Nameless Voice on 22/11/2013 at 20:07
The "not-quite-horizontal" piece of lead on the left side of the hammer head looks much fatter than the rest, maybe you could thin that one a little too?
Awesome job otherwise!
PinkDot on 23/11/2013 at 11:13
@Necrobob:
As a person who had made a few stained glass works myself (using both main techniques - lead pofiles and copper foil) I can't pass indifferently by the way you made the lead came.
First of all - there wouldn't be any sharp edge running in the middle of lead. Lead profiles are usually flat or round. The early medieval lead came was cast, giving it more irregular surface, but the lead came in stained glass windows in the Thief world would be all made with the milled lead profiles, meaning more regular shapes (but different thickness is fine).
Secondly - the joints need to be soldered. See for example this:
(
http://4.bp.blogspot.com/-ty9l4xIw81I/T-iRlOZqcNI/AAAAAAAAByA/D7rNDYefDCc/s1600/june+2012+005.jpg) lead came example
But having said that, I like the glass parts of your window texture. :thumb:
Nameless Voice on 23/11/2013 at 14:40
Quote Posted by PinkDot
First of all - there wouldn't be any sharp edge running in the middle of lead. Lead profiles are usually flat or round. The early medieval lead came was cast, giving it more irregular surface, but the lead came in stained glass windows in the Thief world would be all made with the milled lead profiles, meaning more regular shapes (but different thickness is fine).
Isn't part of Thief's charm the fact that things look slightly alien there, that parts of the world have their own distinct style and flavour?
You just said that the leads wouldn't normally have raised edges in the middle, which doesn't mean that someone couldn't do that if they wanted to.
I'm just wondering if adding little detail oddities like that might not help add more uniqueness to the world we are re-imaging, since a lot of our high-resolution sharp textures already make the world seem a little more generic.
On a similar note, I worry that a lot of these sharp, clear textures are losing the grimy, dirty feel that the blurriness and bad colour depth gave to the original textures, and that our new image of the Thief world might make it look too clean and precise.
LarryG on 23/11/2013 at 15:23
I tend to agree with PinkDot here. The idea behind high resolution is to provide details that are blurred out in the OM textures. In this case, the soldering of the cames should become visible. There has to be some way to assemble the stained glass. In low resolution textures, that would not be visible, but in high resolution it should. As it is, it looks like there was a cast piece of iron with glass added from the back somehow (how is it held in place, especially since the reverse side looks the same?), instead of lead came used with the glass slid into the groove, more came added and soldered to the prior, encasing the glass and holding it in place.
Nameless Voice on 23/11/2013 at 16:06
I was just musing about the unusual raised edge in the middle of the lead. It should definitely have seams either way.
PinkDot on 23/11/2013 at 19:25
Quote Posted by "Nameless Voice"
Isn't part of Thief's charm the fact that things look slightly alien there, that parts of the world have their own distinct style and flavour?
You just said that the leads wouldn't normally have raised edges in the middle, which doesn't mean that someone couldn't do that if they wanted to.
Well, yes, since Thief world is not 100% realistic, we can always explain inconcistencies like that. It's a matter of taste - one may like it others won't.
But all I can see there now is a result of some sort of Photoshop emboss like filter, which is not a design decision really. But then it might be just my 'profesional deformation', so to speak. ;) :)
Definitely lack of soldering would be more important to get fixed, as it adds to the generic, clean look, which you talk about.
Nameless Voice on 23/11/2013 at 23:10
More like horribly UV mapping on the door model. Anyone feel like fixing it?
LarryG on 23/11/2013 at 23:28
This is what I was talking about with respect to "improving" the OM texture by putting in things that never were in the texture like hinges and lock plates. I thought the goal was to replace the textures without having to touch the models. There are reasons why they aren't there in the OM textures and shouldn't be in the replacements.
voodoo47 on 23/11/2013 at 23:31
nothing wrong with an improvement here and there, but if the texture is not a 1:1 replacement, one needs to be extra careful (and supply an appropriately modified model, if possible).