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Plate


BlackThief

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Ok as I mentioned in the Mansion Model Reuqest thread I'm working on the model for a plate. However I'm not sure what's the best way to do that.

Here's a screen with the model I did:

http://www.dark-project.com/BlackThief/plate1.jpg

 

on the right part you can see the wireframe - I built it with 2 cylinders with 16 vertics (--> model now has 128 triangles).

so to the experienced modellers out here: is this ok ? or is there a better way ?

 

 

BTW the skin is mirrored - I thought we could safe some graphics memory this way ;)

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Those are great textures again. Perhaps I should send you my models for texturing, it's my least favourite job ;)

I take it you're not actually generating any normal maps on the objects themselves, just using the nvida photohop plugin on the textures?

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Those are great textures again. Perhaps I should send you my models for texturing, it's my least favourite job  ;)

I take it you're not actually generating any normal maps on the objects themselves, just using the nvida photohop plugin on the textures?

thx. Yes I just use the nvidia plugin for PS for the normalmaps, cauze I don't even know, how I could generate a normalmap with a 3d app ;)

Is the model ok, how I built it ?

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If it looks like this in the 3D app, then it must look really great when in-game. :) Nice work!

I'll wait till kat from d3world.org releases his tutorial, how to import a model created in blender correctly into d3, cauze I noticed some rendering issues with my models - here's the thread:

http://www.doom3world.org/phpbb2/viewtopic.php?p=66321#66321

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As long as we can make is shinier with a specular map, then that will be great!

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Yup, great stuff, you could model a matching goblet as well and use more or less the same textures.

Simply normal mapping the textures is fine for something like a plate, where the detail is n=on the textures anyway, but for more complex models, like the chair you made, it needs to be normal mapped properly. If you can't do it, send me the low and high res models, and I'll send you back the normal map.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I agree, we should use the same textures for the goblet. BT, can you send them to Deep O?

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ok, the textures are on the ftp (/TheDarkMod/models/props/loot/plate_g/) I'll wait till there is a tutorial, how to prepare a blender object to import it in D3 and upload the model then. currently all my models aren't rendered properly in d3.

Edited by BlackThief
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  • 2 weeks later...

Holy $(&^%(!! That looks bloody awesome!!

 

I notice just a little bit of what looks like a jagged edge on the top side...is that the model or the video settings? Remove that and I may have a sexual experience. :)

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Yew, that's vey nice, I bet it looks great in game with the moving specular hits:ph34r:

The jagged edge is the model, SH, the onlt way to avaoid that is to make it with more polygons, but we can really afford that many for a plate, it's already over 100. :ph34r:

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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