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Image Comments posted by Vince
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Wonderful--as usual.
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Washington, if you don't get a resolution soon, I should be able to solve your problem when I get home from work. Is it a load door (which transports you to another location) or an animated door that just swings open and closed?
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Nice work. Try changing the apply mode for the translucent glass part from APPLY_MODULATE to APPLY_HILIGHT. Once you do, you may want to tweak the transparency of the normal map to get just the right amount of reflection. Also, a glossiness of around 20 would be a good start.
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This is very nice work, washington. When I first saw the thumbnail, I thought it was more clutter by Meo.
If you made the well in Blender, you might try an experiment. Try using Mark Sharp along the vertical edges of your octagonal well and adding an Edge Split modifier. Set Smooth and see how it looks. If you like it, apply the modifier and export it. Alternately, you could see how a small bevel would look on those edges. Since all the vanilla wells are round, a polygonal one would be a nice addition.
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Nice Onions.
As donnato said, maybe you're being a bit too thrifty with polys (referring to the hooks and pots). Overall great work (I would expect no less).
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Thanks for the kind words everyone.
Washington, yes it's more polygons than one would normally want for a clutter item. I tried it with less and it really didn't look good at all, especially the helical surfaces. In this particular case the auger will spend most of it's time in a tool box or the player's inventory. In fact, the player can remove it from the toolbox into his inventory and never see the actual model, only its icon. (Although I hope at least some will look at the actual item ).
Donnato and John, I'm really working to improve my modeling technique. Quads have several advantages, especially when modeling a humanoid head. I'm also trying to vary the poly size according to the curvature of the surface. Quads or not, having a really "clean" wireframe is essential for complex models to look their best.
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Red sails in the sunset. There must be a storm coming.
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Very nice. I do remember how it looked before and this is better.
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donnato,
This image is a screen shot in Blender. So, only the diffuse map is applied. The surface contour is the same as that of the previous stone wall images. Those were screen shots in game so do show the 3D surface texture.
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Thank you for your comments. For things like weapons, I do want that brand new look. After all, they are fantasy weapons. However, for the forge and its stone texture to fit in with the Abandoned Shack and surrounds, it needs to be more realistic, worn and dirty. So, 'more dirt on the way!
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AFAIK I've removed all the seams, so I'm not sure where to look for it. Could you point it out in a new picture so I can see if it needs a fix?
The seam is horizontal, right at the center or a couple of pixels above. Once you see it, it's quite obvious, more so if you zoom in. I've outlined the area in the image below.
BTW, I did check that the texture tiles perfectly seemlessly--it does.
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Overall, it really does look very good. However, I am a bit confused. There appears to be a horizontal seam across the middle. How does that happen?
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It seems there is a teensy thing missing: windows? Maybe you don't do windows.
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This does look like a nice place to stay. Is this a mod you've made?
I notice a potbelly stove, two teapots, and a patterned rug. Did you make these?
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John, no, I did not make this. This is a photo of the actual sword used in the LOTR movies. I just posted it to give some idea of what I'm trying to accomplish with my Hell Freezer sword.
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IS, in your last comment you say "grip" twice, but clearly mean two different things. Is the second "grip" actually the guard?
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Hi IS. Although I might not agree, I would like to know what you have in mind when you say "a little more texture". I always want to keep an open mind. BTW, there is some gold texuring on the wood (reminecent of Sting) that I'm presently redoing. I'm planning additional texturing of the base of the blade a little like Hadhafang (Adonnay did an exact copy--even copied the LOTR artwork for the texture, which I will not be doing).
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IS and grond, although I do value your comments, I don't think I'm striving for the same thing you might with this. See the mute textures of Sam's Sword. Something like that or Sting is closer to what I would like to achieve rather than the heavy on scrollwork swords from vanilla Oblivion or the swords that IS and StarX have made.
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Definitely cool! Did you do this all yourself, including modeling the dragon?
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Very nice!
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Although this particular dagger might be a bit thin, I see that you are mastering the curve modifier--not an easy thing--but very powerful! Good job!
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grond, you are aware of the simplify path command in InkScape? That could reduce the number of vertices.
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My only complaint is I wish the image was a little lighter. Well, that's my first complaint. Second is it's obvious from the awesome design that grond has real artistic talent--that just doesn't seem fair.
Folio02
in Member Gallery
Posted
'Even better than the previous one. Are you using Xnormal or Crazy Bump?