Poll

If you have played v 10.07.27, please rate your playing experience(s)

Five stars - Magitech quality
4 (15.4%)
Four stars - above average
14 (53.8%)
Three stars - average
7 (26.9%)
Two stars - below average
0 (0%)
One star - painful
1 (3.8%)

Total Members Voted: 10

Voting closed: 15 July 2016, 11:49:45

Author Topic: GLADE Team Project: Dark Magic  (Read 280333 times)

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #400 on: 13 September 2009, 02:59:32 »
ok hope you like it sorry didn't texture it either and its a diamond in the rough  ;D

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #401 on: 13 September 2009, 03:39:15 »
That's no problem.  Instead of reducing the polygons, I just made a separate object and fit it to the old one, so it looks identical but it's only like 400 and something faces.  I'm adding some "flavor" to it, though.  (and anyone who's seen my recent models knows that when it comes to me and Dark Magic, flavor means spikes)

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #402 on: 13 September 2009, 06:36:55 »
cool even tho i'm not with the team i would like to see the finished product =)
Edit: i'm not on the team , but if you want a better ground texture for the serpent i can make you one =)
« Last Edit: 13 September 2009, 06:45:07 by Fluffy203 »

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #403 on: 13 September 2009, 06:55:30 »
I'm finished with the model (unless something needs to be changed), but it still needs a texture.  It probably doesn't need an animation, but if someone wants to add an appropriate flag or some dangling skulls or something, be my guest.

Take a look at Fluffy's version on GLADE's ModDB page.
Take a look at John's version on GLADE's ModDB page.
Download sheol_temple_9_13_09.7z (22kb) from MediaFire.

I can make an attempt at texturing it, but I'm sure someone (just about anyone) else is more qualified, so let me know if you wanna take a shot at it. :)

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #404 on: 13 September 2009, 06:59:27 »
i'll do one and post it up here no sweat  ;D  and ok curious did you extrude those spikes or make them and just separately put them on there cause if you extruded them , you might wanna detach them and texture them like that or the uv's will be sick if you try to just texture it like that

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #405 on: 13 September 2009, 07:01:49 »
i'll do one and post it up here no sweat  ;D  and ok curious did you extrude those spikes or make them and just separately put them on there cause if you extruded them , you might wanna detach them and texture them like that or the uv's will be sick if you try to just texture it like that
I extruded them from the sides, but I unwrapped them separately.

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #406 on: 13 September 2009, 07:03:58 »
woot smart move =) just thought i would ask

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #407 on: 13 September 2009, 07:07:24 »
The placeholder textures are in the package, so do you think you can figure it out with just those, or do you need the model in .obj as well?  I think there's just the .blend in there (or can you work with that too?).

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #408 on: 13 September 2009, 07:15:09 »
well if you extract it with the uv's already unwrapped it should keep them , but i can work with blender enough to texture in it , but just put both files up and i'll texture it and here are the two ground textures use which ever you like the most or neither  ;D with roots

-Archmage-

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Re: GLADE Team Project: Dark Magic
« Reply #409 on: 13 September 2009, 07:16:19 »
What other models have to be done, I would like to do a little modeling again.
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Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #410 on: 13 September 2009, 07:18:19 »
lol forgot we were like competitor's for a moment , but oh well   :D

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #411 on: 13 September 2009, 07:21:38 »
well if you extract it with the uv's already unwrapped it should keep them , but i can work with blender enough to texture in it , but just put both files up and i'll texture it and here are the two ground textures use which ever you like the most or neither  ;D
I think something dark and stony would be good, probably with some vines/moss/creepers/whatever growing on it.  I'm not sure about the head and the horns, though.  Keep in mind the concept picture.

