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BlackThief

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maybe the shader or the uncorrect alpha causes it..

 

it looks great btw:)

 

btw: there was a little simbol between the lamp and wall..you know the symbol of the family/house..will we include that as separated alpha mesh so fm authors can vary it or even create their own?

no it's definitely not the shader - as I said before I can even see that in blender.

 

 

I didn't add the symbol yet, since we haven't started on the mansion mission and we didn't decide, what the name of the house will be ;)

 

 

BTW renz - did you look into glass-shaders yet? maybe you can help me a bit :)

Edited by BlackThief
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ok I played around with the glass-shaders for hours and I really tend to fake the glass a bit, eventhough I got rid of the distortion.

 

here's a shot of dave's hallway (with my texturing ;) ) with some gaslights:

http://www.dark-project.com/BlackThief/hallway+gaslights.jpg

Sweet! If I didn't know better I would think that was definatley a next generation Dark Engine shot. Great job BT. :)

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BT, if you ever want/need more areas (like this from a concept sketch, or the two stairways) to inspire or be a working platform for new (awesome) texture creations like these, just say the word.

 

Edit: @ Fingernail: heh, okay... I guess what I mean is, aside from whatever stuff I might find, feel free to toss out ideas, concept sketches, photos, etc. Working from the brain is too chaotic and clumsy for us non-artist types. ;)

Edited by SneaksieDave
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Yes, that's great. I'm not sure if it's the textures or the shader, but the glass looks translucent.

And I see you've made your usual mistake of making the wallpaper tiling far too big :P

Edited by oDDity

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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Yes, that's great. I'm not sure if it's the textures or the shader, but the glass looks translucent.

And I see you've made your usual mistake of making the wallpaper tiling far too big  :P

actually I was just too lazy to change dave's wallpaper :P

 

edit: oh and before I forget: as you can see your painting-model is rather small ingame, Oddity. we could use some bigger versions as well. and I noticed a little uv-mapping mistake on the edge - nothing important though.

 

 

@ dave such areas are great, but I think we should really start to try to make some bigger maps for playtesting (performance etc) now. If you need inspiration check out the mansion reference thread ;)

http://forums.thedarkmod.com/index.php?showtopic=1038

Edited by BlackThief
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As for the paper tiling (since that keeps coming up), that's just the "normal" fit in the editor.

 

Re: full map/mansion - sounds like Renz is the man on that one. I'm kinda limiting myself to smaller areas (at least at the moment) because it's proving hard to find time to do otherwise. Regardless, it'd be enjoyable to make more places that are "nice to look at" as opposed to just ugly test areas. ;)

 

Edit: an in case I forgot to say - damn but that light thingy is nice.

Edited by SneaksieDave
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  • 3 months later...

I think we still don't have enough mansion light-objects, that's why I started working on a victorian floorlamp

 

The stand is almost the same like on Atti's gaslight, so that they fit together nicely. here's the untextured highpoly - about 2000 tris - 45 minutes in blender B)

floorlamp_hp.jpg

 

now onto the lowpoly...

Edited by BlackThief
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