rich_is_bored@Posted: Wed Jan 12, 2005 11:12 pm :
We need to work out a method of coordinating efforts between mappers and content artists.

This thread will serve as a medium to make texture/model requests.

I'm not sure who else is interested in making textures but I need a break from modeling so I'll take requests here.

I want details though. I don't want, "gimme a brick texture". I want specifics. If you can show me photos all the better.

That's all I can think of at the moment. Let's just run with it and see how it goes.



TelMarine@Posted: Wed Jan 12, 2005 11:20 pm :
Might be a good idea to sticky this.



blushing_bride@Posted: Wed Jan 12, 2005 11:39 pm :
i can always use good cornice textures. Ive been struggling to make one for a long time so perhaps you will have better luck. here are some examples

http://www.cornicemoulding.com/moldings/moulding.html

in particular some simple ones like below would probably be usuable on every single building we have going, it would just be a matter of changing defuse colour to make diferent coloured versions

http://www.cornicemoulding.com/moldings/501.html

http://www.cornicemoulding.com/moldings/507.html


It would probably be a good idea to make a nice matching smooth stone texture to go with it so people who use the cornice texture will have matching walls to go with it.


A good set of classical textures could be used to make many diverse looking buildings as basically most classical buildings are built from the same lego set.



rich_is_bored@Posted: Thu Jan 13, 2005 12:15 am :
It doesn't look too bad. I'll give it a shot.

And yeah, I'll sticky this thread.



rich_is_bored@Posted: Thu Jan 13, 2005 7:23 am :
How's three in a few hours?

Screenshots

Image

Image

Note: The darkness in the bottom trim is due to the position of the light.

Download: (Right Click - Save As)
http://www.geocities.com/rich_is_bored/euro_molding.zip

Let me know what you think and if you'd like me to knock out a few more. :)



idiom@Posted: Thu Jan 13, 2005 7:48 am :
Those look great.



Dante_uk@Posted: Thu Jan 13, 2005 10:23 am :
Nice work Rich, you beat me to it. I was planning on making one of those for my embassy building today. I think I still will, need to keep the buildings from all looking too much the same :)

More ref images:
http://www.cornicemoulding.com/
http://vytasornamental.net/vcornice.htm
http://architectural-ornament.com



blushing_bride@Posted: Thu Jan 13, 2005 1:29 pm :
awesom :D



Bauul@Posted: Thu Jan 13, 2005 4:25 pm :
For my office block, obviously highly intricate textures will look out of place (on the outside anyway), it's just concrete. I've searched everywhere for just a nice conrete texture and have come up empty handed. Either their too simple (grey square = concrete, right? lol) or their far more complicated, like they have bricks in or water marks on them.

Something like this:
Image but a little brighter, like your average office block really.

Anything anyone can come up with would be really appreciated.



rich_is_bored@Posted: Thu Jan 13, 2005 8:26 pm :
I'm not too sure about this one.

Screenshot
Image

I had to up the resolution a bit to get all those little bumps and pits to look right but it just seems to feel more like stucko than concrete.

Download
http://www.geocities.com/rich_is_bored/ ... ncrete.zip

EDIT: Still not terrribly happy with this one but it looks a little better like this...

Image

All I've done here is change the scale a bit in the material shader...

Code:
textures/euro/rough_concrete
{
   {
      forceHighQuality
      nopicmip
      blend      diffusemap
      map      textures/euro/shared/concrete/concrete_diff.tga
      scale 1, 1
   }
   {
      forceHighQuality
      nopicmip
      blend      bumpmap
      map      textures/euro/shared/concrete/concrete_local.tga
      scale 4, 4
   }
   {
      forceHighQuality
      nopicmip
      blend      specularmap
      map      textures/euro/shared/concrete/concrete_spec.tga
      scale 4, 4
   }
}



beatsntoons@Posted: Fri Jan 14, 2005 9:04 am :
rich_is_bored wrote:
I'm not too sure about this one.

Screenshot
Image


I like this one - it actually looks pretty realistic.



Mordenkainen@Posted: Fri Jan 14, 2005 2:38 pm :
Rich, those trims look great. I agree with beats that the non-scaled version of that texture looks better.

I was going to propose trims, but if you could do a proper top for the AC vent texture I'm using here (left):

Image

I can send you the AC vent texture normal/specular maps if you want.

Another one I'd appreciate is a texture for the window frame:

Image



blushing_bride@Posted: Fri Jan 14, 2005 3:19 pm :
a couple of decent window (both transparent and solid) might be a good idea. I made a solid window texture for my building which i thought was quite good for someone who knows bugger all about photoshop but im sure you could make a much better one. But maybe put that at the end of your list as there seem to be mroe urgent textures that need doing.



rich_is_bored@Posted: Fri Jan 14, 2005 8:14 pm :
Yeah, you're right. Now that I look at it again, the original version of that concrete texture looks better.

Also, in regards to these new requests, could both of you give me rough dimensions of the faces that you plan to applying these textures to just so I have a good idea what is too big/small.

For instance, what's the size of this AC vent? What sized windows?



blushing_bride@Posted: Fri Jan 14, 2005 9:49 pm :
well for solid windows one size fits all with the fit button :D

The one im using at the moment is 128 by 128. It has white window frames and black bits for the glass. I made the black bits super shiny with the spec map and it looks kind of decent from a distance and it makes the building appear as if there are no lights on inside. However i thought things could look better if there were some with lights on and some with lights off. If you like i can send you the texture (pm me your email) or you can just get it from the next test build when goliath finishes it. You will probably get a better idea of what im talking about by looking closely at the second picture in my block5 thread.

http://www.doom3world.org/phpbb2/viewtopic.php?t=7741

as i said the texture i made is acceptable enough so dont think of this as being urgent.



Mordenkainen@Posted: Fri Jan 14, 2005 10:00 pm :
rich_is_bored wrote:
For instance, what's the size of this AC vent? What sized windows?


The AC vent texture is 512 x 512 (the brush itself is only 64 x 64 -- just to retain that incredible detail). I'm sure we'll optimise this later if video mem starts being an issue.

As for the window frames, I'd actually prefer if you just did the wooden trim as a... say, 64 x 16 texture that we can then resize and fit the window frames as needed.



rich_is_bored@Posted: Fri Jan 14, 2005 10:20 pm :
The Image button at the bottom of my posts is the email address I use. Feel free to send me what you've got just for reference.



rich_is_bored@Posted: Sat Jan 15, 2005 4:14 am :
@blushing_bride:

Got the files.

I'm not too sure about using a single flat texture to represent both the trim and the panes of glass.

It's perfectly fine for dark rooms where detail behind the glass isn't visible but in lit areas I don't believe it's going to work out very well.

I assume, in the case of these lit windows you're wanting me to draw the space behind the glass - desks, chairs, general officespace - into the texture? If so, my intention is to draw backlit blinds or curtains because the depth of a full fledged room can't be conveyed very well by a texture at the proximity these windows will be to the player.

The best method would be to flesh out the interior of the building so that lit areas behind the glass are visible but I'll run with the ball here and see what I can come up with.

@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.



Mordenkainen@Posted: Sat Jan 15, 2005 11:42 am :
rich_is_bored wrote:
@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.


I haven't sent you anything yet. :P

I'll send you the vent texture in a few mins.



Mordenkainen@Posted: Sat Jan 15, 2005 12:48 pm :
Rich you can get the AC texture from here:

http://pwp.netcabo.pt/Tobril/metal033.rar (715kb)

Btw, for the window trim, sxotty made a good point WRT colour:

sxotty wrote:
Hey I don't know if you care, but my wife says that the window frames should be lighter than the building, specifically off white/eggshell/cream colors in this shot
http://img34.exs.cx/my.php?loc=img34&im ... 95b9ej.jpg


Could you make a regular wooden and a painted one? Thanks in advance.



Dante_uk@Posted: Fri Feb 25, 2005 10:17 am :
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:
Image



radix2@Posted: Fri Feb 25, 2005 11:49 am :
rich_is_bored wrote:
Okay, here's a new submission. Remeber that carpet texture i did a few pages back?

Well, I was never happy with it and then recently I found out my camera can do timer based photos meaning that I can resolve the blur problem by giving the camera a few seconds after I press the button to settle before the photo is taken.

