Author Topic: Contribution Discussion  (Read 11444 times)

Nikodemus

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Re: Contribution Discussion
« Reply #105 on: June 06, 2007, 06:32:17 am »
Gobbles made the book? ;o



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Baldur

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Re: Contribution Discussion
« Reply #106 on: June 06, 2007, 06:37:02 am »
Coming to think of it, maybe they didn't.

Jeraphon

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Re: Contribution Discussion
« Reply #107 on: June 06, 2007, 12:18:11 pm »
LigH, the goujah fur is supposed to be a small bundle (about a double handful,) not a whole hide. One is dyed purple, the other is natural.

It looks good, though; maybe we can hang on to the former as a "goujah hide" when the time comes :)

LigH

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Re: Contribution Discussion
« Reply #108 on: June 06, 2007, 12:21:29 pm »
Great ... It would have been helpful to know all that before I start modelling...

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Jeraphon

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Re: Contribution Discussion
« Reply #109 on: June 06, 2007, 02:53:24 pm »
Great ... It would have been helpful to know all that before I start modelling...

Quote from: Karyuu
As you can see, many of these items come from quests. So to really do them justice, you will probably have to be familiar with the NPCs and stories involved.

Sorry :(

LigH

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Re: Contribution Discussion
« Reply #110 on: June 06, 2007, 04:07:20 pm »
If I was able to play more often than a few hours a week, probably. But technical issues -- and a hillarious and community-splitting quest nesting (I'm trying for several months now to get the winch key and could not yet make it through the jungle) -- don't allow me to do much I am neither a power-leveler, nor a power-quester. Just a part-time player.
__

Okay - I added a fur patch. Rather minimalistic this time.

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LigH

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Re: Contribution Discussion
« Reply #111 on: June 10, 2007, 11:59:48 am »
Hey, Wired_Crawler - did we awake you? :D

Boy, interesting concept. And the crystals reflect and refract really pretty.

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Wired_Crawler

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Re: Contribution Discussion
« Reply #112 on: June 11, 2007, 08:29:05 am »
Hi, LigH.

Hey, Wired_Crawler - did we awake you? :D

:sleeping:
Mmmm... kind of... .
 :flowers:

I read:
Feel free to use this as a fun means of competing with one another. And have fun in general :D

I can't miss next competition ;)
And I want to give you all a reason to improve your skills ;).

Greetings.

P.S. This place has changed in last several months...
LigH, You did double posting and any moderator have not reacted yet ::|

;D
"Close the world, txEn eht nepO."

LigH

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Re: Contribution Discussion
« Reply #113 on: June 11, 2007, 10:23:11 am »
Uhm, well ... Posting again after more than a day is not "double posting" anymore! :P

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Nikodemus

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Re: Contribution Discussion
« Reply #114 on: June 11, 2007, 11:52:26 am »

I read:
Feel free to use this as a fun means of competing with one another. And have fun in general :D

I can't miss next competition ;)
And I want to give you all a reason to improve your skills ;).

haha!
I literaly loled reading that ;D That was both tought and funny.

yeah... we can all learn from you, I woudn't make the ring better and it is exactly how i imagined it, well maybe with a single diamond. Good choice of faces layout too!
I'm sure Gag will learn a lot from it too ;)



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rast

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Re: Contribution Discussion
« Reply #115 on: June 11, 2007, 12:10:56 pm »
@Wired_crawler
Your moddeling skills/texturing skills/Ring looks as excelent as ever :D

Make sure you don't post too much of you stuff, you gotta give the rest of us a chance ;)
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Nikodemus

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Re: Contribution Discussion
« Reply #116 on: June 11, 2007, 02:01:53 pm »
rather just post stuf not already done ;P



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Wired_Crawler

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Re: Contribution Discussion
« Reply #117 on: June 11, 2007, 05:10:30 pm »
Aha!
I have managed to wake up a spirit of competition!
Good. ;D

Belive me, guys, destroying your fun is the last thing I want. I can even make the following statement:

"My works can be used only if no acceptable alternatives are chosen."

It was official :).

Anyway, it is highly possible, that my ring does not suit PlaneShift style, so there is no reason to start evasive manoeuvres :S. The fact You like it does not mean it would be accepted by Devs.

I haven't made anything else yet and I don't know, when I will have time for modeling (it will be rather sooner then later). Hmmm... Because deadline is still unknown, I think I won't wait until the last minute, so... :detective:.

Things which could encourage me to make my versions of already presented works are: too high poly count, too big texture, too much wasted uv space (all IMO, and as you can see I pay attention to technical, not artistic aspects). Another reason can be simple: "I just want to make it for fun" :).

Yes, currently I think about items which were not presented yet. It does not mean I want you to leave them for me (or anybody else). If you only have time and will - give everybody a reason to compete ;). We want to learn 3d modeling and (above all) a pretty looking game, not our names on credits list, right :) ?

Cheers.

P.S.
Uhm, well ... Posting again after more than a day is not "double posting" anymore! :P

 :o Maybe I should read all stickies in "Rules" and "Newbies" forums again ?...

Edited to immortalize:



Nice number, Nikodemus.
« Last Edit: June 11, 2007, 06:20:40 pm by Wired_Crawler »
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Nikodemus

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Re: Contribution Discussion
« Reply #118 on: June 16, 2007, 09:48:44 am »
Edited to immortalize:



Nice number, Nikodemus.
* Nikodemus attempts to eat it... but finds out he alredy did ;P
Anyway, i'm on a straight way to forum addict, pray on my addicted soul ;P

hm ho I have a serious matter about.... transparency ;D
How do i make it work properly in CS?
All i can get with these proporties:
is this:
The texture is partially transparrent where the png is, but
how the faces are visible is completly messed up! CS draw different faces in a random order. Faces which are close to you should be completly visible and should cover these, which are behind. On this screenie this rule is nonexistant.

So i tried to make it work in blender (well if it wont work in cs, this kind of means my model is invalid... but i hope someone is able to actually make it work ok. ) i found a tutorial:
and came up with this: http://wiki.blender.org/index.php/Tutorials/Textures/Use_Alpha_for_Object_Transparency

Why the heck it can't work? It indeed see the partiall transparency at the edges of the paper, but if something is also grey/dark, it becomes also partially transparrent... bah and where it is transparrent, instead of showing what is behind, it show the background.

How do we make it work right?
 3dmax to cs exporter works better?
I'm in a dead end x)



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Karyuu

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Re: Contribution Discussion
« Reply #119 on: June 16, 2007, 11:00:41 am »
Just to add a note in case I haven't mentioned this before, avoid using double-sided polys. PlaneShift does not handle them well, so each side needs its own individual set of polygons. I'm not sure whether this is an issue for anyone (...yet?) but it needs to be stated :)
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