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Thread: Anyone Want An Object?

  1. #76
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    Quote Originally Posted by Yandros View Post
    Q, Sat made a nice deer head, it's in Rose Cottage.
    Thanks for the, er, heads up. I'll send a message to Saturnine to see if I can use it.

    Ottoj: Great news, and I'm glad to hear that you're enjoying this one!
    Last edited by Queue; 19th Jan 2010 at 12:15.

  2. #77
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Ottoj55 View Post
    built a deer head trophy model, currently texturing it, could take a few days. this is my favorite model or all time right now.
    Maybe a version with a central horn only (branching or straight)?

  3. #78
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    BTW--does anyone recall seeing custom precursor masks anywhere? I thought Targa had a few, but apparently not.

  4. #79
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    I havn't seen that one, mine is a full head and neck mounted buck with a full rack of antlers.

  5. #80
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    That sounds sweet.

  6. #81
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Queue View Post
    BTW--does anyone recall seeing custom precursor masks anywhere? I thought Targa had a few, but apparently not.
    I have these three. The one on the left is mine. The one in the middle is tdbonko's and the one on the right is my recolored golden version of his.
    Click image for larger version. 

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    This one is "in work." I'll get back to it some day.
    Click image for larger version. 

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  7. #82
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Someone could make a model from this:

  8. #83
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    Larry, yours (deathmask.gif) would go perfectly with the storyline. Are you using it in your mission?

    That'd be an awesome mask, too, R Soul. Especially if it were in gold.

  9. #84
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Queue View Post
    Larry, yours (deathmask.gif) would go perfectly with the storyline. Are you using it in your mission?
    I am using it, but if you want it I can send it for you to use as well. PM me.

  10. #85
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by LarryG View Post
    So what do you do? Switch them back to Normal before the final build?
    Yes. Or just turn them back when you're no longer working in the area (and try not to accidentally wander into it in editor view).
    It was... different in The Affairs of Wizards because the objects got moved away once I was done with each "zone", for teleporting in later.

  11. #86
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    perfecting the texture right now, should be done in a few days.


  12. #87
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    That looks GREAT! How many polys?

  13. #88
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    a lot. i built most of it with triangles, and anim8or reports 356 faces, however, 3ds->bin reports 906 after conversion. but in game without smoothing i can see all my original polys as created. so i'm not actually sure. i have no problems displaying it, no slow down.

  14. #89
    Member
    Registered: Nov 2002
    Location: ColoRADo
    Quote Originally Posted by Ottoj55 View Post
    a lot. i built most of it with triangles, and anim8or reports 356 faces, however, 3ds->bin reports 906 after conversion. but in game without smoothing i can see all my original polys as created. so i'm not actually sure. i have no problems displaying it, no slow down.
    That's probably 2 things. 1, all games count tris, not 'polys', polys can be multiple tris.

    And bsp conversion does a booleen operation on ANY intersecting polys in a model.
    So if the back of the neck intersects (floating polys) the wood plank behind it both the neck and board will getchopped up into a bunch of extra polys.

    Reconvert the bin to 3ds and you'll see the mess it makes.

    It also leads to 'sliver triangles'

  15. #90
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    thats good to know, i'll optimize it, float it just off the board, float the ears and antlers as well. The eyes i have other plans for optimizing.

  16. #91
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    That looks incredible, Ottoj. Very, very nice.

    BTW: Would you consider making just the antlers and horns of various animals? Just the racks without the full head.

    Man, I just had a thought...
    If you put a red-nose on it, it'd make one helluva an easter egg come Christmas time.

  17. #92
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    i'll try, this just seemed to make sense on its own. it was a pain getting the head and neck to map, the antlers were actually really easy. here's a crazy fact, i built the entire head and neck without a starting primitive. did it point by point and filled in the holes as i went.

  18. #93
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Quote Originally Posted by Queue View Post
    If you put a red-nose on it, it'd make one helluva an easter egg come Christmas time.
    Man, you are twisted and evil. I love it!

  19. #94
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    Quote Originally Posted by Ottoj55 View Post
    ...here's a crazy fact, i built the entire head and neck without a starting primitive. did it point by point and filled in the holes as i went.
    Amazing! It looks so natural, and...well...real.

    And, I meant the racks as well as the head you're already working on--which I can't wait to stick on the wall. Am I getting too greedy?

  20. #95
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    a bit, but its a cool model. i'll finish it up this weekend, and do a few sets of simple horns, release it as a pack.

  21. #96
    Member
    Registered: Jun 2009
    Location: Argentina
    Why don't make the horns a separated object? it's only an idea

  22. #97
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    this one will get them separate and with. if i make them separate i'll add a vhot so you can attach them easily to the main trophy.

  23. #98
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    More & better statues would be nice ...

  24. #99
    Member
    Registered: Jul 2009
    Location: Under your bed
    I'm in need of an object right now. Usually I'd ask Gort, but he has done so many for me already and this could be a bit more time requiring. I need bloodstains and a trail. The ittybitty bloodstains of the original ressource is not enough. In my story somebody was attacked really badly and his room should look like it saw a big fight. I would search for a texture, but I still need a recogizable trail of blood.
    Maybe someone knows the program RPGmaker. I've very good bloodtrails for this, I'd like similar ones for dromed.
    (The picture is divided into 16 parts, all are shown without a border between them)

  25. #100
    Member
    Registered: Jun 2009
    Location: Argentina
    Rufus, you can find nice bloodstains in Ottoj55's webpage, those were used in Dead Of Winter and i think they will fit nicely.

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