Anyway, here's the new result now that I've found a way to take a stable series of pictures for the normal map...

{image was here - trying to help you dial-uppers}

And I've updated the carpet zip incase someone wants to use it (Right Click > Save As)...

http://www.geocities.com/rich_is_bored/euro_carpet.zip


Sounds like you need a tripod or otherwise solid mount. Camera shake is the bane of photography of detail or under poor light conditions. I'll try a photo of my carpet tommorrow as a potential reference.



mikebart@Posted: Sat Feb 26, 2005 2:16 am :
ok looks simple enough, ill get on to that thanks



SyPHer_@Posted: Sat Feb 26, 2005 7:57 am :
here :D, email me if you want it in the d3cdit project, but ill be using it in my mod urban combat too :p

Image

enjoy :)



Mordenkainen@Posted: Sat Feb 26, 2005 9:25 pm :
rich_is_bored wrote:
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image


As far as I'm concerned you already got it. ;-) No need for more details since it's supposed to be way up in the air anyway. If you could use Decimate (or whatever you modellers do to get low-poly meshes) that'd be great. Thanks man.



mikebart@Posted: Sat Mar 05, 2005 2:54 am :
Dante_uk wrote:
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:

Image


Image
Ive finished the model/s, theres 2, a new one and an old dirty one. Ive uploaded it to the ftp but I havent set it up with all the proper directory paths, it'll still work if you unpack it but I just had trouble getting my head around the file structure, theres just too many directories, ill have another go at getting them right another time, definitly before the next build.



Dante_uk@Posted: Sun Mar 06, 2005 10:16 pm :
Very nice mikebart, that's exactly what I needed, can you mail me a copy at danteuk@gotadsl.co.uk



Dante_uk@Posted: Fri Feb 25, 2005 10:17 am :
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:
Image



radix2@Posted: Fri Feb 25, 2005 11:49 am :
rich_is_bored wrote:
Okay, here's a new submission. Remeber that carpet texture i did a few pages back?

Well, I was never happy with it and then recently I found out my camera can do timer based photos meaning that I can resolve the blur problem by giving the camera a few seconds after I press the button to settle before the photo is taken.

Anyway, here's the new result now that I've found a way to take a stable series of pictures for the normal map...

{image was here - trying to help you dial-uppers}

And I've updated the carpet zip incase someone wants to use it (Right Click > Save As)...

http://www.geocities.com/rich_is_bored/euro_carpet.zip


Sounds like you need a tripod or otherwise solid mount. Camera shake is the bane of photography of detail or under poor light conditions. I'll try a photo of my carpet tommorrow as a potential reference.



mikebart@Posted: Sat Feb 26, 2005 2:16 am :
ok looks simple enough, ill get on to that thanks



SyPHer_@Posted: Sat Feb 26, 2005 7:57 am :
here :D, email me if you want it in the d3cdit project, but ill be using it in my mod urban combat too :p

Image

enjoy :)



Mordenkainen@Posted: Sat Feb 26, 2005 9:25 pm :
rich_is_bored wrote:
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image


As far as I'm concerned you already got it. ;-) No need for more details since it's supposed to be way up in the air anyway. If you could use Decimate (or whatever you modellers do to get low-poly meshes) that'd be great. Thanks man.



mikebart@Posted: Sat Mar 05, 2005 2:54 am :
Dante_uk wrote:
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:

Image


Image
Ive finished the model/s, theres 2, a new one and an old dirty one. Ive uploaded it to the ftp but I havent set it up with all the proper directory paths, it'll still work if you unpack it but I just had trouble getting my head around the file structure, theres just too many directories, ill have another go at getting them right another time, definitly before the next build.



Dante_uk@Posted: Sun Mar 06, 2005 10:16 pm :
Very nice mikebart, that's exactly what I needed, can you mail me a copy at danteuk@gotadsl.co.uk



rich_is_bored@Posted: Wed Jan 12, 2005 11:12 pm :
We need to work out a method of coordinating efforts between mappers and content artists.

This thread will serve as a medium to make texture/model requests.

I'm not sure who else is interested in making textures but I need a break from modeling so I'll take requests here.

I want details though. I don't want, "gimme a brick texture". I want specifics. If you can show me photos all the better.

That's all I can think of at the moment. Let's just run with it and see how it goes.



TelMarine@Posted: Wed Jan 12, 2005 11:20 pm :
Might be a good idea to sticky this.



blushing_bride@Posted: Wed Jan 12, 2005 11:39 pm :
i can always use good cornice textures. Ive been struggling to make one for a long time so perhaps you will have better luck. here are some examples

http://www.cornicemoulding.com/moldings/moulding.html

in particular some simple ones like below would probably be usuable on every single building we have going, it would just be a matter of changing defuse colour to make diferent coloured versions

http://www.cornicemoulding.com/moldings/501.html

http://www.cornicemoulding.com/moldings/507.html


It would probably be a good idea to make a nice matching smooth stone texture to go with it so people who use the cornice texture will have matching walls to go with it.


A good set of classical textures could be used to make many diverse looking buildings as basically most classical buildings are built from the same lego set.



rich_is_bored@Posted: Thu Jan 13, 2005 12:15 am :
It doesn't look too bad. I'll give it a shot.

And yeah, I'll sticky this thread.



rich_is_bored@Posted: Thu Jan 13, 2005 7:23 am :
How's three in a few hours?

Screenshots

Image

Image

Note: The darkness in the bottom trim is due to the position of the light.

Download: (Right Click - Save As)
http://www.geocities.com/rich_is_bored/euro_molding.zip

Let me know what you think and if you'd like me to knock out a few more. :)



idiom@Posted: Thu Jan 13, 2005 7:48 am :
Those look great.



Dante_uk@Posted: Thu Jan 13, 2005 10:23 am :
Nice work Rich, you beat me to it. I was planning on making one of those for my embassy building today. I think I still will, need to keep the buildings from all looking too much the same :)

More ref images:
http://www.cornicemoulding.com/
http://vytasornamental.net/vcornice.htm
http://architectural-ornament.com



blushing_bride@Posted: Thu Jan 13, 2005 1:29 pm :
awesom :D



Bauul@Posted: Thu Jan 13, 2005 4:25 pm :
For my office block, obviously highly intricate textures will look out of place (on the outside anyway), it's just concrete. I've searched everywhere for just a nice conrete texture and have come up empty handed. Either their too simple (grey square = concrete, right? lol) or their far more complicated, like they have bricks in or water marks on them.

Something like this:
Image but a little brighter, like your average office block really.

Anything anyone can come up with would be really appreciated.



rich_is_bored@Posted: Thu Jan 13, 2005 8:26 pm :
I'm not too sure about this one.

Screenshot
Image

I had to up the resolution a bit to get all those little bumps and pits to look right but it just seems to feel more like stucko than concrete.

Download
http://www.geocities.com/rich_is_bored/ ... ncrete.zip

EDIT: Still not terrribly happy with this one but it looks a little better like this...

Image

All I've done here is change the scale a bit in the material shader...

Code:
textures/euro/rough_concrete
{
   {
      forceHighQuality
      nopicmip
      blend      diffusemap
      map      textures/euro/shared/concrete/concrete_diff.tga
      scale 1, 1
   }
   {
      forceHighQuality
      nopicmip
      blend      bumpmap
      map      textures/euro/shared/concrete/concrete_local.tga
      scale 4, 4
   }
   {
      forceHighQuality
      nopicmip
      blend      specularmap
      map      textures/euro/shared/concrete/concrete_spec.tga
      scale 4, 4
   }
}



beatsntoons@Posted: Fri Jan 14, 2005 9:04 am :
rich_is_bored wrote:
I'm not too sure about this one.

Screenshot
Image


I like this one - it actually looks pretty realistic.



Mordenkainen@Posted: Fri Jan 14, 2005 2:38 pm :
Rich, those trims look great. I agree with beats that the non-scaled version of that texture looks better.

I was going to propose trims, but if you could do a proper top for the AC vent texture I'm using here (left):

Image

I can send you the AC vent texture normal/specular maps if you want.

