Lousy Dunmer shack model is here!
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09-05-2006, 06:41 AM,
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can the walls and the roof be e bit more bended? so they really look cracked and old as if the wood has gotten wet and sufferered under it's own weight?
[1ST]T[/1ST]his is what a heightmap looks like, this is what it does when it catches hold of you, it's eating me alive and very soon now it will kill me.
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09-05-2006, 07:05 PM,
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wow.....I don't know what to say.....They're, so ugly! I love them! They're imperfect! you did a great terrible job, and you really helped Ebbedin out.
Lol what?
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09-05-2006, 07:19 PM,
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I love your lousy model.
The Forgotten Ones have returned.
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09-06-2006, 12:22 AM,
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Quote:Originally posted by Zarf If I recall correctly when I measured, sacarrow's shack was a bit smaller than 512 x 512 points. That size seems spot-on to me, since it would give enough space for a bed and some furniture and other clutter and for the player and occupant not to get stuck when in it at the same time (like in Morrowind). The trick to getting a resize to take effect is to use the Reset XForm tool on it before exporting. I didn't realize that that operation worked perfectly until quite awhile after I discovered resizing vertices worked better than resizing the whole model.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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09-06-2006, 12:39 AM,
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I need roof help!
I cannot get the darn roof right! If you look at the reference shack, the basic form of the roof is slightly humped but held down by the 4 roof poles. I cannot figure out how to reproduce that geometry in Max! Slicing a sphere either gives me a circular base instead of quadrilateral, or unpleasant arcs on the sides. Please help the n00b! As for my next proj, I'll see if I can turn the exterior inside out and make an interior; at least the roof is irrelevant then.
Thanks, Steve |
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09-06-2006, 05:05 AM,
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Now an interior!
This is the interior to the shack; yes, I do know there are a lot of things that need adjusting 'cause I couldn't see them from the outside before. I'm just seeing if I have the concept correct. What I did was simply remove anything not visible from the inside, added a dirt floor, and flipped the normals on the shack walls and roof. Is that all that's required for this interior?
Also, would doing a collision mesh for this model involve flipping normals as well? Please let me know what you think, Steve |
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09-07-2006, 01:48 AM,
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RE: Now an interior!
I think it looks really good. :goodjob:
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09-08-2006, 08:32 PM,
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That is so good! Just the doorframe appears to be sticking into the wall from how it looks to me.
Lol what?
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09-08-2006, 09:05 PM,
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I think that effect will go away once there is a door to insert into that space. As for progress, I should have a (hopefully) fully usable exterior and interior ready with collision and textures up in a few hours. The slowdowns have been with the roof (think I got that one beaten) and textures. Finding some replacements that were not obviously TES3 retexes has slowed me down a little (okay, a lot); in fact, I had to make some. So when these go up, feel free to criticize the textures as well.
Once these are done, I'll try to get a door model out there real quick, so that someone can actually try these in TES4. Although tilesets are above my Max pay grade at this point, I do have the start to a decent Max library of crooked sticks and the like to give Ebbedin that "armpit of the known universe" look (hey, I'm from West Virginia; I know about that.-) So it's my hope that additional models won't take nearly the time that these have required. Later, Steve |
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