Edit: If you're using GIMP, then maybe you can use some kind of mix between the amethyst, granite #1, and slate patterns. /Edit
What other models have to be done, I would like to do a little modeling again.
All of the buildings are done, but if you're feeling up to the challenge, you can have a try at the Imp, Gargoyle, Alliyp, Morlock, Shadow Walker, or Harpy.
« Last Edit: 13 September 2009, 07:24:26 by John.d.h »

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #412 on: 13 September 2009, 07:24:35 »
yea i followed the concept when i did the model , but yea just upload them and i'll give the texture a shot =)

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Re: GLADE Team Project: Dark Magic
« Reply #413 on: 13 September 2009, 08:30:15 »
I'll try Morlock.  :)
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Re: GLADE Team Project: Dark Magic
« Reply #414 on: 13 September 2009, 08:33:51 »
Modman I need concept art. :)
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John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #415 on: 13 September 2009, 08:53:18 »
On second thought, I think I'm gonna have a try at texturing the Temple.  I need the practice. ;)
Modman I need concept art. :)
It's supposed to be a furry goblinoid creature roughly equivalent to a Daemon in strength.  They also have poor eyesight, so beady little eyes would probably be a nice touch.  I remember Modman emphasized several times that it's supposed to be hairy.  I think he said something like "a man-sized yeti".

Examples:1, 2, 3, 4

Edit: Here's my progress on the Sheol Temple's texture for the night.  Tomorrow (err... today, technically) I might touch it up a bit and maybe get started on the rest of the building.
« Last Edit: 13 September 2009, 09:44:16 by John.d.h »

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Re: GLADE Team Project: Dark Magic
« Reply #416 on: 13 September 2009, 14:22:34 »
Ok I took the swordman model and changed it a bit.
I'm trying to get a better idea of what it will look like it Glest.
I know I still need to work on a few things but here's a start.

Just tell me what to change, or change it yourself.
I gave him a pickaxe as a weapon, didn't know what else to give him.
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modman

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Re: GLADE Team Project: Dark Magic
« Reply #417 on: 13 September 2009, 20:20:20 »
Thanks everyone for the progress Glade is making on this faction.

I was worried about whether me being absent most of the time would kill progress, but John.d.h has kept it going, with insight, tips, and work of his own.

Also, I would like to thank Arch, Fluffy for the models.  I want to check them out tonight.

Archmage101, just wondering, but do you know how to animate?

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Re: GLADE Team Project: Dark Magic
« Reply #418 on: 13 September 2009, 20:23:46 »
Modman I was just trying to learn to animate in the past few hours using the Glest Guide but it doesn't seem to be working.
I will learn to texture though soon.
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Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #419 on: 13 September 2009, 20:33:20 »
ok i have a rough , very rough harpy by morphing the swordman , but its a sexy model if you want it let me know i seperated the wings uv's and have a texture for them already , but you can do whatever you want with it if you want it =)

Mark

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Re: GLADE Team Project: Dark Magic
« Reply #420 on: 14 September 2009, 01:26:09 »
Where is it?  And also, even though i redownloaded it, I couldn't open your Shadow Walker model. 

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #421 on: 14 September 2009, 02:10:48 »
it is in my documents right now and idk why john didn't have a problem

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #422 on: 14 September 2009, 03:21:26 »
Actually, I can't get it to import either.  I just hadn't tried before.  :-[

Anyway, it gives me the following error:


If we can't fix it, that's not really any big deal since it was (as I recall) only a slightly-modified version of Ghost Armour that would take like five minutes to remake, or alternatively we can pursue other concepts and totally redo it.

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #423 on: 14 September 2009, 03:39:34 »
yea you guys can , plus i added hands didn't know if you wanted them in the first place  :D

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #424 on: 14 September 2009, 22:02:23 »
In regards to the Morlock, I'm thinking he should attack with claws or fists, since I'm picturing something somewhat subhuman, incapable of any weaponry more sophisticated than a stick, but of course trees don't grow underground, so he'd be stuck with just his natural weapons.  I might have a try at making one when/if I get the time.