Another one I'd appreciate is a texture for the window frame:

Image



blushing_bride@Posted: Fri Jan 14, 2005 3:19 pm :
a couple of decent window (both transparent and solid) might be a good idea. I made a solid window texture for my building which i thought was quite good for someone who knows bugger all about photoshop but im sure you could make a much better one. But maybe put that at the end of your list as there seem to be mroe urgent textures that need doing.



rich_is_bored@Posted: Fri Jan 14, 2005 8:14 pm :
Yeah, you're right. Now that I look at it again, the original version of that concrete texture looks better.

Also, in regards to these new requests, could both of you give me rough dimensions of the faces that you plan to applying these textures to just so I have a good idea what is too big/small.

For instance, what's the size of this AC vent? What sized windows?



blushing_bride@Posted: Fri Jan 14, 2005 9:49 pm :
well for solid windows one size fits all with the fit button :D

The one im using at the moment is 128 by 128. It has white window frames and black bits for the glass. I made the black bits super shiny with the spec map and it looks kind of decent from a distance and it makes the building appear as if there are no lights on inside. However i thought things could look better if there were some with lights on and some with lights off. If you like i can send you the texture (pm me your email) or you can just get it from the next test build when goliath finishes it. You will probably get a better idea of what im talking about by looking closely at the second picture in my block5 thread.

http://www.doom3world.org/phpbb2/viewtopic.php?t=7741

as i said the texture i made is acceptable enough so dont think of this as being urgent.



Mordenkainen@Posted: Fri Jan 14, 2005 10:00 pm :
rich_is_bored wrote:
For instance, what's the size of this AC vent? What sized windows?


The AC vent texture is 512 x 512 (the brush itself is only 64 x 64 -- just to retain that incredible detail). I'm sure we'll optimise this later if video mem starts being an issue.

As for the window frames, I'd actually prefer if you just did the wooden trim as a... say, 64 x 16 texture that we can then resize and fit the window frames as needed.



rich_is_bored@Posted: Fri Jan 14, 2005 10:20 pm :
The Image button at the bottom of my posts is the email address I use. Feel free to send me what you've got just for reference.



rich_is_bored@Posted: Sat Jan 15, 2005 4:14 am :
@blushing_bride:

Got the files.

I'm not too sure about using a single flat texture to represent both the trim and the panes of glass.

It's perfectly fine for dark rooms where detail behind the glass isn't visible but in lit areas I don't believe it's going to work out very well.

I assume, in the case of these lit windows you're wanting me to draw the space behind the glass - desks, chairs, general officespace - into the texture? If so, my intention is to draw backlit blinds or curtains because the depth of a full fledged room can't be conveyed very well by a texture at the proximity these windows will be to the player.

The best method would be to flesh out the interior of the building so that lit areas behind the glass are visible but I'll run with the ball here and see what I can come up with.

@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.



Mordenkainen@Posted: Sat Jan 15, 2005 11:42 am :
rich_is_bored wrote:
@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.


I haven't sent you anything yet. :P

I'll send you the vent texture in a few mins.



Mordenkainen@Posted: Sat Jan 15, 2005 12:48 pm :
Rich you can get the AC texture from here:

http://pwp.netcabo.pt/Tobril/metal033.rar (715kb)

Btw, for the window trim, sxotty made a good point WRT colour:

sxotty wrote:
Hey I don't know if you care, but my wife says that the window frames should be lighter than the building, specifically off white/eggshell/cream colors in this shot
http://img34.exs.cx/my.php?loc=img34&im ... 95b9ej.jpg


Could you make a regular wooden and a painted one? Thanks in advance.



blushing_bride@Posted: Sat Feb 05, 2005 2:42 pm :
rambling completly off topic but how cool would it be to have the weather change and it start raining then water comes gushing out of the gargoyles.



Mordenkainen@Posted: Sat Feb 05, 2005 8:20 pm :
rich_is_bored wrote:
Hmm, not alot of space up there. I assume you're okay with something that's not the same size as the gargoyle in Q3DM7?


Perfectly alright.



GuyBrave@Posted: Wed Feb 09, 2005 1:18 am :
I dont know if anyone has read the arcade thread lately,

http://www.doom3world.org/phpbb2/viewtopic.php?t=8699

but I need help to model a joystick and coin box for it. Now, I can model them in Max and give them to someone else to make usable if thats easier. Its just that I have had minimal success getting stuff from lightwave in to Doom3, and I think since there is already ample talent in that area contributing to the project, if I give someone what they need from Max, and then get them to convert it to .lwo, and bake the bump maps and whatever else is involved, it would be a lot quicker.

Anyway, if someone wants to help, that'd be great :)



rich_is_bored@Posted: Wed Feb 09, 2005 3:52 am :
Actually I think I'm one of the only "modelers" on the project which is a bit of a shame because I don't consider myself a pro at this and I was expecting a bit more help in this area when I started this thread.

Anyway, I'll try to help you out and all but I'm really busting my balls on Mordenkainen's gargoyle (not proud enough of it to show screens yet) so unless someone else can lend a hand here it's going to be awhile before I can get around to it.

I'm just curious but, if you have MAX what exactly was the reasoning behind trying to export to *.lwo? You should have been able to export directly from MAX to *.ase.



GuyBrave@Posted: Wed Feb 09, 2005 6:49 am :
Well, I dont know if Im doing it wrong or what, but every time I try and use an .ase from max, it always comes out really crazy in game. It looks inside out in places (but not like the normals are flipped, because its only in places) and it also doesn't self Z test, so something like a knot for example, you could see the middle bit through the outer bit.

any ideas why?



Bauul@Posted: Thu Feb 10, 2005 11:25 am :
A really quick request for an amazingly simple model, I've no experience/no access to any modeling programmes so can't do this myself, but could someone just do me a flat piece of paper, say A4, with space for a GUI in the middle of it? Anyone with even the remotest amount of experience with moddling could produce what I'm after, literally just a white rectangle will do.

Just had the idea that with this, you could produce a gui with a transparent background and create pieces of paper with anything you want written on them, at very high detail (thanks to the scalable text in Guis) at a fraction of memory and space usage. I'm sure the majority of blocks would have at least some use for a bit of paper with something written on it.



Dante_uk@Posted: Thu Feb 10, 2005 12:56 pm :
If you don't give a gui a background then it is transparent. No need for a model( unless you want to make it a physics object too ).



GuyBrave@Posted: Thu Feb 10, 2005 1:02 pm :
do you need a model for that? couldn't you just use a patch?



obsidian@Posted: Thu Feb 10, 2005 3:03 pm :
GuyBrave wrote:
Well, I dont know if Im doing it wrong or what, but every time I try and use an .ase from max, it always comes out really crazy in game. It looks inside out in places (but not like the normals are flipped, because its only in places) and it also doesn't self Z test, so something like a knot for example, you could see the middle bit through the outer bit.


Try this link, I wrote this for Q3, but I think it should still apply for D3:
http://www.quake3world.com/ubb/Archives ... 26044.html



SyPHer_@Posted: Sat Feb 12, 2005 2:50 am :
rich_is_bored wrote:
I've set the texture up for this intentionally. This allows you to alter the color/brightness from within the editor.

You simply apply the texture to a brush, get every thing sized up how you want it, then create a func_static out of this brush and assign a color to it.


What does the shader look like? I know nothing about shaders and this would help me alot.

thanx in advance



rich_is_bored@Posted: Sat Feb 12, 2005 7:43 am :
I can't track down the assets for that texture now. blushing_bride has it. It should be in the next release.

All it was comprised of was diffuse, normal, specular, and additive stages.

To make the glow variable, I gave the additive stage the keyword vertexcolor which made it so the darker you set an entity with this texture applied the less visible the glow became.



SyPHer_@Posted: Sat Feb 12, 2005 10:57 pm :
Cool thanks!

Cant wait even more for the next release now :P



rich_is_bored@Posted: Sun Feb 13, 2005 12:00 am :
Just a head's up, I've gotten a new job recently so I'm not going to have as much free time as I did before. This means it's going to take a bit longer than it has in the past to get things out there simply because I won't have as much time to dedicate to modeling, texturing, ect...



blushing_bride@Posted: Sun Feb 13, 2005 12:11 pm :
rich_is_bored wrote:
Just a head's up, I've gotten a new job recently so I'm not going to have as much free time as I did before. This means it's going to take a bit longer than it has in the past to get things out there simply because I won't have as much time to dedicate to modeling, texturing, ect...


congrats on your new job. :D



rich_is_bored@Posted: Fri Feb 25, 2005 5:05 am :
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image

If anyone thinks they can beat me to the finish line on a gargoyle model please feel free.

