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I Offer My Help As A Modeler - Buildings, Props......


Mz3D

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Hello, i'm a big thief fan (thief was the first pc game i bought , i loved it and then i played the whole serie) and i use 3ds max... (i hope that there is a way to use models modeled in max in doom3! the possibility to import max files into d3 editor!)

I offer my work as a 3d modeler for anything... cathedrals, buildings, bars, inns, props, cities... anything..

I post here some renders.. tell me if you're interested! (or if you're not)

 

 

cas2kq4.th.jpg

 

neg90fo3.th.jpg

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Cool. :)

 

I'm not a modeller, but AFAIK 3ds max is fine.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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I like your houses! :) First one looks a bit cartoonish, but I suppose that was intentional. :)

 

I make some models using 3dsmax and then I convert them to .lwo (Lightwave native) format. Doom 3 supports also .ASE files (3dsmax ASCII files) but for some reason I always had problems with them...

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I make some models using 3dsmax and then I convert them to .lwo (Lightwave native) format. Doom 3 supports also .ASE files (3dsmax ASCII files) but for some reason I always had problems with them...
The ASEs have a slightly different material naming convention. LWOs are easier: models/darkmod/blah, ASEs: //base/models/darkmod/blah.
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You've already started the first step--posting an 'I want to help' thread with some screenshots. The next step is for NH to set up a contributor thread for you, where we'll give you a modelling task to create something for the mod. We do this to make sure people have the basic skills necessary (which you seem to have), and more importantly, to make sure people are willing to stick around.

 

I'm continually surprised by the number of people who want to join the mod, start a contributor task, get half way through and then disappear, never to be heard from again. <_<

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Ok, I'll give you something while NH gets your contributor thread set up. How about a simple, rough-cut wooden stool, either square or round:

 

*simple stool

http://www.galleryc.net/images/chinese32.jpg

http://timberridgefurniture.com/images/gr-milking-stool.jpg

 

Do you have D3? The stool should be about 20-25 doom units high.

 

Generally we start by modelling a high-poly version to use for the normal-map, but in this case that's probably not needed.

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2) I don't have doom3 (maybe i'll buy it one of these days), so, which unit i have to use in max in order to model things of the right size?

I'm away at this moment, so I can't check it but I think 1 doom unit is 1 cm in 3dsmax.

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That was quick! Not challenging enough for you, eh? ;)

 

I can see some visible texture seams on the legs of the 3-legged stool - you may want to move the seams to the inside of the legs and try and make it less visible.

 

Yeah you're probably going to want to get doom3 to work on a mod for doom3.

Yeah, for sure. It's pretty cheap these days and you really do need it.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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nice work mz3d, check out this tutorial for modeling structures in 3dsmax and doom3 http://www.doom3world.org/phpbb2/viewtopic.php?t=17688 , its not the only way to model for doom3, but its another option and you might get some ideas from it, you'll also want to have a look at this site, theres one about exporting .ase files from max and many more. http://www.trepaning.com/d3Vids/d3Vids.htm

hope these help

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Do you mean the seam or the grain?

 

Now that I think about it, the grain should go along the leg rather than around it. Aside from strength issues, it's easier to work with the grain than against it, so a woodworker will always go with the grain when possible.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Do you mean the seam or the grain?

 

Now that I think about it, the grain should go along the leg rather than around it. Aside from strength issues, it's easier to work with the grain than against it, so a woodworker will always go with the grain when possible.

 

That's the word - grain :)

 

I meant grain yeah.

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Much better. :) You've got my vote.

 

By the way, how many polygons (triangles) are in those stools?

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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too much maybe (but i don't know how many triangles doom3 can manage)

anyway..

the rough-cut one is 198 polygons (or 404 triangles in max)

the round one is 1562 polygons (or 3092 triangles)

 

mmhh... i lowered the quality of the round stools since that 1562 polygons seems to me to be too much..

the new model here has 324 polygons (or 648 triangles)

post-673-1164540927_thumb.jpg

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i know, i tried to find a compromise between quality and polygons..

 

can someone give me an idea of how many triangles can doom3 manage? so i can model thinking about the possibilities of the graphic engine..

 

!...waiting for my application thread...!

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This is your app thread :)

 

Perfect, just one thing I'd change (sorry!) - the grain on the long stool should be length-wise, not width-wise. Again for stability - someone sits on it like it is and it could snap in the middle. Just trying to help.

 

You have my vote too. :)

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