dhin on 19/9/2004 at 18:06
Optimizing geometry is the key, Dark doesn't support custom normals as far as I know, but you can still use some tricks to make things look like they have more polies than they really do. A 4 sided cylinder (yes a box) makes a great bar as long as you rotate it right. The supports in the back of your chair could be rotated 45 degrees, it would take the blocky fell away and give illusion of roundness. Another thing you could do is make the back of the chair narrower than the front, add a division between the front and back and do the same for the top of the back for the chair. So will basically have 4 rotated boxes, two 6 sided cylinders and the 4 legs. It's still really basic but it looks less boxy and square and little more real.
Eshaktaar on 19/9/2004 at 18:20
Good textures can make a simple low-poly object look much more detailed than it is. Since the Dark Engine isn't very good at lighting objects correctly, overly elaborate polygon details get lost anyway.
Ottoj55 on 19/9/2004 at 19:03
i've really started to simplify my models lately, and texturing is the hardest thing to learn, understanding how to stretch was a big step for me, i'm working on the detaching faces thing. sluggs, once detached you rotate them and texture them then rotate them back? i'm a bit lost on it.
Sluggs on 19/9/2004 at 19:46
Once ye detach the faces, no. Unless you need to copy them and use on another part of the object. It's the views you have to concern yourself with. Once you detach faces, don't go moving them around else they won't go back to the exact location they came from.
Oh, you need to rotate the object too prior to detaching the faces. This is where we need screen recording software so i can show you exactly how i would texture something like my wooden tower.
Sluggs on 20/9/2004 at 01:49
Yes, the lathe tool is very useful, especially for creating pots. All sorts of fancy shaped pots can be created. :D
I've just got up from my pit. I just can't sleep!!! I feel a bout of Serious Sam coming on...
comfortably numb on 20/9/2004 at 01:58
I'm not much for sleeping either Sluggsy, this is great stuff your doing here. Shine on you crazy diamonds! :)
Sluggs on 20/9/2004 at 05:07
'Tis a small world. Whilst i was playing Serious Sam online, i was asked if i was the Sluggs from TTLG! The hosty knew of me and had played my FM's! :wot:
bbb on 20/9/2004 at 11:50
Hey Yandros:
You give me hope. Your stuff looks really cool for first attempts. I am finishing a mission and when I am done, I am going to take a crack at amimator. The one fear is that I will become as addicted to that as I am to Dromed. As it is, I can't get away from Dromed.
BBB
Schwaa2 on 20/9/2004 at 18:35
Looking good Yandros,
On the table you can probably just select the top edges, and seperate them from the mesh as one piece, then box texture them, then reattach and weld the vertices.
I like to make things huge in max, then scale before export. Really small things in max (anything under 100 feet or so) disappear or get clipped from view when the cammera gets really close, if they are reall big you can zoom in more without probs.