If you want what I have to work off of let me know and I'll email it.

In the meantime, I'll continue to push forward with this.



rcumps01@Posted: Fri Feb 25, 2005 5:13 am :
rich_is_bored wrote:
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image

If anyone thinks they can beat me to the finish line on a gargoyle model please feel free.

If you want what I have to work off of let me know and I'll email it.

In the meantime, I'll continue to push forward with this.


I've just began fooling around with Wings 3d, but while I'll fooling I'll try doing it by making a gargoyle. I'd keep working on yours though :P



rich_is_bored@Posted: Fri Feb 25, 2005 7:03 am :
Okay, here's a new submission. Remeber that carpet texture i did a few pages back?

Well, I was never happy with it and then recently I found out my camera can do timer based photos meaning that I can resolve the blur problem by giving the camera a few seconds after I press the button to settle before the photo is taken.

Anyway, here's the new result now that I've found a way to take a stable series of pictures for the normal map...

Image

And I've updated the carpet zip incase someone wants to use it (Right Click > Save As)...

http://www.geocities.com/rich_is_bored/euro_carpet.zip



SyPHer_@Posted: Fri Feb 25, 2005 8:09 am :
I've made some awesome carpet textures with using a hieghtmap that has been scaled down 6 times accross the texture, and looks dam nice. Do you want me to post screenies of it/the textures? :)



Jehar@Posted: Fri Feb 25, 2005 8:19 am :
Sounds intriuging *sp*.

go for it.



mikebart@Posted: Fri Feb 25, 2005 9:59 am :
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)



Dante_uk@Posted: Fri Feb 25, 2005 10:17 am :
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:
Image



radix2@Posted: Fri Feb 25, 2005 11:49 am :
rich_is_bored wrote:
Okay, here's a new submission. Remeber that carpet texture i did a few pages back?

Well, I was never happy with it and then recently I found out my camera can do timer based photos meaning that I can resolve the blur problem by giving the camera a few seconds after I press the button to settle before the photo is taken.

Anyway, here's the new result now that I've found a way to take a stable series of pictures for the normal map...

{image was here - trying to help you dial-uppers}

And I've updated the carpet zip incase someone wants to use it (Right Click > Save As)...

http://www.geocities.com/rich_is_bored/euro_carpet.zip


Sounds like you need a tripod or otherwise solid mount. Camera shake is the bane of photography of detail or under poor light conditions. I'll try a photo of my carpet tommorrow as a potential reference.



mikebart@Posted: Sat Feb 26, 2005 2:16 am :
ok looks simple enough, ill get on to that thanks



SyPHer_@Posted: Sat Feb 26, 2005 7:57 am :
here :D, email me if you want it in the d3cdit project, but ill be using it in my mod urban combat too :p

Image

enjoy :)



Mordenkainen@Posted: Sat Feb 26, 2005 9:25 pm :
rich_is_bored wrote:
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image


As far as I'm concerned you already got it. ;-) No need for more details since it's supposed to be way up in the air anyway. If you could use Decimate (or whatever you modellers do to get low-poly meshes) that'd be great. Thanks man.



mikebart@Posted: Sat Mar 05, 2005 2:54 am :
Dante_uk wrote:
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:

Image


Image
Ive finished the model/s, theres 2, a new one and an old dirty one. Ive uploaded it to the ftp but I havent set it up with all the proper directory paths, it'll still work if you unpack it but I just had trouble getting my head around the file structure, theres just too many directories, ill have another go at getting them right another time, definitly before the next build.



Dante_uk@Posted: Sun Mar 06, 2005 10:16 pm :
Very nice mikebart, that's exactly what I needed, can you mail me a copy at danteuk@gotadsl.co.uk



Bauul@Posted: Tue Jan 25, 2005 2:22 pm :
Dante_uk wrote:
I'm sure a lot of people will use 'noclip' to fly around the map and check out all the details. Just think how the original sculptors felt after their master piece had been hoisted up to the top of some building where only the pigeons get admire it :)


Yeah I guess so, I just always thought if we're showing off what the engine can do, you want to make it as easy as possible for the players to admire what we've done, but you're right, there is no easy way of getting them on the ground.

Gazado wrote:
Hi,
Im doing a disco so will need some assets made :

1) disco-ball
2) Light texture to go with disco ball - just simple small white squares will do
3) Spot-light model
4) A blackboard model to put outside with something like "Tonight, Rage Against the Machine, live from 8:00pm till late".

It seems the corner Im working on is the entertainment segment lol. Disco's, Cinema's, Bar's


Sounds good, although I can't imagine a disco ball being used at a RATM gig. :lol: Besides, Audislave are much better. :P

anyway, I was going to say remember that D3 stutters with too many dynamic lights. The temptation to fill a disco room with flashing multicoloured lights will be high, and it would be cool, but it'd be a real FPS killer. Probably producing one or two dynamic position, brightness, target and colour changing lights that dance all over the room and are amazingly fun to watch is the best idea.



Gazado@Posted: Tue Jan 25, 2005 5:14 pm :
Good point there. I understand what your saying about the disco not suiting RATM , I just said that because its whats in the video at the moment :)

I was thinking a disco-ball with a projected light and two circle lights that focus around the room and change colour. And have those tube lights done as a texture so it doesnt actually emmit light.

I'll get onto that though once I get the go-ahead to do the inside of the block - otherwise I'll work on the outside a bit more :)



rich_is_bored@Posted: Wed Jan 26, 2005 9:08 pm :
Okay, here's where I'm at with the pilaster. Again this is the high poly model...

Image

I'm pretty sure this is just about done.

I don't care for that tounge shaped thing under the flower and I'd like to detail it up somehow but I'm not quite sure what to do with it.

Anyway, comments, critiques, and suggestions are welcome.



radix2@Posted: Wed Jan 26, 2005 9:31 pm :
rich_is_bored wrote:

I don't care for that tounge shaped thing under the flower and I'd like to detail it up somehow but I'm not quite sure what to do with it.

Anyway, comments, critiques, and suggestions are welcome.


Is it possible that you don't feel comfortable about the fronds because you know deep down that they could not be carved in real stone? The problem is not the details but the amount they jut out and how slender they are. They would just snap off either whilst being carved or the pilaster being put in position. Egyptian columns are the only ones I know of that have similar but more subdued frond motifs like this, but Corinthian also have a frond like device.

Have a look at these sites and see if you can get ideas...
http://www.realtor.org/rmomag.NSF/pages ... enDocument
http://www.touregypt.net/featurestories/columns.htm



rich_is_bored@Posted: Wed Jan 26, 2005 10:17 pm :
radix2 wrote:
Is it possible that you don't feel comfortable about the fronds because you know deep down that they could not be carved in real stone?


Actually, I'm quite comfortable with the fronds. They are jutting out from the structure no more than the ones here do...

http://www.ams-cs.com/gallery/cat-PILAC ... _CS?full=1

Look at the right side of the photo. They stick out quite a bit.

The part I'm concerned with is the tounge shape that rests between the curly bits and the flower.



blushing_bride@Posted: Wed Jan 26, 2005 10:34 pm :
that tongue shaped thing under the flower could either be reduced to a small bump or deleted altogether. I cant find an example of a corinthian column anywhere that has one so big. EDIT: if you look at the link you posted the flower sits over the tongue

as for the fonds i think they look fine. They're meant to be delicate. ive seen ancient Roman version of this with all the ends snapped off. i think once the model has been reduced, textured and put on top of my building they wont look so fragile

anyway it looks really really good. ive seen quite a few cad and max versions and this one looks by far the best. really looking forward to having it in my building.



radix2@Posted: Wed Jan 26, 2005 11:03 pm :
rich_is_bored wrote:
radix2 wrote:
Is it possible that you don't feel comfortable about the fronds because you know deep down that they could not be carved in real stone?


