Models thread
#91 Posted 05 September 2011 - 07:21 AM
@DT- Take a look at this one and let me know if it's close to what you have in mind. I keep on trying to start this, then I don't know where to go. Magical, mystical... If you could find a suitable picture it would help me. I find it very hard to start a model without a "blueprint".
2 hrs later
Wraping vines around sticks, funwow. I am torn between just doing the one simple vine at each crossing point like the picture, or wrapping more vines around it. More would look good, but these add lots of polys and we don't want that do we?
PS. They don't need to be vines. I had leather at first but it was hard to work with, it didn't stand out like the green. I can change that later if you want.
This post has been edited by Drek: 05 September 2011 - 08:41 AM
#92 Posted 05 September 2011 - 09:09 AM
The second image shows some gems. The blue one on the top might be suitable as a "power gem", although it doesn't need to be quite so rounded. The third image shows a gem progression from Diablo II. Notice how in the final progression, the gem is being held in a decorative metal housing. Something like that could work for the power gem socket. What you would see on the wall is the housing for the gem, then you insert the gem. That means there might need to be 3 separate models -- one for the gem, another for the housing, and another showing the gem in the housing. The third of those might be necessary due to clipping issues.
Now nothing I'm saying here is definitive, I'm just trying to give you the general idea.
#93 Posted 05 September 2011 - 09:25 AM
@Marked, unless you want to do it I will take on the power gem. I won't start it yet, I want to finish the two stick fences I am working on.
#94 Posted 05 September 2011 - 10:03 AM
ADDED: I'm going to attach a zip shortly with eveything I have so far. My version of the Ladder uses the same defs as Drek's original.
// GOLD CHAIR MODEL BY MARKED
model "misc/goldchair/1037goldchair.md3 " {
scale 6 shade 0
skin { pal 0 file "misc/goldchair/1037goldchair.png" }
frame { name "none00" tile 1037 flags 0 }
}
//BARREL BY MARKED
model "misc/barrel/barrel491.md3 " {
scale 5 shade 0
skin { pal 0 file "misc/barrel/barrel491.jpg" }
frame { name "none00" tile 0491 flags 0 }
}
//voxel misc/fence/fence7091.kvx { tile 7091 }
// FENCE MODEL BY MARKED
model "misc/fence/fence7091.md3 " {
scale 4.2 shade 7
skin { pal 0 file "misc/fence/fence7091.jpg" }
frame { name "none00" tile 7091 flags 0 }
}
This post has been edited by Marked: 05 September 2011 - 10:57 AM
#95 Posted 05 September 2011 - 11:43 AM
// Tile 3821 FENCE MODEL BY DREK model "misc/fences/3821-fence.md3 " { scale 16.59 shade 0 skin { pal 0 file "misc/fences/3821-skin.png" } skin { pal 40 file "misc/fences/3821-skin2.png" } frame { name "FRAME1" tile 3821 flags 0 } }
#96 Posted 05 September 2011 - 12:24 PM
I was working on the maps for the new key system, and I remembered we still need 3905. It's essentially the same metal spikes that are already in Drek's old fence model, so it should be very easy. Just keep in mind that the spikes are upside down in the art, so the model has to be upside down as well (in the maps they are usually flipped).
#97 Posted 05 September 2011 - 01:09 PM
This was just a quick fix on your skin texture as an example. As I mentioned before, you should have a portion of it darkened a bit. That way you can apply that darker part to the sides and underside of the wood posts. Otherwise it just looks flat if there is no Polymer light shining on it. Also the texture was too clean. I added some dark smudges for added texture.
#98 Posted 05 September 2011 - 01:15 PM
EDIT: The new fence works fine, my bad! I had put it in the "fences" folder and did not notice your def referrred to the "fence" folder.
Still not getting the ladder to show, though.
#99 Posted 05 September 2011 - 01:33 PM
#100 Posted 05 September 2011 - 01:42 PM
#101 Posted 05 September 2011 - 01:43 PM
DeeperThought, on 05 September 2011 - 01:33 PM, said:
The skin can be changed easily enough, it looks red because I used cherry wood , I will post something new soon.
I was trying to make the fence stand in for tile 3821, then changing it to make tile 3825. What would you have me do to the model to make it replace 3821. I know the sprite had more ropes, I left them out in hope of saving some fps if someone were to line up a few of these. I think it would look better with more rope, and thicker stuff like what marked added.
#102 Posted 05 September 2011 - 01:55 PM
Drek, on 05 September 2011 - 01:43 PM, said:
Well, as you can see from looking at the sprites,3825 is very similar. The main difference is that one of the sticks in 3825 is taller than the others. This makes the whole tile 64x90 instead of 64x64.
#103 Posted 05 September 2011 - 02:00 PM
Do you have a "ladders" subfolder in the misc folder. That is where the model and skin should be.
