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Showing posts 1 to 10 of 10 results |
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Thread: Diary: 2021-09-21 Moonglow development part 1 (Spyder) |
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Diary: 2021-10-07 Moonglow development part 4 07-10-2021 12:38 |
Forum: Developers Diary |
Spyder has some new pictures for you!
This time you don't get rendered pictures, but screenshots. The problem with particle systems (such as fire, water, etc.) is that they are shown differently in my modelling programme than they finally look in MW, with transparent objects its the same. Since we have both at the lanterns it is easier to show you screenshots.
I have to mention that the ground does not have an UIX:R texture, everything but the new models is oldschool MW
Ah, and before I forget: thanks to ThePal, whose blank esp I'm using!
The screenies show the 2 models of table lamps, as well as 3 random combinations of poles and lanterns. I made 3 different poles and 3 different lanterns, so we can have 9 styles of street lights in Moonglow.
EDIT1: Oh, just realized that the texture of the table lamps look a bit "oversized", i fixed that and added a 4th picture here (rendered this time
)
EDIT2: OK, and a close-up... the screenshots always come out a bit dark, so I have to add this one to give you a better imression of the materials. Don't think I'm vain
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Thread: Diary: 2021-09-21 Moonglow development part 1 (Spyder) |
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Hi sorcerdon!
I think its cool that people like you participate on the developement process! As you said, every house needs a certain uniqueness, which can be done by adding plants, etc. As Corv sad, this is done by the worldbuilders. In fact, the stepping stones in front of the house for example will be separate models, so Corv or another worldbuilder can move them or leave them away if he wants to.
We have a lot of models to build various very different cities, but I wanted to make some (apart from the houses) especially for Moonglow. I thought of 2 versions of lanterns so far. Maybe we could add towers connected by a magic barrier, as it can be seen in Ascension (of course it would look different). What do you guys think about that? Corv, does that fit the worldbuilding concept?
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Thread: Diary: 2021-09-21 Moonglow development part 1 (Spyder) |
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Diary: 2021-09-28 Moonglow development part 3 28-09-2021 00:27 |
Forum: Developers Diary |
Hi there!
Well, I know that some parts of my models are not really necessary, like these straws on the roof. The stones that bulid the base for the house for example could also easily be done by making a box and putting a brick texture on it, but this wouldn't be doing what we can do. I always look at my models directly ingame (because of the lighting, etc.) and I really think they won't hurt your machines too much
. I'm working with an Athlon 1,8 GHz and 1 GB RAM with a GeForce 6600 and I don't have any problems when looking at the models in Morrowind. I can't tell how it will be when they are in a scene with other models, grass, etc., but I'm really optimistic concerning that point
OK, now back to what I was going to tell you: the first house is done! I did the texturing and can present some pictures to you. When I usually present models to the team I do that via screenshots, but for you I made some quick renders. You can see how the model looks ingame when Corv has finished the worldbuilding, but it will be quite similar to the pictures below. While checking the model I put in a MW house for comparison and again I was surprised what a big difference the use of textures with higher definition can do. When moving close to a piece of classic MW wood (i.e. pressing the nose against it), you only see a blurry brown shape, while you can exactly see the wooden structure when looking at a model with a good texture.
I changed only some small things at the mesh (bulged the roof a bit, added some stepping stones, put a curtain behind the window). Here is the result:
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Thread: Modding and Oblivion |
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I've a short marginal question: is it right that the Oblivion engine supports bumpmapping?
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Thread: Diary: 2021-09-21 Moonglow development part 1 (Spyder) |
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Diary: 2021-09-23 Moonglow development part 2 23-09-2021 15:22 |
Forum: Developers Diary |
Hi again!
The actual modelling of Moonglow's first house is done.
I constructed it like a real timber-framed building is bulit: the base first, then the framework and then the rest. I hope this is foresighted working because this way the interior model of the house can be modelled easily since the biggest part of it already exists.
Now I'm going to start with texturing. This will take quite a while I guess, because I want to improve my texturing skills a bit. So I will read some tutorials first to see how I can advance.
Here are the screenshots of the untextured model:
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Thread: want to be a Titan? |
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03-06-2021 15:12 |
Forum: News |
quote: |
Originally posted by Corv
But hey, we found OUR 3D artist now who actually is working like crazy and has fun doing so: Spyder. Long live Spyder, may he be an example to all the 3D princesses out there. |
You make me blush
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Thread: Vanguard anyone? |
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21-05-2021 12:51 |
Forum: Games |
Really interesting and also disillusioning. So much for the "magic" of working in the gaming industry.
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Thread: new Smashing Pumpkins album comming up! |
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When I heard that the pumpkinshad reunited I was really excited and decided to buy a one-day-ticket for "Rock am Ring" this year just to see them. Than I heard that not all the old members would join and was disappointed... I love the pumpkins, but I did not like Zwan or Melissa auf der Maur, and now I'm afraid that the reunion will be disappointing. We will see. Maybe you got some further information, Corv? The single sounds quite good so far...
P.S.: I listened to some songs of Silversun Pickups after reading your signature, and I really enjoyed it! My taste in music has changed to faster and harder music over the last years, but this is a band that could definitely bring me back
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Showing posts 1 to 10 of 10 results |
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