Morke's Showcase (3DSMax8)

In order to implement content in-game, you must be a Developer. This is the place for you to introduce yourself, and apply to become a TR Developer.

Moderator: Lead Developers

User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Member Promoted

Welcome aboard, morke :-)
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

thanks, Im glad to be part of the team. :D
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

Congrats :)
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

thnx again.

well i threw together these meshes based off of this concept drawing:

http://i118.photobucket.com/albums/o97/solobeck/HammerfellGuardDesign1part1-fixedco.jpg

here are the prototypes for the male and female meshes:

http://i118.photobucket.com/albums/o97/solobeck/HammerfellGuardDesignarmor-1.jpg

ok, i know the legs look friekin hilarious but I wanted to get a render up tonight. the fur is there until i can make a proper texture to apply to a low poly mesh.
and i have no idea why the fur is still gold for that matter. i hate spotlights.

i know the meshes aren't exact replicas of the concept drawing, but i wasn't sure wether someone had meshed these yet. I can however use the same meshes to make the guard armor the way it was designed if its still up for grabs.

maybe then, i'll put on some more plates on this mesh and make greaves and boots for a higher level guard set. i.e. imperial, imperial silver, imperial dragon blah blah blah.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

wait.... where did the chest plates go wtf??

edit: ok HEEEERE they are.

http://i118.photobucket.com/albums/o97/solobeck/HammerfellGuardDesignarmor-1.jpg
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Fairwater
Developer Emeritus
Posts: 411
Joined: Thu Feb 19, 2004 5:30 pm
Location: Alberta, Canada

Post by Fairwater »

Holy F! you are not only great at meshing, and fast, but your texture work is great too. Welcome to the team!
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

i got inspired by that awesome cliff built for Goldmoor, and spent a half hour figuring out a fast way to construct a desert canyon.

21736 polys
http://i118.photobucket.com/albums/o97/solobeck/4-1.jpg
http://i118.photobucket.com/albums/o97/solobeck/3.jpg
http://i118.photobucket.com/albums/o97/solobeck/2-1.jpg
http://i118.photobucket.com/albums/o97/solobeck/1-5.jpg

its completely proto, but for 20 solid minutes of meshing, i think it could be an efficient way to make new vertical landscapes previously not incorporated in OB.

everyone knows that vertical landscapes in the CS don't texture very well. perhaps this mesh wouldn't even need a floor, but simply be the stone walls that cover up the stretched terrain.

if anybody wants to try this out, the steps are really simple.

>make a basic U shape canyon (like a trench)
>make sure to keep the sizes of your polys as similar as possible.
>extend the edges of the canyon walls so you have plenty of lip to stick into the side of a terrain
>Now select the entire 'ELEMENT' and use the 'TESSELATE" command to multiply your polys.
>now apply noise to the mesh (make sure fractal is checked)
>mesh smooth with 1 iteration

you can increase the noise upon each axis until you get the desired roughness.

edit: if you want a LOW POLY canyon then use no iterations on your smoothing and make sure your noise is NOT EXTREME.

this is what my modifier tree looks like:
http://i118.photobucket.com/albums/o97/solobeck/example.jpg
-----------------------------------------------

i have no idea what the hammerfell landscape is like, but im sure there is a way that we could incorperate something like this, even on a much smaller scale.
Last edited by morke on Wed Mar 07, 2007 7:11 pm, edited 1 time in total.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

omg...
User avatar
theviking
Developer Emeritus
Posts: 2145
Joined: Mon Jan 08, 2007 2:49 pm
Location: Alphen aan den Rijn, the Netherlands

Post by theviking »

Congratulations! This is a happy day for you and for us. Your models are soo great. I especially like the armor, which is exactly like the concept. Well done!
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
User avatar
angelus6
Reviewer
Posts: 580
Joined: Thu Sep 14, 2006 11:20 pm
Location: Stafford (UK)

Post by angelus6 »

ok dude, congratulations on your promotion :)

finally managed to get you weapon into a .nif file... and got the textures (after resize and some tweaking) into NifSkope but having a few problems with hte CS. as illustrated below >>

[img]http://img95.imageshack.us/img95/5302/image1oc7.jpg[/img]
On a concrete cross you fall
Both a martyr to your cause and mine

[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

hmmmmmmm

looks like i need to redo the UVW coordinates.

i think i will have to take all the white out of the hilt texture and fill it in with more of the map. other than that i'll re-map the uvw maps clean and simple. (i had to cut alot of corners to get it to work)

another possibility is that there ARE multiple UVW modifiers on the hilt.

tell me what the exact size is for the textures and i'll make them up again. (i found my version of photoshop wheeee!)
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Joco
Developer
Posts: 238
Joined: Mon May 22, 2006 10:41 am
Location: Sweden

Post by Joco »