Actually, I'm quite comfortable with the fronds. They are jutting out from the structure no more than the ones here do...

http://www.ams-cs.com/gallery/cat-PILAC ... _CS?full=1

Look at the right side of the photo. They stick out quite a bit.

The part I'm concerned with is the tounge shape that rests between the curly bits and the flower.


Ah I see. Casting of course allows all sorts of possibilities :) I was bit confused by what you though of as a tongue. So the semi-circular projection between the scroll and the fronds... Yeah - I'd flatten them out a bit like blushing_bride suggests



rich_is_bored@Posted: Sun Jan 30, 2005 11:26 pm :
Okay, it's been a few days with no update so...

I've got a low poly model made and I've rendered a normal map. I haven't really started on a diffuse texture yet.

At the moment, I'm experimenting with drawing a sort of global illumination type map because everything is generally going to be illuminated, to a degree, from the sky above. Here's what I've come up with so far...

Without GI
Image

With GI
Image

I think this really helps. Of course, the end result won't be so dark. I'm just toying with the idea a bit right now. What I've drawn so far will be combinded with the diffusemap in PS.

I've been using a combination of exporting pieces of the model with lightwave and painting "shadow" areas with tattoo.

I think when I've finished this and mordy's gargoyle I'm going to go and rework the fountain model using this technique.



blushing_bride@Posted: Mon Jan 31, 2005 12:04 am :
That looks amazing, much better then i could of ever hoped for (EDIT im glad you decided to make a model instead of a texture now).


I really need to start learning how to do stuff like this myself one of these days.



idiom@Posted: Mon Jan 31, 2005 1:30 am :
Truly awesome stuff. The GI is also a good idea.



rich_is_bored@Posted: Mon Jan 31, 2005 1:33 am :
Yeah. It's just a responce to the comments about textures appearing kind of flat in the shadows.



goliathvt@Posted: Mon Jan 31, 2005 1:27 pm :
Out of curiosity, how would the model look under a moving light? In other words, does the GI work you've done make it only look good under one light position? I have no background in the global illumination map stuff to which you refer.

G



Mordenkainen@Posted: Mon Jan 31, 2005 5:44 pm :
I think rich is baking the shadows into the diffuse map using his modelling program, which would mean they aren't affected by moving lights in D3. Not having tried it myself I can't be sure, however, for this particular piece being far away from the player I don't think it would be too noticeable. And if it is, rich can tone down the shadows when he bakes them.

rich: that piece looks excellent! And I thought you wouldn't be working on the gargoyle, very nice.

EDIT: wait, I just remembered something, if rich would bake the shadows into a separate texture the material could have:

Code:
{
        if ( _light_script_var_here > _light_script_value_here )
        blend add
        map whatever/rock_gi.tga
    }


so that, for instance, the map would only be applied if the sun was up and about. You could even go further and have several gi maps and apply them XOR depending on the sun/moon's position.



rich_is_bored@Posted: Mon Jan 31, 2005 10:51 pm :
Yes and no.

I'm baking illumination but I'm not using a "directional" light as in a point light or spot light, and I'm only capturing the lighting, not the shadows.

What I've done is make a dome with a floor. The dome is luminous, the floor is not. I've enabled radiosity and set the render up for 2 bounces.

The lighting will not appear directional because it's pretty much is coming from every direction. But, it won't wash everything out because it will be stronger from above than below because the light coming from below has bounced.

Now, all you do at this point is place the low poly model in the dome, disable shadows for the object, and bake the lighting.

Then you take the resulting texture and hand paint on top of it in photoshop and tattoo to help match it to the bumps in the normal map.



BEERman@Posted: Thu Feb 03, 2005 11:03 pm :
I've got a request for a model for Block-10b If someone would be so kind. They're for the church (check http://www.doom3world.org/phpbb2/viewtopic.php?t=8633 for some pics to get an idea )

I need a simple Bell model made. Just a regular churchbell, made of old bronze. The US Libery Bell would basically be a perfect reference. Please keep the overall dimensions under 64x, 64y, 96z. Other than that do whatever you want to it.



rich_is_bored@Posted: Fri Feb 04, 2005 11:14 pm :
Alright, I'm not entirely happy with the texturing but I'm going to email you the model in it's current state because the texturing can always be updated at a later date.

@Mordenkainen: Let's talk about the gargoyle you want. I'm interested in where you plan on using it as that will pretty much dictate what I can and cannot do.

Some of these statues hang off the edge of a roof, some stand upright, ect... I'd just like to get a rough idea what it is you're after before I start making something.



goliathvt@Posted: Fri Feb 04, 2005 11:55 pm :
Wow, rich, you are a modeling powerhouse.... I just wanted to mention how your work always looks so professional and detailed, and how much I appreciate you spending so much time and energy on all of the pieces and textures you've done for the project.

Yay and stuff. :D

G



Mordenkainen@Posted: Sat Feb 05, 2005 12:13 am :
rich_is_bored wrote:
@Mordenkainen: Let's talk about the gargoyle you want. I'm interested in where you plan on using it as that will pretty much dictate what I can and cannot do.

Some of these statues hang off the edge of a roof, some stand upright, ect... I'd just like to get a rough idea what it is you're after before I start making something.


Excellent. Do you know the gargoyle statue in Quake 3? I just would like one (without wings) so it can stand perched on my archway:

Image

Look on the top right hand side of the shot. That cube is supposed to be in the place of the gargoyle. I figure that the best look would be for the gargoyle to be hunched back, looking downwards into the street.



rich_is_bored@Posted: Sat Feb 05, 2005 9:01 am :
Hmm, not alot of space up there. I assume you're okay with something that's not the same size as the gargoyle in Q3DM7?



breakerfall@Posted: Sat Feb 05, 2005 2:07 pm :
Maybe something like this? The shots a little dark, but I could get some decent quality images of that very same gargoyle if you like?

Image

:mrgreen:



rich_is_bored@Posted: Wed Jan 12, 2005 11:12 pm :
We need to work out a method of coordinating efforts between mappers and content artists.

This thread will serve as a medium to make texture/model requests.

I'm not sure who else is interested in making textures but I need a break from modeling so I'll take requests here.

I want details though. I don't want, "gimme a brick texture". I want specifics. If you can show me photos all the better.

That's all I can think of at the moment. Let's just run with it and see how it goes.



TelMarine@Posted: Wed Jan 12, 2005 11:20 pm :
Might be a good idea to sticky this.



blushing_bride@Posted: Wed Jan 12, 2005 11:39 pm :
i can always use good cornice textures. Ive been struggling to make one for a long time so perhaps you will have better luck. here are some examples

http://www.cornicemoulding.com/moldings/moulding.html

in particular some simple ones like below would probably be usuable on every single building we have going, it would just be a matter of changing defuse colour to make diferent coloured versions

http://www.cornicemoulding.com/moldings/501.html

http://www.cornicemoulding.com/moldings/507.html


It would probably be a good idea to make a nice matching smooth stone texture to go with it so people who use the cornice texture will have matching walls to go with it.


A good set of classical textures could be used to make many diverse looking buildings as basically most classical buildings are built from the same lego set.



rich_is_bored@Posted: Thu Jan 13, 2005 12:15 am :
It doesn't look too bad. I'll give it a shot.

And yeah, I'll sticky this thread.



rich_is_bored@Posted: Thu Jan 13, 2005 7:23 am :
How's three in a few hours?

Screenshots

Image

Image

Note: The darkness in the bottom trim is due to the position of the light.

Download: (Right Click - Save As)
http://www.geocities.com/rich_is_bored/euro_molding.zip

Let me know what you think and if you'd like me to knock out a few more. :)



idiom@Posted: Thu Jan 13, 2005 7:48 am :
Those look great.



Dante_uk@Posted: Thu Jan 13, 2005 10:23 am :
Nice work Rich, you beat me to it. I was planning on making one of those for my embassy building today. I think I still will, need to keep the buildings from all looking too much the same :)

More ref images:
http://www.cornicemoulding.com/
http://vytasornamental.net/vcornice.htm
http://architectural-ornament.com



blushing_bride@Posted: Thu Jan 13, 2005 1:29 pm :
awesom :D



Bauul@Posted: Thu Jan 13, 2005 4:25 pm :
For my office block, obviously highly intricate textures will look out of place (on the outside anyway), it's just concrete. I've searched everywhere for just a nice conrete texture and have come up empty handed. Either their too simple (grey square = concrete, right? lol) or their far more complicated, like they have bricks in or water marks on them.

