[Models] New created Models..

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Isaac
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Re: [Models] New created Models..

Post by Isaac »

germanny wrote:2010 i decide to step forward and learn blender, the new gui let me think i can do it^^
So old project tiger renewed and set up in blender to get into it. I´ve learned to use all modeling tools and wrote down all steps i have done.
Beginning with blender was not easy at the first steps, but then as i learned to use the gui (its much better to use keyboard commands in symbiosis) it goes quick up!
Now i try lowpoly sculpt modeling, baking and of course make a perfect rigging for animation^^
What i do here is again an attempt to get more skilled in that.
I started 3d modeling using trueSpace, back in the 90's, and moved on to Blender about 6 or 7 years ago; (Blender had fluid simulation and certain export formats that trueSpace lacked) ~it was a shocking change of UI, but I came to like it a lot. I still use Blender 2.49b over the recent versions for [my] ease of use, as yet un-ported features, and for stability sake. Blender 2.6x I find is great for the sculpting tool, and rendering final work... So I use both and don't plan to discard 2.49b anytime soon.

Blender's Multi-res modifier is really cool, and allows you to start very low poly and incrementally subdivide (and adjust) more and more detail as you need it; 2.6x allows normal baking from the hi-poly mult-res to the low poly.
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germanny
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Re: [Models] New created Models..

Post by germanny »

For me the old blender gui scared me then^^ It looks too complicated to me so i dont go to blender. Now as i understand blender 2.5 and up, i see there is nothing to fear and i can use 2.4x too :P
Ah, i used truespace too, great soft. This was as it becomes freeware.
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germanny
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Re: [Models] New created Models..

Post by germanny »

Isaac wrote: 2.6x allows normal baking from the hi-poly mult-res to the low poly.
This was in fact my mistake with the wizardeye, i did it the false way. The UV seams are noticeable on the renders :evil:
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germanny
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Re: [Models] New created Models..

Post by germanny »

Dungeon master iron door.
The original:
Image
Grimrock:
Image
Image

Not released yet, please be patient..
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Merethif
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Re: [Models] New created Models..

Post by Merethif »

Those doors are amazing. I'm really looking forward whole collection (but frankly speaking those two are enough to make me happy ;-) )
Ixnatifual

Re: [Models] New created Models..

Post by Ixnatifual »

Those cool new doors should spice up familiar surroundings a bit.
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germanny
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Re: [Models] New created Models..

Post by germanny »

Managed to do a dungeon master wallset testing today^^
Okay, its not perfect, the ceiling is bad, the floor must designed in another way..but the wall looks OK so far.

*EDIT*
Deleted the old images here, go to new:
viewtopic.php?f=14&t=4397&start=150
*/EDIT*


Any comments, suggestions? May be helpful.
Last edited by germanny on Thu Dec 27, 2012 8:31 pm, edited 1 time in total.
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Neikun
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Re: [Models] New created Models..

Post by Neikun »

I really like that floor. What I notice due to a lack of pillars is that your wall corners cause the walls to look too flat/2D.
It looks amazing in the dark though. Your ceiling may be alright as is if it was only higher up. This will mean taller walls as well.
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LordYig
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Re: [Models] New created Models..

Post by LordYig »

Nice work on the tileset so far !

I like the floor too, it is well depicting the floor as it was in DM.
After checking some screen shots of the original game, all rocks in the floor were quite big in DM.
Maybe some of the smaller stones in your texture could be merged to be bigger like it was in the game back then ?

Kinda the same remark stand for the wall. I like it.
It is really well done but there's the large horizontal stone on top that did not fit quite well, IMHO.
The wall in DM and CSB where four raws of stone blocks and that's all.
Maybe you should try to remove the top raw and stretch the stone vertically ?
Neikun wrote:What I notice due to a lack of pillars is that your wall corners cause the walls to look too flat/2D.
I kind of agree but you cannot help it.
The original DM tileset add no pillars on the walls. For a remake you should stick to this "pillar less" design. But you could add details and variation in the textures, while making the stones from the floor and walls pop out a little like it is done in the grimrock tileset.
This should looks fine.
Neikun wrote:Your ceiling may be alright as is if it was only higher up. This will mean taller walls as well.
I do not agree with Neikun here.
The ceiling height is fine. The original tileset of DM was low and the default size of the tileset in grimrock fits quite well to this.
If you want to be really respectful of DM design you should stick to this.

When the job will be done, you could get a very "simple" tileset in terms of looks, but that's would fit the DM remake really well.
That's fine work, keep this up.
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Re: [Models] New created Models..

Post by comscript »

It's great, but there's only a little bit of green moss missing :)
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