Congrats man! You are amazing!
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

yay :D

hahah thnx guys. i really was getting tired of trying to mesh cars and guns. lol

ok here is the hammerfell guard armor

http://i118.photobucket.com/albums/o97/solobeck/render1.jpg

below i have the zips for the mesh. the texture pack contains the files in .bmp and .dds format.
(2 textures at 512x512)
(1 texture at 1024x1024)
(1 texture at 440x800)
-----------------------------------------------------------

NOTE: I have edited the cape to have mass, and wind-resistance, but i have no idea what it will do in-game. the tutorial stated that the mesh will conform with it's parent body (the armor). it shouldn't clip the armor but i cant be sure of that yet.
otherwise i haven't given the mesh ANY collision.
Attachments
hammerfellguardarmor.zip
armor meshes
(40.86 KiB) Downloaded 70 times
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Fairwater
Developer Emeritus
Posts: 411
Joined: Thu Feb 19, 2004 5:30 pm
Location: Alberta, Canada

Post by Fairwater »

Ok now here is my great idea ...since you left the blank textures in the texturing folder it will allow us to modify the texture for each city. Thus having different Guards in different cities YAY!! Anyways it looks so good although i am leaning towards having brass on the abdomen protectors. And to top it off we need someone to make you concepts for the arms and boots!


Edit: wait i just notice something..... your uv map on the side of body is off alittle at the seams
User avatar
angelus6
Reviewer
Posts: 580
Joined: Thu Sep 14, 2006 11:20 pm
Location: Stafford (UK)

Post by angelus6 »

The blades Texture sizes (im using) are 1024x1024 (hilt) and 512x512(handle) as they need to be 2x2 resolution or the game engine can't read them properly.... stupid Bethsoft!
im guessing its not the UV map as it runs fine in NifSkope.. so its probly me being a smacktard and messing somthing up.

ill go take another look tommorw after some sleep :)
On a concrete cross you fall
Both a martyr to your cause and mine

[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

i can make a ton of different embroidery textures, all im doing is copying tapestry design and pluging it in using paint. (YOU DONT EVEN NEED PHOTOSHOP FOR THIS!!!!)

if you or anybody want to make new ones, just leave the chainmail part as-is and edit the cloth parth. they will come out perfect every time.
>> once i fix the seam of course :) <<

edit: yes i will make brass for the plates. thats what i wanted in the first place but as you could see the texture was really poor. i just used the leather for a temporary tex. i will make a new one and upload it soon.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

here is an .avi example of my Wrohgarian interior project.
(dont worry guys, its not going to be my main focus: i just add things when i get some new ideas)

the interior consists of three groups. the room it starts in, square 4-way halls, an 1 large 2-way hall. i threw the texturs on to expound on the detail, but i'l only be keeping the floor and roof tex.

warning... the aviis really fast so just pause it and click your way through XD
Attachments
example1.zip
(2.35 MiB) Downloaded 121 times
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Fairwater
Developer Emeritus
Posts: 411
Joined: Thu Feb 19, 2004 5:30 pm
Location: Alberta, Canada

Post by Fairwater »

Just one more small request..... i guess we can get picky over here. If you look at the belt on the concept (the one attached to the chest peice) it looks more like a shash tied around.... alittle bulkier and more flowing, if come how you could swing that by i think it would just make the flavor alittle more hammerfellian!
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

i have a 417mb texture folder, with 3042 seperate files,... if anybody is interested.

if you want a specific group of textures (bricks, flagstone, cobbles, boards, marble, etc) pm me and ill upload smaller zips.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

about the belt: i'll do just that as soon as i can find a good sash texture. then ill make a mesh like:
__
|
/
\
/
\
__|

and sweep it into a belt.


you guys can get as picky as you want! i dont mind a bit :D it makes it much easier to produce a finished mesh when theer are multiple people to point out bugs!
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
butch3r171
Developer
Posts: 28
Joined: Thu Mar 01, 2007 12:30 pm

Post by butch3r171 »

Morke ur models r awsome, Holy s****!!!! Ur very good, im still a noob, but im working to be a good modeller like u. Nice work man.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

i've been meshing for like 2 and 1/2 years. i started during my junior year in highschool and learned
3d VIZ,
Max 3 - 6,
the origional autodesk,
all the different autocads,
inventor (I HATED THAT PROGRAM!),
RHINO3D and Flamingo,
west-point bridge designer,
photoshop,
and a couple trial programs that our school got for free.

i've got the full commercial version of Max8 (cost me a frieking bundle!) with the addmap materials, addmap architectual, and addmax reference plugins, plus an awesome new feature guide that makes it very easy to find stuff.
(and i just found out that it has a havok(tm) powered physics engine for collisions and gravity!)