Something like this:
Image but a little brighter, like your average office block really.

Anything anyone can come up with would be really appreciated.



rich_is_bored@Posted: Thu Jan 13, 2005 8:26 pm :
I'm not too sure about this one.

Screenshot
Image

I had to up the resolution a bit to get all those little bumps and pits to look right but it just seems to feel more like stucko than concrete.

Download
http://www.geocities.com/rich_is_bored/ ... ncrete.zip

EDIT: Still not terrribly happy with this one but it looks a little better like this...

Image

All I've done here is change the scale a bit in the material shader...

Code:
textures/euro/rough_concrete
{
   {
      forceHighQuality
      nopicmip
      blend      diffusemap
      map      textures/euro/shared/concrete/concrete_diff.tga
      scale 1, 1
   }
   {
      forceHighQuality
      nopicmip
      blend      bumpmap
      map      textures/euro/shared/concrete/concrete_local.tga
      scale 4, 4
   }
   {
      forceHighQuality
      nopicmip
      blend      specularmap
      map      textures/euro/shared/concrete/concrete_spec.tga
      scale 4, 4
   }
}



beatsntoons@Posted: Fri Jan 14, 2005 9:04 am :
rich_is_bored wrote:
I'm not too sure about this one.

Screenshot
Image


I like this one - it actually looks pretty realistic.



Mordenkainen@Posted: Fri Jan 14, 2005 2:38 pm :
Rich, those trims look great. I agree with beats that the non-scaled version of that texture looks better.

I was going to propose trims, but if you could do a proper top for the AC vent texture I'm using here (left):

Image

I can send you the AC vent texture normal/specular maps if you want.

Another one I'd appreciate is a texture for the window frame:

Image



blushing_bride@Posted: Fri Jan 14, 2005 3:19 pm :
a couple of decent window (both transparent and solid) might be a good idea. I made a solid window texture for my building which i thought was quite good for someone who knows bugger all about photoshop but im sure you could make a much better one. But maybe put that at the end of your list as there seem to be mroe urgent textures that need doing.



rich_is_bored@Posted: Fri Jan 14, 2005 8:14 pm :
Yeah, you're right. Now that I look at it again, the original version of that concrete texture looks better.

Also, in regards to these new requests, could both of you give me rough dimensions of the faces that you plan to applying these textures to just so I have a good idea what is too big/small.

For instance, what's the size of this AC vent? What sized windows?



blushing_bride@Posted: Fri Jan 14, 2005 9:49 pm :
well for solid windows one size fits all with the fit button :D

The one im using at the moment is 128 by 128. It has white window frames and black bits for the glass. I made the black bits super shiny with the spec map and it looks kind of decent from a distance and it makes the building appear as if there are no lights on inside. However i thought things could look better if there were some with lights on and some with lights off. If you like i can send you the texture (pm me your email) or you can just get it from the next test build when goliath finishes it. You will probably get a better idea of what im talking about by looking closely at the second picture in my block5 thread.

http://www.doom3world.org/phpbb2/viewtopic.php?t=7741

as i said the texture i made is acceptable enough so dont think of this as being urgent.



Mordenkainen@Posted: Fri Jan 14, 2005 10:00 pm :
rich_is_bored wrote:
For instance, what's the size of this AC vent? What sized windows?


The AC vent texture is 512 x 512 (the brush itself is only 64 x 64 -- just to retain that incredible detail). I'm sure we'll optimise this later if video mem starts being an issue.

As for the window frames, I'd actually prefer if you just did the wooden trim as a... say, 64 x 16 texture that we can then resize and fit the window frames as needed.



rich_is_bored@Posted: Fri Jan 14, 2005 10:20 pm :
The Image button at the bottom of my posts is the email address I use. Feel free to send me what you've got just for reference.



rich_is_bored@Posted: Sat Jan 15, 2005 4:14 am :
@blushing_bride:

Got the files.

I'm not too sure about using a single flat texture to represent both the trim and the panes of glass.

It's perfectly fine for dark rooms where detail behind the glass isn't visible but in lit areas I don't believe it's going to work out very well.

I assume, in the case of these lit windows you're wanting me to draw the space behind the glass - desks, chairs, general officespace - into the texture? If so, my intention is to draw backlit blinds or curtains because the depth of a full fledged room can't be conveyed very well by a texture at the proximity these windows will be to the player.

The best method would be to flesh out the interior of the building so that lit areas behind the glass are visible but I'll run with the ball here and see what I can come up with.

@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.



Mordenkainen@Posted: Sat Jan 15, 2005 11:42 am :
rich_is_bored wrote:
@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.


I haven't sent you anything yet. :P

I'll send you the vent texture in a few mins.



Mordenkainen@Posted: Sat Jan 15, 2005 12:48 pm :
Rich you can get the AC texture from here:

http://pwp.netcabo.pt/Tobril/metal033.rar (715kb)

Btw, for the window trim, sxotty made a good point WRT colour:

sxotty wrote:
Hey I don't know if you care, but my wife says that the window frames should be lighter than the building, specifically off white/eggshell/cream colors in this shot
http://img34.exs.cx/my.php?loc=img34&im ... 95b9ej.jpg


Could you make a regular wooden and a painted one? Thanks in advance.



blushing_bride@Posted: Sat Feb 05, 2005 2:42 pm :
rambling completly off topic but how cool would it be to have the weather change and it start raining then water comes gushing out of the gargoyles.



Mordenkainen@Posted: Sat Feb 05, 2005 8:20 pm :
rich_is_bored wrote:
Hmm, not alot of space up there. I assume you're okay with something that's not the same size as the gargoyle in Q3DM7?


Perfectly alright.



GuyBrave@Posted: Wed Feb 09, 2005 1:18 am :
I dont know if anyone has read the arcade thread lately,

http://www.doom3world.org/phpbb2/viewtopic.php?t=8699

but I need help to model a joystick and coin box for it. Now, I can model them in Max and give them to someone else to make usable if thats easier. Its just that I have had minimal success getting stuff from lightwave in to Doom3, and I think since there is already ample talent in that area contributing to the project, if I give someone what they need from Max, and then get them to convert it to .lwo, and bake the bump maps and whatever else is involved, it would be a lot quicker.

Anyway, if someone wants to help, that'd be great :)



rich_is_bored@Posted: Wed Feb 09, 2005 3:52 am :
Actually I think I'm one of the only "modelers" on the project which is a bit of a shame because I don't consider myself a pro at this and I was expecting a bit more help in this area when I started this thread.

Anyway, I'll try to help you out and all but I'm really busting my balls on Mordenkainen's gargoyle (not proud enough of it to show screens yet) so unless someone else can lend a hand here it's going to be awhile before I can get around to it.

I'm just curious but, if you have MAX what exactly was the reasoning behind trying to export to *.lwo? You should have been able to export directly from MAX to *.ase.



GuyBrave@Posted: Wed Feb 09, 2005 6:49 am :
Well, I dont know if Im doing it wrong or what, but every time I try and use an .ase from max, it always comes out really crazy in game. It looks inside out in places (but not like the normals are flipped, because its only in places) and it also doesn't self Z test, so something like a knot for example, you could see the middle bit through the outer bit.

any ideas why?



Bauul@Posted: Thu Feb 10, 2005 11:25 am :
A really quick request for an amazingly simple model, I've no experience/no access to any modeling programmes so can't do this myself, but could someone just do me a flat piece of paper, say A4, with space for a GUI in the middle of it? Anyone with even the remotest amount of experience with moddling could produce what I'm after, literally just a white rectangle will do.

Just had the idea that with this, you could produce a gui with a transparent background and create pieces of paper with anything you want written on them, at very high detail (thanks to the scalable text in Guis) at a fraction of memory and space usage. I'm sure the majority of blocks would have at least some use for a bit of paper with something written on it.



Dante_uk@Posted: Thu Feb 10, 2005 12:56 pm :
If you don't give a gui a background then it is transparent. No need for a model( unless you want to make it a physics object too ).



