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Thread: Improving some low-quality original objects?

  1. #876
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I know, I was just being silly.

  2. #877
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Me too. Sort of.

  3. #878
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland


    I was aiming for a Regal velvet look with Karras' garment, something akin to a glazing technique.
    I'm not so sure visible brush strokes are the way to go, in this context.
    If you can see brush strokes in game, it would imply the painting was executed with very large paint brushes, not a typical technique in oil painting.
    Traditionally, brush work is blended for a softer effect with portraits (not always) and then a top coat of varnish is applied.
    I've applied a couple of filters here.
    I'll work on it some more when I have time.

  4. #879
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    Quote Originally Posted by R Soul View Post
    Try this:

    http://www.mediafire.com/download/97.../bpoleLadyR.7z
    (Necrobob's textures also map properly on to this)

    BTW, the bright line you see on the rotating part is caused by the object itself being a light source. Set the light to 0 and it goes away. The lamp material will remain illuminated.
    This looks much better, thanks!
    If it's a light source it means that it is made of glass, right? All those scratches make it appear as wood instead.

    If it's not too much trouble, the light of the pub should be fixed as well.

  5. #880
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland

  6. #881
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Yeah, but over time you get that "ugly wax build up" which is the bane of housewives everywhere.

  7. #882
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Quote Originally Posted by Lady Rowena View Post
    If it's a light source it means that it is made of glass, right?
    Light doesn't have to come from the centre of an object. A little cube in the middle of the sphere (called a vhot) makes the light originate from there.

    Here's another version of the pub sign, with better UV mapping of the light, and the gap has been reinstated and some little hooks added:
    http://www.mediafire.com/download/jh...tru48/wmpub.7z

  8. #883
    Member
    Registered: Sep 2008
    Location: Deutschland/Germany
    Quote Originally Posted by R Soul View Post
    Light doesn't have to come from the centre of an object. A little cube in the middle of the sphere (called a vhot) makes the light originate from there.
    Hm, I always changed the light's offset values because I thought that was easier.
    BTW I defined these offset values in my gamesys, something that LGS seems to have forgotten ...
    My FM campaigns Garrett's Young Years XTra, Reunion With Basso
    Want your upcoming FM translated in foreign languages?

  9. #884
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    If you're making the object yourself, or don't mind converting to 3ds and back, I think it's easier to add a vhot becuase it can be put in the right place very quickly. If you use offset values, you have to calculate them out or use trial and error. What matters is whatever you prefer. I'd probably use the offset if someone else made the object and didn't add a vhot, and I'm sure all of LGS's lights have vhots in the correct place.

  10. #885
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    Quote Originally Posted by R Soul View Post
    Light doesn't have to come from the centre of an object. A little cube in the middle of the sphere (called a vhot) makes the light originate from there.

    Here's another version of the pub sign, with better UV mapping of the light, and the gap has been reinstated and some little hooks added:
    http://www.mediafire.com/download/jh...tru48/wmpub.7z
    I was talking about how the object would appear in real life. I don't understand anything about vhots....

    Many thanks again! Actually I don't have any pub in my mission, I used that sign for a sort of inn. Its name and the names of the textures are different. Would you mind if I use it? Of course I'll give you credits.

  11. #886
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    I'm happy for you to use it and modify it if you want.

  12. #887
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    obj/txt/paint1

  13. #888
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Purgator View Post

    Quote Originally Posted by Necrobob View Post
    obj/txt/paint1
    A masterpiece! Excellent.

  14. #889
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Oh, seriously thank you for the Hammerite painting, it's awesome!

  15. #890
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland


    obj/txt/PICNIC.gif



    Alternative version.
    Last edited by Purgator; 22nd Feb 2015 at 19:31.

  16. #891
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Fantastic (both of them)!

  17. #892
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    LOL, I wonder if the Keepers would like the new gliphs.
    Awesome work, as always.

  18. #893
    Member
    Registered: Jun 2001
    Location: England
    Loving these revamped paintings, Purgator & Necrobob.

  19. #894
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    @RSoul, Lady Rowena and gumdrop, thanks!
    Hey gumdrop, great to see you back!
    Any new missions/texture packs or awesome artwork in the pipeline?

  20. #895
    Member
    Registered: Jun 2001
    Location: England
    Haha, well I've just installed the level editor again, but I'm not planning anything special. I just want to make a nice little mission for nostalgia's sake. I'm also doing some art for another member here. But I'm glad you mentioned texture packs, as I do have a bunch of cave sets I did for the Tomb Raider community. Never thought about their use for possible Thief stuff. I'll have a look now and see what sets I still have the master files for.

  21. #896
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Master files for sure, these days they should be full colour and larger sized than in the good old days.

  22. #897
    Member
    Registered: Jun 2001
    Location: England
    Hehe, yeah. 256x256 will have to do for most of what I've done regarding Tomb Raider. Any Thiefy sets I do will be 512x512 etc...

  23. #898
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Necrobob & Purgator: Very cool! They are beautifully done.

  24. #899
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Quote Originally Posted by Purgator View Post
    Excellent work, as usual, Purgy Wurgy...


    Quote Originally Posted by Purgator View Post
    ...This one!...

  25. #900
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Could everyone quit including the large images every time you reply to thank Purgator or Necrobob for their great work? I'm pretty sure they'll know which ones you're referring to, and to be sure you can always say "The portrait of Karras is awesome!"

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