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Discussione: [D3 Mappa SP] : Ratty

  1. #1
    heXen
    ospite

    Lightbulb [D3 Mappa SP] : Ratty

    Un bug rende inaccessibile la terza pagina del primo topic della mappa su D3W


    Indirizzo:
    http://www.doom3world.org/phpbb2/viewtopic.php?t=17272

    nenche le img si prendono, le metto con link:

    http://img216.imageshack.us/my.php?i...mage417ga6.jpg
    http://img215.imageshack.us/my.php?i...mage418ns0.jpg
    http://img215.imageshack.us/my.php?i...mage419ov2.jpg
    http://img215.imageshack.us/my.php?i...mage420gp3.jpg
    http://img215.imageshack.us/my.php?i...mage421jl8.jpg
    http://img215.imageshack.us/my.php?i...mage422ir9.jpg
    http://img205.imageshack.us/my.php?i...mage411hc1.jpg
    http://img82.imageshack.us/my.php?image=image415pd0.jpg

    Citazione Originariamente Scritto da ratty redemption
    continuing on from the buggy 3rd page of my wip topic

    thanks blackdog, and I could ul the model`s .blend file if you have blender or perhaps export it to a format your modeling app can use?

    either way I would appreciate seeing how you or anyone else would do the seams on models like this, as I accept I`ve still things to learn with modeling


  2. #2
    heXen
    ospite

    Predefinito Re: [D3 Mappa SP] : Ratty

    Altro post dello sviluppatore:
    Citazione Originariamente Scritto da ratty redemption
    I haven`t done any of the new uv mapping, so this image is just of blender`s solid view mode, but it shows the rock bridge meshes spanning across the main cave.


  3. #3
    heXen
    ospite

    Predefinito Re: [D3 Mappa SP] : Ratty

    Altre immagini:

    Citazione Originariamente Scritto da ratty redemption
    here`s an in game image of the spawn decal.


  4. #4
    heXen
    ospite

    Predefinito Re: [D3 Mappa SP] : Ratty

    In aggiunta(per riempire con qulche parola altrimenti non mi fa rispondere asd ....

    Citazione Originariamente Scritto da ratty redemption
    here`s the rest of the screen images I was trying to ul earlier. note there are some ugly shadows that I couldn`t get rid of just by tweaking the models or materials, but I`m reasonably happy with the lighting and feel I can move onto the other models I intend to build for this area.





  5. #5
    heXen
    ospite

    Predefinito Re: [D3 Mappa SP] : Ratty

    La mia attenzione però va su queste immagini, guardate che bella scelta cromatica




  6. #6
    heXen
    ospite

    Predefinito Re: [D3 Mappa SP] : Ratty

    Comunicato e due immagini:

    Citazione Originariamente Scritto da ratty redemption
    I haven`t yet had time to try out the AI solid which kat suggested, and I`m sorry again for the lack of updates.

    last week and today I got some more modeling done to the hell map, but I also spent another long weekend with my girlfriend, this time in her home town of milton keynes.

    we`re now planning for me to move up there over the next couple of weeks, so I`m not sure how much of the hell map I`ll get done until I`m fully set up in her flat. although she does have broadband which will be a welcome upgrade from my 56k I`ve been using for years.

    the hell map is at the top of my project list and it will definitely get released oneday, in the mean time I`ll do as much as I can to it when ever possible and keep you people here updated.

    I do have a new technical issue I`d like help with.

    in these screen images, your see I have built a tunnel entrance into the rock walls at the bottom of the main cave, with the lava flowing into the tunnel. but as the tunnel slopes downwards, I`m having difficulty with the lava fog lights as having two next to each other doesn`t look good in game, I assume because we can see the sides of the fog volume.

    is there a way to simulate the fog following the contours of the lava or should I leave out the fog lights?


  7. #7
    heXen
    ospite

    Predefinito Re: [D3 Mappa SP] : Ratty

    Nuovo post con immagini dello sviluppatore:
    Citazione Originariamente Scritto da ratty redemption
    this is the second time I`ve built the first of my hell cages, the first version I had used 6 sided cylinders for the bars, which I then decided were a waste of polys, so reduced them to 4 sided. for some reason that took longer to build then the 6 sided version.

    and although I spent a lot of time on experimenting where to place the uv seams, I still ended up tweaking the uv map a lot which I haven`t had to do recently with the rock or terrain models.

    but while working on this hell cage I discovered the very useful "w key/align x or y" tool in the uv/image editor window. this ment I could quickly clean up the hell cage metal bars uv`s. so before I started bending them out of shape, I had a wip version where the uv`s were very neatly mapped to the polys with hardly any stretching, and after bending the bars I`m still very pleased with the uv map

    hopefully the next one of these cages I build I`ll be able to model and uv map it a lot quicker.


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