[Canceled]Legend of Herobrine - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: [Canceled]Legend of Herobrine (/thread-13982.html) |
RE: DarkCrafting Inc. (A New team looking for modelers, voice actor, coders) - Datguy5 - 03-15-2012 (03-15-2012, 08:23 PM)Vaelwing22 Wrote:Do you actually pay to those people who help you?(03-15-2012, 08:18 AM)darkadders Wrote: thats kinda cheap, usin an NPCvillage...I sorta dropped the minecraft world because I could not figure out how to make a msh file out of it (because I am a noob at modeling) RE: DarkCrafting Inc. (A New team looking for modelers, voice actor, coders) - A.I. - 03-15-2012 (03-15-2012, 08:25 PM)Datguy5 Wrote:I gave up on the team thing, all I got was voice actors (THAT IS AWESOME), so I am going to request models and see if I could figure out how to do all this stuff with Amnesia so I don't have to go ask things from people.(03-15-2012, 08:23 PM)Vaelwing22 Wrote:Do you actually pay to those people who help you?(03-15-2012, 08:18 AM)darkadders Wrote: thats kinda cheap, usin an NPCvillage...I sorta dropped the minecraft world because I could not figure out how to make a msh file out of it (because I am a noob at modeling) RE: DarkCrafting Inc. (A New team looking for modelers, voice actor, coders) - Datguy5 - 03-16-2012 (03-15-2012, 08:44 PM)Vaelwing22 Wrote:Alright(03-15-2012, 08:25 PM)Datguy5 Wrote:I gave up on the team thing, all I got was voice actors (THAT IS AWESOME), so I am going to request models and see if I could figure out how to do all this stuff with Amnesia so I don't have to go ask things from people.(03-15-2012, 08:23 PM)Vaelwing22 Wrote:Do you actually pay to those people who help you?(03-15-2012, 08:18 AM)darkadders Wrote: thats kinda cheap, usin an NPCvillage...I sorta dropped the minecraft world because I could not figure out how to make a msh file out of it (because I am a noob at modeling) RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - A.I. - 03-17-2012 Well, I got some maps done, I probably will not get much done because I am using my low end computer, my good one is messed up. I can do small things but I will try my best to keep up this map . I have 4 different endings the way they are picked? No one will know. I also need voice actors and more updates will come really soon and I also added a progress bar with updates under it....I will occasionally post a reply if it is really important. RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - A.I. - 03-20-2012 I am really tired, it is 2:18 A.M I need to get to bed, I have been working on the new lantern for a little while, it is a some what simple model, but I CAN NOT TEXTURE IT!!! The material editor will not show, but thats why I look around on Maya *nod*. I am also adding a wooden stake, it is the same thing as the torch but not as cool looking, Screenies!! (You got to love them!) Lantern! Wooden Stake! RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - Traggey - 03-20-2012 Uhm, I'm just going to let you know right now, those models look VERY high poly, they will not work within the engine, they'll simply create massive laggs. RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - A.I. - 03-20-2012 (03-20-2012, 11:30 AM)Traggey Wrote: Uhm, I'm just going to let you know right now, those models look VERY high poly, they will not work within the engine, they'll simply create massive laggs.What is the highest poly for a model? If the model excedes the poly limit I will make it less complex... RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - DerpandHerp - 03-21-2012 Im up for voice acting anyone but Herobrine (Demons hurt mah throat) RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - Mine Turtle - 03-21-2012 (03-20-2012, 10:23 PM)Vaelwing22 Wrote:this model would MAX top about... 400 polygons. its best to make it as low as possible. using bumpmaps and normalmaps makes the edges soft, so you dont have to worry about edging. REMEMBER. you HAVE to make a bumpmap of your texture.. its not built into the engine. get crazybump or something to do it(03-20-2012, 11:30 AM)Traggey Wrote: Uhm, I'm just going to let you know right now, those models look VERY high poly, they will not work within the engine, they'll simply create massive laggs.What is the highest poly for a model? If the model excedes the poly limit I will make it less complex... RE: (Total Conversion) Legend of Herobrine (Needs Voice Actors) - Mehis - 03-21-2012 Nice idea. Though, you need to optimize those models. E.g that sharp stick could be just a 8-12 sided cylinder, which then turns into a spike. And even that is about how small it is. If it's the size of a hollow needle it could easily have 6-8 sides without losing the effect of being highly detailed. Also, I hope your editor supports smoothing groups... You should use 3ds Max. It's free and you can also texture the models within the editor. Unwrapping those models should be pretty easy since they are only bunch of cylinders. |