A Little Ol' Doorway
Community Forums/Graphic Chat/A Little Ol' Doorway
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![]() That's all for now. Made in about 30 minutes for my game. |
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Looks good. I like it. |
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Minor changes.![]() |
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I like it too, good modelling work! |
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Working on texturing.![]() |
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Nice, what kinda game are you working on? |
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Done.![]() po: Can't say just out of the interest of not having my idea criticized. |
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Cool! Youre working on Bogus, isnt that right? Oh no, it must be yet ANOTHER abandandonable project, cos Bogus was (edit:) 2d. |
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Cracking stuff Noel. The final image is superb! What tools do you use? I've never managed to get into modelling, but I've always wanted to. Did it take you long to get to this standard of work? |
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Whats behind door number 3! Looks excellent :) |
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yes... excellent looking door Noel... Pro stuff dude... seriously... --Mike |
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Daze: Wings 3D for modelling, Max for everything else. And it took me five years. |
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I bow to your skillz. Really nice modelling and texturing. |
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Now in 3D World Studio:![]() Got to love painless art pipelines. |
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Nice! Can't wait to see the actual game. |
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@ Noel, It's looking good. Tidy in fact. Keep posting updates, I'd be interested to see when the bits surrounding it match the door itself for quality. That's probably only some minor texturing tweaks away too from the looks of it. Minor point, the handle might look even better if a little higher up, but that's not certain, could be worth a try to see. Maybe by half it's own diameter? Or something like that. This is hard to explain, but we'll give it a shot. Regarding your surrounding wood work on the door and the window and the one bit out there on the left on it's own: If the front faces of all of those were not quite so far from the surface of the wall, then you could see the top edge of the door just a little easier from most angles, and this in turn would allow you to make the top edge of the door a little more even. This would help as it then heads a little more towards subtle, and that makes the bottom uneveness appear a little more pronounced, and that's how doors of that type tend to age in general, bottom goes first! As it stands the top is uneven by maybe a little too much, and I can see that it needs to be right now as the depth of tha woodwork hides it too effectively. I do hope that passes for making sense! ;O) Having said that, the chunky look of that wood has it's attractions too! - Can't win at this can you!? ;O) EDIT Of course it's hard to know what to say when it's seen out of it's setting context. So I could be way off for reasons I can't possibly know about. EDIT "And it took me five years." Don't be discouraged. The first ten are the worst. The second ten are a little easier, but hold "different" complications! ;O) The five after that start to get kinda interesting. |
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What's the poly count on the door? |
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724 polygons, blockhead. |
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Very nice work noel. |
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Looks very good. Reminds me of my front door, except that is painted white with black hinges. |
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This is hard to explain, but we'll give it a shot. Regarding your surrounding wood work on the door and the window and the one bit out there on the left on it's own: If the front faces of all of those were not quite so far from the surface of the wall, then you could see the top edge of the door just a little easier from most angles, and this in turn would allow you to make the top edge of the door a little more even. This would help as it then heads a little more towards subtle, and that makes the bottom uneveness appear a little more pronounced, and that's how doors of that type tend to age in general, bottom goes first! As it stands the top is uneven by maybe a little too much, and I can see that it needs to be right now as the depth of tha woodwork hides it too effectively. I do hope that passes for making sense! ;O) Just barely ;) I appreciate the extremely detailed critique -- don't get too many of those these days -- but (dun dunnn dunnnnnn) what I have there is the style I'm going for (although I need to add some cracks in the plaster so the brick is showing through a little -- could prove to be difficult since that will most likely make the tiling of the texture much more evident) and it won't be changed out of the interest of maintaining it. |
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@Picklesworth: Ah, should've scrolled down and seen the rest of the images, I suppose. Thanks anyway ... |
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Nice to see the editor's mesh features being used. |
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Noel: you can do the cracks in the plaster like they are done in a Source Hammer (hl2 etd.) map, use a 'decal' i.e. a sprite lifted 0.01 or so away from the wall... |
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nice work |
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NoelCower - depending on whether your using Cipher for this or not, you could use shadeders, and texture bomb a cracked texture look. It seems ideal for this situation, escpecially if you make a variety of cracks. |
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nice.. :) now, if we could only see the game around the door as well!??!! ;) |
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NoelCower: what IS that window doing? Is it holy? >_> |
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That looks nice. The contrast between the door, its frame, and the wall is a bit funny looking though... Perhaps the frame texture should be tinted a bit. |
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Remade the window, since glass just wasn't logical.![]() |
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Looked better when the grass was broken up like in the first 3DWS shot. I also think the windows will look better with glass, less repetitive. Besides it would look cooler than the closed version at night with warm and fuzzy light shining through. The door is fantastic. |
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I like that doorway - can I have it (and the whole building if possible)? |
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No. Because nobody likes you. |
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Really nice work. Lovely chunky feel. It's a shame but it seems to look nicer in the Max render than the Blitz render... colours seem a bit washed out in Blitz. Is that simply the Blitz renderer or could you prevent that with some good lighting in Blitz? |
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There are no screenshots here rendered in Blitz, nor will there ever be. |