Tales from the crypt - Lestats Modelling Blog

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Worsas » Fri Aug 17, 2012 9:29 am

The axe as such looks nice. But I hate to say that there are several things you could do to improve it:

1. Use the photo as a base for your axe-texture. The metal texture you used above looks comparably unnatural.

2. Tweak your axe to make it look more like a nord axe:

Nord Axes in Morrowind:
https://dl.dropbox.com/u/22362022/pics/nord_axes.jpg

Other reference pictures:
http://oyster.ignimgs.com/wordpress/wri ... e-axe1.jpg
http://www.skyrimwiki.com/images/thumb/ ... WarAxe.png
http://www.skyrimwiki.com/images/thumb/ ... WarAxe.png

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Fri Aug 17, 2012 11:25 am

Nah, never feel bad for a constructive feedback.

I used the original photo as source in the first version, but for any reason I changed it to a combination of overlayed metal textures for the axe. I'll make a texture from the photo again to see how it looks on the axe at the end and I'll ask some people at the college how are first class drawers to assist me with ornament drawings cause I don't have the drawing skill to make it look realistic.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Worsas » Fri Aug 17, 2012 3:34 pm

I'm not that good in making ornaments either. In between I had the fortune of finding suitable stuff on google. I also made 1 or 2 selfdrawn ones that were ok at some point but otherwise it often was rubbish.

Nonetheless I have found out that you can achieve nice results by using certain blending modes in gimp or photoshop like 'soft light' or 'hard light'.
1. Make the base texture
2. Create a new layer and fill it with middle-grey (128,128,128)
3. take a slightly darker or lighter grey and paint a pattern on the grey surface.
4. apply a bumbmap on the grey layer
5. set the blending mode of the grey layer to 'soft light' or 'hard light'

If you want to apply details of a photo or a drawing that already exists, add it as a new layer, desaturate it completely and change the blending mode like above. You may also change the lightness/sharpness/contrast of that grey layer to check what looks the best.

To quickly demonstrate what I mean (This was made in swiftness and thus does not look very good yet):

Image

+

Image

=

Image
Last edited by Worsas on Fri Aug 17, 2012 4:02 pm, edited 1 time in total.

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Mon Aug 20, 2012 5:19 pm

The ornament looks cool, thanks. :)


I've made the other axe texture at the weekend, will post it in the thread soon.

Also some very good news: I asked an excellent texture artist for some help with ornaments and she agreed to help us. This will allow us to let our new weapons look as nordic as possible.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Fri Aug 31, 2012 10:56 am

Opps, it's broken :(

Image

Image
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby SamirA » Fri Aug 31, 2012 8:58 pm

Now that is looking fantastic!

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Re: Tales from the crypt - Lestats Modelling Blog

Postby french ninja » Fri Aug 31, 2012 10:53 pm

Really cool! Looks better than the TES IV version.
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Worsas » Sun Sep 02, 2012 8:23 am

Looks brilliant!

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Tue Nov 05, 2013 5:25 pm

Reman load door. There is no normal map, all details are in the diffuse texture
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#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Sat Nov 23, 2013 10:44 am

Tower Solitude WIP


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#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Sat Nov 23, 2013 1:22 pm

Btw. I could use some help with the upperclass misc items like silverware and stuff soon, since it is a shitload of texturework if it should look good. If Berandas or Worsas is interested in sharing the textureing workload I would be glad ;)

I could provide the models since I've already modeled a lot of them.The goal is to have some really cool items with a kick ass unique texture. Please send me a PM if you are interested
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Scamp » Sat Nov 23, 2013 1:30 pm

Btw (I thought I had posted this already), I think the tower could look a little less like the TES:V counterpart. Might fit more into our overall style and scheme if it has a more rugged, less 'polished' look to it. But I realize it's all WIP, just wanted to drop a suggestion.
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Sat Nov 23, 2013 3:22 pm

No problem, we don't have to use it at ShotN. I'm working on that tower with a focus on rendering it for my portfolio. Next thing is a Thompson Submachine Gun Model:1928

If you could provide some concept art for our version of Solitude it would be helpful.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Yeti » Sat Nov 23, 2013 6:18 pm

I look forward to seeing the upper-class items you've been working on, Lestat. In terms of textures, let's try to have some greater variety from the similar shades of brown we've been using for the lower-class items.
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Scamp » Sun Nov 24, 2013 12:47 pm

Lestat DeLioncourt wrote:
If you could provide some concept art for our version of Solitude it would be helpful.



Hah, I'll have to admit that I rather suck at concept art, I'm better at criticizing things people have put a lot of effort into :mrgreen: :P I honestly haven't thought too much about how the Solitude architecture should look.
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Luxray » Mon Nov 25, 2013 6:18 pm

Looks nice Lestat. I'm looking forward to seeing the Reman Ruin set when it's finished, I really like what you've shown on that so far :)
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Wed Jan 15, 2014 8:54 pm

Mudbox rock sculpt for a game I'm working on.

Image
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Tales from the crypt - Lestats Modelling Blog

Postby Yeti » Wed Jan 15, 2014 10:51 pm

You have awesome skills, Lestat. 8-)
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Luxray » Thu Jan 16, 2014 1:51 am

Rock on. I know we take your skills for granite, but this looks kaol to me. Good luck with your game ;)
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Re: Tales from the crypt - Lestats Modelling Blog

Postby Lestat DeLioncourt » Sat Feb 15, 2014 10:37 pm

A new cart (will be available in the next Skyrim_Data upgrade)

Image

Actually I didn't make this cart with ShotN in mind, it was originally made for my game...but if assets fit both projects, hey, why not using them in both.

If anyone want's to follow the game development on facebook, here is a link to the group:

https://www.facebook.com/groups/452098524873981/

I think l'll update this topic until the prototype is done, there is nothing "top secret" at the moment that I need to hide or something like that.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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