GuyBrave@Posted: Thu Feb 10, 2005 1:02 pm :
do you need a model for that? couldn't you just use a patch?



obsidian@Posted: Thu Feb 10, 2005 3:03 pm :
GuyBrave wrote:
Well, I dont know if Im doing it wrong or what, but every time I try and use an .ase from max, it always comes out really crazy in game. It looks inside out in places (but not like the normals are flipped, because its only in places) and it also doesn't self Z test, so something like a knot for example, you could see the middle bit through the outer bit.


Try this link, I wrote this for Q3, but I think it should still apply for D3:
http://www.quake3world.com/ubb/Archives ... 26044.html



SyPHer_@Posted: Sat Feb 12, 2005 2:50 am :
rich_is_bored wrote:
I've set the texture up for this intentionally. This allows you to alter the color/brightness from within the editor.

You simply apply the texture to a brush, get every thing sized up how you want it, then create a func_static out of this brush and assign a color to it.


What does the shader look like? I know nothing about shaders and this would help me alot.

thanx in advance



rich_is_bored@Posted: Sat Feb 12, 2005 7:43 am :
I can't track down the assets for that texture now. blushing_bride has it. It should be in the next release.

All it was comprised of was diffuse, normal, specular, and additive stages.

To make the glow variable, I gave the additive stage the keyword vertexcolor which made it so the darker you set an entity with this texture applied the less visible the glow became.



SyPHer_@Posted: Sat Feb 12, 2005 10:57 pm :
Cool thanks!

Cant wait even more for the next release now :P



rich_is_bored@Posted: Sun Feb 13, 2005 12:00 am :
Just a head's up, I've gotten a new job recently so I'm not going to have as much free time as I did before. This means it's going to take a bit longer than it has in the past to get things out there simply because I won't have as much time to dedicate to modeling, texturing, ect...



blushing_bride@Posted: Sun Feb 13, 2005 12:11 pm :
rich_is_bored wrote:
Just a head's up, I've gotten a new job recently so I'm not going to have as much free time as I did before. This means it's going to take a bit longer than it has in the past to get things out there simply because I won't have as much time to dedicate to modeling, texturing, ect...


congrats on your new job. :D



rich_is_bored@Posted: Fri Feb 25, 2005 5:05 am :
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image

If anyone thinks they can beat me to the finish line on a gargoyle model please feel free.

If you want what I have to work off of let me know and I'll email it.

In the meantime, I'll continue to push forward with this.



rcumps01@Posted: Fri Feb 25, 2005 5:13 am :
rich_is_bored wrote:
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image

If anyone thinks they can beat me to the finish line on a gargoyle model please feel free.

If you want what I have to work off of let me know and I'll email it.

In the meantime, I'll continue to push forward with this.


I've just began fooling around with Wings 3d, but while I'll fooling I'll try doing it by making a gargoyle. I'd keep working on yours though :P



rich_is_bored@Posted: Fri Feb 25, 2005 7:03 am :
Okay, here's a new submission. Remeber that carpet texture i did a few pages back?

Well, I was never happy with it and then recently I found out my camera can do timer based photos meaning that I can resolve the blur problem by giving the camera a few seconds after I press the button to settle before the photo is taken.

Anyway, here's the new result now that I've found a way to take a stable series of pictures for the normal map...

Image

And I've updated the carpet zip incase someone wants to use it (Right Click > Save As)...

http://www.geocities.com/rich_is_bored/euro_carpet.zip



SyPHer_@Posted: Fri Feb 25, 2005 8:09 am :
I've made some awesome carpet textures with using a hieghtmap that has been scaled down 6 times accross the texture, and looks dam nice. Do you want me to post screenies of it/the textures? :)



Jehar@Posted: Fri Feb 25, 2005 8:19 am :
Sounds intriuging *sp*.

go for it.



mikebart@Posted: Fri Feb 25, 2005 9:59 am :
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)



Dante_uk@Posted: Fri Feb 25, 2005 10:17 am :
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:
Image



radix2@Posted: Fri Feb 25, 2005 11:49 am :
rich_is_bored wrote:
Okay, here's a new submission. Remeber that carpet texture i did a few pages back?

Well, I was never happy with it and then recently I found out my camera can do timer based photos meaning that I can resolve the blur problem by giving the camera a few seconds after I press the button to settle before the photo is taken.

Anyway, here's the new result now that I've found a way to take a stable series of pictures for the normal map...

{image was here - trying to help you dial-uppers}

And I've updated the carpet zip incase someone wants to use it (Right Click > Save As)...

http://www.geocities.com/rich_is_bored/euro_carpet.zip


Sounds like you need a tripod or otherwise solid mount. Camera shake is the bane of photography of detail or under poor light conditions. I'll try a photo of my carpet tommorrow as a potential reference.



mikebart@Posted: Sat Feb 26, 2005 2:16 am :
ok looks simple enough, ill get on to that thanks



SyPHer_@Posted: Sat Feb 26, 2005 7:57 am :
here :D, email me if you want it in the d3cdit project, but ill be using it in my mod urban combat too :p

Image

enjoy :)



Mordenkainen@Posted: Sat Feb 26, 2005 9:25 pm :
rich_is_bored wrote:
@Mordenkainen:

This thing is killing me and I have crap for time. It's going to take me a month or two to get this model up to snuff at this rate.

Here's what I have so far and yeah, I know it isn't much ...

Image


As far as I'm concerned you already got it. ;-) No need for more details since it's supposed to be way up in the air anyway. If you could use Decimate (or whatever you modellers do to get low-poly meshes) that'd be great. Thanks man.



mikebart@Posted: Sat Mar 05, 2005 2:54 am :
Dante_uk wrote:
mikebart wrote:
I can model in max pretty well, if you guys need some things made or to pass some stuff on just let me know, im happy to help :)


Any help would be great.

I could use a simple one: A hand dryer, like you get in a public toilet.
Like this:

Image


Image
Ive finished the model/s, theres 2, a new one and an old dirty one. Ive uploaded it to the ftp but I havent set it up with all the proper directory paths, it'll still work if you unpack it but I just had trouble getting my head around the file structure, theres just too many directories, ill have another go at getting them right another time, definitly before the next build.



Dante_uk@Posted: Sun Mar 06, 2005 10:16 pm :
Very nice mikebart, that's exactly what I needed, can you mail me a copy at danteuk@gotadsl.co.uk



Bauul@Posted: Tue Jan 25, 2005 2:22 pm :
Dante_uk wrote:
I'm sure a lot of people will use 'noclip' to fly around the map and check out all the details. Just think how the original sculptors felt after their master piece had been hoisted up to the top of some building where only the pigeons get admire it :)


Yeah I guess so, I just always thought if we're showing off what the engine can do, you want to make it as easy as possible for the players to admire what we've done, but you're right, there is no easy way of getting them on the ground.

Gazado wrote:
Hi,
Im doing a disco so will need some assets made :

1) disco-ball
2) Light texture to go with disco ball - just simple small white squares will do
3) Spot-light model
4) A blackboard model to put outside with something like "Tonight, Rage Against the Machine, live from 8:00pm till late".

It seems the corner Im working on is the entertainment segment lol. Disco's, Cinema's, Bar's


Sounds good, although I can't imagine a disco ball being used at a RATM gig. :lol: Besides, Audislave are much better. :P

anyway, I was going to say remember that D3 stutters with too many dynamic lights. The temptation to fill a disco room with flashing multicoloured lights will be high, and it would be cool, but it'd be a real FPS killer. Probably producing one or two dynamic position, brightness, target and colour changing lights that dance all over the room and are amazingly fun to watch is the best idea.



Gazado@Posted: Tue Jan 25, 2005 5:14 pm :
Good point there. I understand what your saying about the disco not suiting RATM , I just said that because its whats in the video at the moment :)

I was thinking a disco-ball with a projected light and two circle lights that focus around the room and change colour. And have those tube lights done as a texture so it doesnt actually emmit light.

I'll get onto that though once I get the go-ahead to do the inside of the block - otherwise I'll work on the outside a bit more :)



rich_is_bored@Posted: Wed Jan 26, 2005 9:08 pm :
Okay, here's where I'm at with the pilaster. Again this is the high poly model...