ive also got a promo version of photoshop7 that has no time limit, but i can only use about 15% of the features.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Don't be afraid to post a thread for your models in the OoT forum or claim something in the Goldmoor forum if it's available. We have lots of architecture & similar-type objects needed before we can begin work on actually modding the Goldmoor region, & with your talents, I'm sure the amount left to be modeled could be turned into a memory very quickly :-)
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

i'll model anything you want as long as we get to make the cities bigger than the little hovels like bruma and bravil that would have been green dots in daggerfall rather than white ones :D THIEVES AND ASSASINS NEED ALLEYS AND SLUMS!!!!!!! aaaaaaaaaaaaarrrrrrggggghhhhhhh!!!!!!!

ok srry for the outburst. i just dont feel that twelve houses and a church can really qualify as a city.
yes, i know daggerfall cities are a little extreme for the OB engine, but i was pretty devastated when Bethesda made the cities smaller two games in a row.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

and thankyou very much for the support!
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

ok... here's the big-mammooo.


i don't know if im breaking a record, but i haven't left my chair for almost 7 hours now. i think i've made some progress on this architecture. i couldn't find any claims for the palace, so I took my (partial) grand-mosque mesh and did a little tweaking around a BIG hexagon.

wall
http://i118.photobucket.com/albums/o97/solobeck/4-2.jpg

wall2
http://i118.photobucket.com/albums/o97/solobeck/3-1.jpg

perspective 1
http://i118.photobucket.com/albums/o97/solobeck/2-2.jpg

good ol castle sentinel
http://i118.photobucket.com/albums/o97/solobeck/1-6.jpg

Im going to bed. I am sooooo done for the night XD
tomorrow i'll add some more levels, (ill save the dome for last, which needs to be perfect!!!)

and if anybody thinks they've got beter textures then hit me up![/img][/code]
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

That palace is lookng excellent :] It reminds me of what the palace looked like in Daggerfall.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Macar
Developer Emeritus
Posts: 1268
Joined: Thu Jan 27, 2005 8:32 pm
Location: Yellow
Contact:

Post by Macar »

took me a minute to figure out what I was looking at. But I cant wait to see the rest.
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
[url=http://www.realmsofrenth.com][img]http://img249.imageshack.us/img249/3020/banner3er0.jpg[/img][/url]
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

If there's one negative thing I can say about your work, it's that the armor looks too "wealthy" to be used by guards. It's more like a noble's armor, or a blademaster's maybe.
User avatar
angelus6
Reviewer
Posts: 580
Joined: Thu Sep 14, 2006 11:20 pm
Location: Stafford (UK)

Post by angelus6 »

severe w00tage. ive got the sword into a .nif file with havok blocks etc and a texture. new UVW map is included and size is 1024x1024. just port your exisiting textures into that UVW map as close as you can and then pass it back or apply the new texture file in NifSkope.
can't wait to see this finished
Attachments
Sword WITH Uvw Map in NIF format.rar
(96.32 KiB) Downloaded 84 times
On a concrete cross you fall
Both a martyr to your cause and mine

[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
User avatar
Elfane
Developer
Posts: 253
Joined: Sat Feb 17, 2007 8:17 pm
Location: Sweden

Post by Elfane »

--> El Scumbago - I do agree on that point, but if you reduce the reflection and make it look like cloth instead (I assume that it should be, no armour is that thin. No matter the smith) I think it would be less "noble".

Another thing about the armour is that it has leggings (proper word?) It should be as a tunic, not as shorts with a sleveless t-shirt. Would be very unpractical to have chainmail "shorts".

But again, good work.
Thrignar-Fraxix - elfane, is a CA machine

Elfane's need list - camel & tortoise...
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

well yes, the leggins are working their way to becoming more of a tuille than a cuisse, and if we can get the concept artists to make me a banner from each city, then i can replace the "royal" livery that is currently the cloth.

on the subject of Sentinel, I just hacked out 8500 polys, dropping the total to about 30000. the dome level will be inaccessable (by door) just as in daggerfall, so i dont think i'll need NEAR as many polys for that. It just needs to look excellent from the ground.

I WILL however, make it so a superb acrobat can make his way to the dome level. I think a good quest for the HF Dark Brotherhood could be assasinating a Noble on his way to the palace by means of archery from the roof. Im always thinking of how my buildings can benefit and or hinder an acrobat, assassin, or thief.

The inside of Sentinel will not be the bland copy of wayrest and daggerfall as it was in TES2. Im going to make the dome visible, and a few balconies accessabe only through the palace. ON THIS NOTE: one of the windows of the dome will act as a "static door", allowing the acrobat to fall to one of the balconies and make his/her way to the royal chambers secretly. This can open a holy Butt-Load of quests for the thieves guild, DB, and even the Mages guild.

Now, the towers / minarets that surrounded the castle in TES2 werebland and useless, so I'll be making them into guard towers, OR

OR
!!!!!! someone could send me the .3ds mesh for a HF Tower and i can tweak it.

another thing: Im curious on the lore of sentinel. I need to know if its a scholarl city, or a militaristic one, or what. this will govern how i design and mesh the interior of the palace. do i make a library accesable? an infirmary? anextended jail?

about the dungeon: I would really prefer to re-texture OB's ONLY (ONLY!!!!) dungeon to give the flavor of castle sentinels dark under-halls a new taste. interior designers could really go to town with this, and i'd also like to incorperate the massive torture themes present in daggerfall (laboratory sized) dungeons.

even if OB cant handle the TES2 sized cities, we can still come fairly close with our interiors. I (for one) want to see the sense of dispair and hopelessness of being lost in TES2 dungeons back in OB. (i dont however think we need o copy the TES2 dungeon maps though XD ) Sentinel, Waywrest, and especialy Daggerfall can really provide this!


back to the castle: I will mesh the big stone-ponds (whatever you want to call them) and the whole courtyard around the castle. I can do it like Mournhold (one big platform) or I can make the individual meshes.

Courtyard: I'll make the courtyard meshes more expansive than in TES2. The design can be to other people but I opt for gardens and some lower-poly statues. (the awesome Stirk statue lags my computer! and my computer is top-of-the-line)
The courtyard can be used as a buffer to also mask any difference between texturing of the castle and architecture.

i hope to have the castle exterior meshed in the next 3-4 days, and im feeling very confident about most of the texturing (its going pretty damn good so far!)
I do want to really get down with all our designers and come up with the dome texture. POST IDEAS HERE PLEASE!!!


lastly: i still need to be able to import/export my meshes to/from OB. i think this would be horible and take forever if other people had to do ALL my testing :D

i will post the .3ds files when i have something without gaps or bleeding sections, (something you can walk on XD)
for anybody to test at will.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

wow, your stuff looks fabulous. so much infact that i wont comment individualy, but its all pimp.

however, with all this meshing goodness, i recomend that you focus on regions that are at hand (or will be soon). sentinel is still WAY off, goodness knows what kind of changes we will make. im also prety sure that there was some CA and ideas floating around about the palace that we wanted to incorporate. how about trying your hand at some GW architecture?


late gradz on the promotion.
In hoc signo vinces

"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

EDIT: i'm just using sentinel as a guide. icould turn it into the GRAND MOSQUE in like an hour.

i'll try to find something in the current architecture thread, (maybe we can get an update soon on who's doing what :D)
Last edited by morke on Fri Mar 09, 2007 11:03 pm, edited 1 time in total.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

i think all of the houses have been claimed by fair. hms, you should PM PoHa! he always has stuff for modelers to do.
In hoc signo vinces

"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
User avatar
Macar
Developer Emeritus
Posts: 1268
Joined: Thu Jan 27, 2005 8:32 pm
Location: Yellow
Contact:

Post by Macar »

BTW, I keep looking at that castle again. It looks great.
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
[url=http://www.realmsofrenth.com][img]http://img249.imageshack.us/img249/3020/banner3er0.jpg[/img][/url]
Nalin
Developer
Posts: 709
Joined: Wed May 31, 2006 12:52 pm
Contact:

Post by Nalin »

Liking the armour alot! I'm so glad we keep getting such talented modellers to bolster the cause! Congratulations on your Modder status btw.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

well im happy about that, but i'll keep the mesh for down the road. there may be things we can use from it. right now i'll start meshing for goldmoor. every building set for goldmoor seems to have a claim on it, and i'm worried about having two designs for one set. im going to go back and work on the smaller meshes, first off: finishing those flutes. ill give them some texturing and try to mesh the one with the face.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Macar
Developer Emeritus
Posts: 1268
Joined: Thu Jan 27, 2005 8:32 pm
Location: Yellow
Contact:

Post by Macar »

Awesome. I love it when my art gets modeled :]
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
[url=http://www.realmsofrenth.com][img]http://img249.imageshack.us/img249/3020/banner3er0.jpg[/img][/url]
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

well, in spite of my previous post: i did get a little side-tracked after practice today.

here is an iron double axe i just made with 1096 triangles:

http://i118.photobucket.com/albums/o97/solobeck/example-1.jpg

i think i can warp the mesh and change the textures to make bearded, butterfly, and hand-axe versions with little effort.

i also really hope to find some scimitar and yatagahn textures to make some more apropriate weaponry for hammerfell.



hahah sorry Macar: i'll mesh those flutes soon!
if you can find me a linear texture that would be awesome. (im having NOOO luck finding one that isn't crooked and distorted)
Attachments
irondoubleaxetextures.zip
(149.73 KiB) Downloaded 70 times
irondoubleaxemesh.zip
(11.01 KiB) Downloaded 80 times
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Locked