This post has been edited by Marked: 05 September 2011 - 02:04 PM
#104 Posted 05 September 2011 - 02:01 PM
DeeperThought, on 05 September 2011 - 01:55 PM, said:
Ya I can change the model to fit the other sprite's shape. I just don't want to do the whole thing from scratch. This one will be two seperate md3s for each sprite. Possibly just the one skin though. Which brings me to....
Added: Do you want more ropes wrapped around?
This post has been edited by Drek: 05 September 2011 - 02:06 PM
#105 Posted 05 September 2011 - 02:07 PM
Marked, on 05 September 2011 - 02:00 PM, said:
Do you have a "ladders" subfolder in the misc folder. That is where the model and skin should be.
Yes, I have a ladders folder, it had Drek's ladder in it, and its frame name was "FRAME1" I guess the frame name got changed somewhere along the way and no one told me. Your models usually come with frame "none00" so I was expecting that to be it if FRAME1 no longer worked.
EDIT: That is a great ladder and skin, now. It actually looks better suited to the game than the sprite did.
#106 Posted 05 September 2011 - 02:16 PM
#107 Posted 05 September 2011 - 02:17 PM
DeeperThought, on 05 September 2011 - 02:07 PM, said:
Marked made a new UV-map for the ladder then applied his skin to it. It was in that process the name changed. We now have two seperate md3s of the same ladder. I am willing to bet Markeds UV-map is better for that model, just delete mine and the skin for it. We can share the credit and the check
@Marked: I assume you used this shading technique you are trying to teach me. I will probably pick it up by looking closer at your models. I am going to do that now. I also need a crash course in photoshop. I just barely learned the basics for blender.
#108 Posted 05 September 2011 - 02:26 PM
This post has been edited by Marked: 05 September 2011 - 02:29 PM
#109 Posted 05 September 2011 - 02:33 PM
Marked, on 05 September 2011 - 02:26 PM, said:
I understand the concept now. That skin won't look to good because the faces aren't laid out in any particular order. I am going to redo the UV-map with this technique in mind. Actually I will probably use that skin too.
@DT- you may have missed my question with all thats going on. Do you want me to add more ropes to that fence?
This post has been edited by Drek: 05 September 2011 - 02:40 PM
#110 Posted 05 September 2011 - 03:36 PM
Here is the new md3 and skin. Same def code, just replace the other files.
#111 Posted 05 September 2011 - 05:26 PM
model "misc/fences/3905-spikes.md3 " { scale 31.8 shade 0 skin { pal 0 file "misc/fences/fence1.png" } frame { name "FRAME1" tile 3905 flags 0 } }
The sprite itself is a very odd size. It doesn't fit together well in mapster, I went to the smallest grid possible to line up the ends.
@Marked- I noticed in your map the sprites overlapped. This looks good with the sprite not with the model.
This post has been edited by Drek: 05 September 2011 - 05:31 PM
#112 Posted 05 September 2011 - 05:42 PM
EDIT: So now that I've had some more time to look at it: yes, it needs a zadd adjustment. Also, the spikes look like they have been supersized compared with the ones in the fence model. Putting the two side-by-size, the spikes in the spikes-only-model are much fatter. If they could be made skinnier (to match the spikes in the fence model and so as not to hang off the edges so much) while maintaining their height, that would be a big improvement.
#113 Posted 05 September 2011 - 06:00 PM
#114 Posted 05 September 2011 - 06:20 PM
same def code
This post has been edited by Drek: 05 September 2011 - 06:21 PM
#115 Posted 05 September 2011 - 06:38 PM
// SPIKES MODEL BY DREK model "misc/fences/3905-spikes.md3 " { scale 31.7 shade 0 zadd .4 skin { pal 0 file "misc/fences/fence1.png" } frame { name "FRAME1" tile 3905 flags 0 } }
The models still hang off the side a bit, but that can't be helped unless the maps are modified. I see nothing wrong with with moving the sprites inward slightly; it shouldn't hurt anything and it will look much better with the model.
#116 Posted 08 September 2011 - 04:47 PM
Here is my first truly applicable breakthrough.
It is a shadow map based on my UV layout for the stick fence I've been working on. It shows shadows cast by my light source(s). I will use this as a semi-transparent top layer in my finished skin. It will add the shadow effect with much more precision than I could by hand or with a simple gradient.... I hope, pretty sure.... trial & error...
Added: Here is the UV map for comparision.
This post has been edited by Drek: 08 September 2011 - 04:53 PM
#118 Posted 09 September 2011 - 12:43 AM
Thanks.
#119 Posted 09 September 2011 - 11:38 AM
#120 Posted 09 September 2011 - 12:02 PM
I like both versions. His has a rugged, rough look that suits the TC well, while yours is sleeker and more refined. 1400 does seem like a lot of polys for a bit of fence. I didn't notice a fps drop in the areas of WG's maps where it is used a lot, but we should consider slower computers and also what will happen when all the other models are added. I don't have a modeling program and I don't know how many polys something is unless I am told.