Image

I'm pretty sure this is just about done.

I don't care for that tounge shaped thing under the flower and I'd like to detail it up somehow but I'm not quite sure what to do with it.

Anyway, comments, critiques, and suggestions are welcome.



radix2@Posted: Wed Jan 26, 2005 9:31 pm :
rich_is_bored wrote:

I don't care for that tounge shaped thing under the flower and I'd like to detail it up somehow but I'm not quite sure what to do with it.

Anyway, comments, critiques, and suggestions are welcome.


Is it possible that you don't feel comfortable about the fronds because you know deep down that they could not be carved in real stone? The problem is not the details but the amount they jut out and how slender they are. They would just snap off either whilst being carved or the pilaster being put in position. Egyptian columns are the only ones I know of that have similar but more subdued frond motifs like this, but Corinthian also have a frond like device.

Have a look at these sites and see if you can get ideas...
http://www.realtor.org/rmomag.NSF/pages ... enDocument
http://www.touregypt.net/featurestories/columns.htm



rich_is_bored@Posted: Wed Jan 26, 2005 10:17 pm :
radix2 wrote:
Is it possible that you don't feel comfortable about the fronds because you know deep down that they could not be carved in real stone?


Actually, I'm quite comfortable with the fronds. They are jutting out from the structure no more than the ones here do...

http://www.ams-cs.com/gallery/cat-PILAC ... _CS?full=1

Look at the right side of the photo. They stick out quite a bit.

The part I'm concerned with is the tounge shape that rests between the curly bits and the flower.



blushing_bride@Posted: Wed Jan 26, 2005 10:34 pm :
that tongue shaped thing under the flower could either be reduced to a small bump or deleted altogether. I cant find an example of a corinthian column anywhere that has one so big. EDIT: if you look at the link you posted the flower sits over the tongue

as for the fonds i think they look fine. They're meant to be delicate. ive seen ancient Roman version of this with all the ends snapped off. i think once the model has been reduced, textured and put on top of my building they wont look so fragile

anyway it looks really really good. ive seen quite a few cad and max versions and this one looks by far the best. really looking forward to having it in my building.



radix2@Posted: Wed Jan 26, 2005 11:03 pm :
rich_is_bored wrote:
radix2 wrote:
Is it possible that you don't feel comfortable about the fronds because you know deep down that they could not be carved in real stone?


Actually, I'm quite comfortable with the fronds. They are jutting out from the structure no more than the ones here do...

http://www.ams-cs.com/gallery/cat-PILAC ... _CS?full=1

Look at the right side of the photo. They stick out quite a bit.

The part I'm concerned with is the tounge shape that rests between the curly bits and the flower.


Ah I see. Casting of course allows all sorts of possibilities :) I was bit confused by what you though of as a tongue. So the semi-circular projection between the scroll and the fronds... Yeah - I'd flatten them out a bit like blushing_bride suggests



rich_is_bored@Posted: Sun Jan 30, 2005 11:26 pm :
Okay, it's been a few days with no update so...

I've got a low poly model made and I've rendered a normal map. I haven't really started on a diffuse texture yet.

At the moment, I'm experimenting with drawing a sort of global illumination type map because everything is generally going to be illuminated, to a degree, from the sky above. Here's what I've come up with so far...

Without GI
Image

With GI
Image

I think this really helps. Of course, the end result won't be so dark. I'm just toying with the idea a bit right now. What I've drawn so far will be combinded with the diffusemap in PS.

I've been using a combination of exporting pieces of the model with lightwave and painting "shadow" areas with tattoo.

I think when I've finished this and mordy's gargoyle I'm going to go and rework the fountain model using this technique.



blushing_bride@Posted: Mon Jan 31, 2005 12:04 am :
That looks amazing, much better then i could of ever hoped for (EDIT im glad you decided to make a model instead of a texture now).


I really need to start learning how to do stuff like this myself one of these days.



idiom@Posted: Mon Jan 31, 2005 1:30 am :
Truly awesome stuff. The GI is also a good idea.



rich_is_bored@Posted: Mon Jan 31, 2005 1:33 am :
Yeah. It's just a responce to the comments about textures appearing kind of flat in the shadows.



goliathvt@Posted: Mon Jan 31, 2005 1:27 pm :
Out of curiosity, how would the model look under a moving light? In other words, does the GI work you've done make it only look good under one light position? I have no background in the global illumination map stuff to which you refer.

G



Mordenkainen@Posted: Mon Jan 31, 2005 5:44 pm :
I think rich is baking the shadows into the diffuse map using his modelling program, which would mean they aren't affected by moving lights in D3. Not having tried it myself I can't be sure, however, for this particular piece being far away from the player I don't think it would be too noticeable. And if it is, rich can tone down the shadows when he bakes them.

rich: that piece looks excellent! And I thought you wouldn't be working on the gargoyle, very nice.

EDIT: wait, I just remembered something, if rich would bake the shadows into a separate texture the material could have:

Code:
{
        if ( _light_script_var_here > _light_script_value_here )
        blend add
        map whatever/rock_gi.tga
    }


so that, for instance, the map would only be applied if the sun was up and about. You could even go further and have several gi maps and apply them XOR depending on the sun/moon's position.



rich_is_bored@Posted: Mon Jan 31, 2005 10:51 pm :
Yes and no.

I'm baking illumination but I'm not using a "directional" light as in a point light or spot light, and I'm only capturing the lighting, not the shadows.

What I've done is make a dome with a floor. The dome is luminous, the floor is not. I've enabled radiosity and set the render up for 2 bounces.

The lighting will not appear directional because it's pretty much is coming from every direction. But, it won't wash everything out because it will be stronger from above than below because the light coming from below has bounced.

Now, all you do at this point is place the low poly model in the dome, disable shadows for the object, and bake the lighting.

Then you take the resulting texture and hand paint on top of it in photoshop and tattoo to help match it to the bumps in the normal map.



BEERman@Posted: Thu Feb 03, 2005 11:03 pm :
I've got a request for a model for Block-10b If someone would be so kind. They're for the church (check http://www.doom3world.org/phpbb2/viewtopic.php?t=8633 for some pics to get an idea )

I need a simple Bell model made. Just a regular churchbell, made of old bronze. The US Libery Bell would basically be a perfect reference. Please keep the overall dimensions under 64x, 64y, 96z. Other than that do whatever you want to it.



rich_is_bored@Posted: Fri Feb 04, 2005 11:14 pm :
Alright, I'm not entirely happy with the texturing but I'm going to email you the model in it's current state because the texturing can always be updated at a later date.

@Mordenkainen: Let's talk about the gargoyle you want. I'm interested in where you plan on using it as that will pretty much dictate what I can and cannot do.

Some of these statues hang off the edge of a roof, some stand upright, ect... I'd just like to get a rough idea what it is you're after before I start making something.



goliathvt@Posted: Fri Feb 04, 2005 11:55 pm :
Wow, rich, you are a modeling powerhouse.... I just wanted to mention how your work always looks so professional and detailed, and how much I appreciate you spending so much time and energy on all of the pieces and textures you've done for the project.

Yay and stuff. :D

G



Mordenkainen@Posted: Sat Feb 05, 2005 12:13 am :
rich_is_bored wrote:
@Mordenkainen: Let's talk about the gargoyle you want. I'm interested in where you plan on using it as that will pretty much dictate what I can and cannot do.

Some of these statues hang off the edge of a roof, some stand upright, ect... I'd just like to get a rough idea what it is you're after before I start making something.


Excellent. Do you know the gargoyle statue in Quake 3? I just would like one (without wings) so it can stand perched on my archway:

Image

Look on the top right hand side of the shot. That cube is supposed to be in the place of the gargoyle. I figure that the best look would be for the gargoyle to be hunched back, looking downwards into the street.



rich_is_bored@Posted: Sat Feb 05, 2005 9:01 am :
Hmm, not alot of space up there. I assume you're okay with something that's not the same size as the gargoyle in Q3DM7?



breakerfall@Posted: Sat Feb 05, 2005 2:07 pm :
Maybe something like this? The shots a little dark, but I could get some decent quality images of that very same gargoyle if you like?

Image

:mrgreen: