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Master 'Models Needed' list-- post requests here


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Welcome!

 

Question is, how detailed (polycount) should such a small object be?

 

Shadowcasting polys matter a lot more than the actual surface mesh, though for something the size of a chess piece, you'd probably want to stay under 100 polys for each piece, with a simple 10-20 poly shadowmesh.

 

How does the scale in Blender translate to the engine?

 

Don't know, but you could always import an existing model for comparison.

 

 

Could the pieces be scaled up or down in the game?

 

They can, but it's a bit hacky. If you want to make larger versions (they might make good statues or decorative pieces) I'd model them separately.

 

Could placing a specific piece on a pressure plate make something happen?

 

Yes, if a mapper set it up that way. :)

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There's one catch to the head swivel cam, and that is that it's gears gotta rely on some feedback from the camera panning to rotate back and forth. If we're being realistic that is. Anywho, a quick ph

My first attempt at working with folds. Any criticism is welcomed. However, this object is already finished, but next time I will try to improve the result.

Thankyou! Hopefully I'll be making money doing this at a studio someday (or so the plan is). Now the goal with the two variants is that we could get some hard thematic differences for those who wanted

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Use a scale of 43 in the Ase exporter.

This will get you the right size in doom3. In blender assume the default 1 blender unit is 1 meter scale.

(I did the piece of meat from the list some days ago, just waiting for moving ingame, just mentioning so its not duplicated:) )

Edited by _Atti_
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This might clarify something, if you haven't found it already - http://wiki.thedarkmod.com/index.php?title=Starting_to_Model_for_TDM . After the model is done, you will need to understand how material shaders work in Doom3, but that's not complicated at all and we can all help once you get there.

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  • 1 year later...

Hey everybody. I've been playing the crap out of this for about 2 weeks now and I figured I should give back. I decided to model something off this list each day during my lunch hour. Just models, though, I'm not a texture guy (there's a guy in my office who does that in our work flow). Each model is between 300 and 400 tris. They are completely donated, feel free to make any changes, etc. I'll probably keep doing this, since speed modeling on my lunch break is making my high-poly pro work much quicker. Models are: 3 sickles, 1 shears, 1 Bellows, 1 Meat/Hay Hook.

 

 

ToolsDarkMod.gif

 

Blend File:

https://www.dropbox....rEleven_1.blend

 

I just noticed: In that .gif above, I may have left an AO test texture on the Bellows (it's the only object with environmental shadows), oh well.

Edited by Houreleven
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I appeciate the effort; that's the way we'd like to see people give back if they want to. Are they uv-mapped, by chance?

 

I'm not sure who will get around to texturing them, but it's something I might be willing to do if I can get them in .obj format.

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Yeah, I can Unwrap them. Never know, some texture artists hate to unwrap, others hate to work with someone else's unwrap, haha.

 

Is .obj the preferred format here? I'll have another batch done soon (today's lunch project was 2 mortar&pestals), so I'll try and post these unwrapped in obj when I post those.

 

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We only have a couple people doing modelling work. I'm probably the primary one, and I work with Lightwave, so .obj format (or .lwo if possible) is what I need (I can't import .ase). Some folks around here use blender.

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Here is the OBJ file (I did a straight export [blender objects to obj objects] so they are all in a single file; if you need them each in a seperate obj, let me know.)

 

https://www.dropbox.com/s/a2s3p1n2ux6y7as/Hour11DarkModOBJsingle.zip

 

 

 

They are all unwrapped. There's minimal stretching, but it's not flawless. Here are UV exports as alpha PNGs if you need them.

 

https://www.dropbox.com/s/as472tmcee2un58/UVpngs.zip

 

 

 

I added 2 Mortar&Pestal sets in 2 different arrangements and an old style hand drill that I made yesterday. Everything is still between 300-400 tris.

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  • 2 weeks later...

I was able to test my model on Doom3 and found that it didn't worked as expected so here is a new one that is working on the idtech4 engine.

 

https://www.dropbox.com/s/erc5kvtieixe7lo/streetWoodLampPost.7z

 

Ingame screenshot

 

https://www.dropbox....8/shot00002.jpg

 

 

Ok another model also made and textured by me for your guys, tested also on idtech4.

 

https://www.dropbox....andel_holder.7z

 

 

Forgot to say this last model has a original Doom3 material for the smal fire but it should not be hard for your guys to change it. :)

Edited by HMart
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  • 2 weeks later...

Ok here comes a small but i think cool model for a dungeon somewhere.

 

I saw this and its two brothers show up in my TDM update last night, and I've already dropped them into my next two missions.

 

Thanks!

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  • 2 weeks later...

Sorry for the late reply RPGista i'm busy with work now and don't have the time to get on forums has i used to, about making a thread to show of my models i would like that but unfortunately the models i'm making are not medieval based, so not really good for TDM, they are for a Amnesia Total Conversion mod and the guys asked me to not show them publicly before the mod is out.

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