare minute, could you do me a favour:

 

http://forums.thedarkmod.com/index.php?showtopic=3880

Posted

yes I'd also suggest to use an alpha map for the curvy parts - it won't cast a shadow, but that doesn't matter at all actually, since the lightsource should be placed on top of it anyway and so there won't be a shadow casted by these parts.

Posted
it won't cast a shadow, but that doesn't matter at all actually, since the lightsource should be placed on top of it anyway and so there won't be a shadow casted by these parts.

Shadow might be cast by another source of light (lamp, guard with lantern etc...)

But if it's to hard for the engine I'll do it with alpha map anyway...

Posted

Model with alpha maps (656 faces). Legs are still modeled - I think it's kind of reasonable compromise of quality and performance unless we want it to look like model for dark engine...

 

cand_test3.jpg

Posted

Thanks.

I was going to ask how tall it is relative to the builder guard, but I guess you don't know yet

Well, you're right - I don't know yet... :) But I'm going to make it about 150 cm. Is that OK?

 

How is CVS coming along?

CVS... I downloaded about 1 Gb of diffrent stuff but it looks like that's not everything. I don't have any characters model yet (I assume they should be in models/darkmod/chars/...) - just characters textures. And I don't have any textures for the brushes yet.

I actually was going to ask something about usiage of CVS but I'll do it in appropriate thread.

Posted

Sorry - my mistake - actually it was around 380 Mb... Currently downloading the rest... :)

 

BTW: Where can I find character models? They're not in models/darkmod/chars/ where I expected them to be... :(

Posted

There shouldn't be a models/darkmod/chars folder. The character models are in the md5 folder, I think. If you want to put one in your map you just use the atdm_ai def window.

Posted

And if I want to put them in my 3D modelling program to compare the sizes of objects I'm making...? Deep Exploration doesn't recognize it as a 3D model so it can't convert to any other format...

Posted

Currently I'm working on curtains. I'm going to make diffrent ones (with diffrent folds) for the left and right side.

 

Early stage:

curtain02.jpg

Posted

Very nice! You know, it might be more versatile to have those as separate models, so they could be spaced out to the width of whatever window the mapper wants.

 

As for importing the models into editing software, I have no idea. You may need to ask BT about that.

Posted

Thanks once more. :)

 

Springheel: of course, they will be seperate objects.

 

EDIT:

It seems that finally there is some advance again in the art department,

Well, I won't be able to do anything in this week, but next one should be more abundant... :)

Posted

There are two solutions for that:

- double sided material (does Doom engine supports that...?)

- double polygons with inverted normals - that will work for sure.

Posted
There are two solutions for that:

- double sided material (does Doom engine supports that...?)

- double polygons with inverted normals - that will work for sure.

 

That will solve the problem of it being invisible from the back, not the side.

 

A polygon will appear invisible from the side because it is infinitely thin.

Posted
That will solve the problem of it being invisible from the back, not the side.

Ah, now I know what you mean :) .

I know it will look ugly... (well, maybe it won't be that bad - we have to test it in a room full of other objects...) But basically that's why I have modeled all these curvy things at first version.

 

We have to accept the performance limits of nowadays computers or just model simpler design version of candelabra (what I'm going to do anyway...). Or follow Atti's suggestion.

 

and arrows wont fly through it properly as well if i am right..

That's the job of collision mesh's, which can be diffrent to the visible one.

But I hope you don't expect to be able to shoot an arrow through these narrow gaps, do you...? :blink: Collision mesh should be simpler...

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