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Moroccan Enclosure: That asshole Birgit made a similar thing for Juniper Sun - for free - but eventually pulled it and flounced. I always thought it was a cool idea, but the mapping was fucked and it turned out to be pointlessly high-poly, so my enthusiasm was dampened somewhat. When meshing turned out to not be as hard as I'd feared, this was one of the first things I messed with. This is actually the second version I've done - the first one is working well in my game, but this one will be better - it's floor-to-ceiling, 3 tiles exactly, and under 800 polys. I'm going to make a version that is just a big, fat archway, i.e., a 1-tile-thick walkthrough, and am going to fiddle with the idea of a freestanding archway/screen thing, as well. I'm in the middle of texturing it, as you can see - polka dots are just the mapping textures.

Moroccan Shelf: I have had Yggdrasil's Moroccan bookcases in my game for as long as I can remember. They are quite high poly, unfortunately, and they are very difficult to recolor with any sort of detail. This shelf will probably also be a pain to recolor (and I cleverly made the mesh without having a particular texture in mind, so I'm anticipating having to cobble together all kinds of Moroccan designs), but at least it has fewer polys - under 1000. This is a 1-tile version; a 2-tile version may be forthcoming if I can figure out what I want to do with the detail on the top shelf - stretching it out to 2 tiles is unacceptable, but duplicating it is also wrong. I guess I'll just have to make a new...thingy. Whatever that bit on the front is called.

Other mesh projects: More Art Deco, fixed versions of the things I released the other day (mapping adjustments, etc.), a bunch of bar/liquor things, more Asian stuff (portable shrine! the languishing opium project!), a plethora of shoe clutter, a curio cabinet with accompanying 18th-19th century grotesqueries, some urban clutter, laundry piles, etc., etc.

I have a lot of ideas for meshes I want, and I end up meshing new things in between game tests/crashes. I guess the bright side of my endless game problems is the fact that I've learned to mesh at all, and that I'm getting much better at it than I would have if my game ever worked.

I also promised someone that I'd do a meshing tutorial - which means meshing+mapping IMO - and I am working on it, but she'll probably have learned more than I know before I'm finished with it. It seems a little silly for me to be doing a tutorial on using a program that I really don't know much of anything about - I don't know what most of the controls and 90% of the plug-ins even do, and so far I haven't needed to care - but I guess that's just proof that you don't have to know a hell of a lot about 3D graphics to make a useable mesh.

Okay, enough stalling. I am going to take yet another stab at running the game. I am not optimistic.

(no subject)

Date: 2009-03-11 05:22 am (UTC)
From: [identity profile]
As with your last post I am in love with everything seen or mentioned here. (Especially a portable shrine, hell yes.) Here's hoping your game runs!

On the subject of tutorials, I'm compiling my list of pesky questions about mapping. I will probably attack you with it in a day or two.


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