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Jeroen
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Joined: 07 Aug 2004
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Location: The Netherlands

PostPosted: Mon Jul 04, 2011 8:01 pm    Post subject: Reply with quote

Excellent start there, AWM Mars! Very Happy Make sure to finish this, as this will definitely aid a lot of people out there. Also, the screenshots on the Your Inside site are inspirational. I very much liked the chess- (I visited that scene online some time ago), and the castle shots.

Spotted a little typo: This is a 'Packaged' format of the programmer DeleD CE. An 'r' too many in programmer, me thinks?
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AWM Mars
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Joined: 06 Jan 2010
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PostPosted: Tue Jul 05, 2011 6:58 am    Post subject: Reply with quote

Jeroen wrote:
Excellent start there, AWM Mars! Very Happy Make sure to finish this, as this will definitely aid a lot of people out there. Also, the screenshots on the Your Inside site are inspirational. I very much liked the chess- (I visited that scene online some time ago), and the castle shots.

Spotted a little typo: This is a 'Packaged' format of the programmer DeleD CE. An 'r' too many in programmer, me thinks?


Thank you for the feedback.

The typos were worse than I first thought, I hadn't run the spell checker on the last draft Embarassed well spotted. Smile

I really enjoyed making those environments. It was a steep learning curve and I made plenty of mistakes. What gave me the confidence is DeleD without a doubt. I have opened many programmes, spent hours/days going over the tutorials, guides and forums, only to find I cannot retain all that information, even to carryout basic tasks.

Whereas with DeleD, I can dive straight in and start using it. Learning as I went along, that says a lot about a program, how well thought out it is, menu functions and layout all combine to make a program 'fit well in your hand'.

Now that I've reached this stage, I am saddened that DeleD isn't attracting enough development, given its current potential.

With regard to the website, I'll add many of the models and prefabs I've completed/offered here, along with some scene shots of the various environments I've created. I was considering linking the tutorials, albeit I'd prefer people came here to use the tutorials and the forums.
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chronozphere
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Joined: 20 Jun 2006
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Location: Netherlands

PostPosted: Fri Jul 08, 2011 12:47 pm    Post subject: Reply with quote

Hi AWM,

I know what you're talking about. DeleD isn't as popular as I would've liked. The silence of the forums and the community doesn't really motivate me to spend alot of time on it.

My holidays will start at the end of today, so I will have more time to work "with" DeleD (I'd like to build some cool models for a change). If I do that, I will undoubtibly run into bugs which I could try to tackle.

And I still think the idea of a DeleD rewrite is interesting. The main problem is time and devotion from a substantial group of coders. Confused
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AWM Mars
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Location: Wilts England

PostPosted: Mon Aug 08, 2011 12:45 pm    Post subject: Reply with quote

Had a few hours, so thought I would create a scene model for you guys Very Happy

Today, I was inspired by my sons scooter. They are more robust and somewhat spaceage compared to the one I had lol.



The model does include some detailed textures (which you can change for your own), making it appear quite big. It is in DPS format, so you will need the Package Importer plug-in to use it. Enjoy.

http://www.working.yourinside.com/DeleD/Models/Scooter/ScooterTextured.dps
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AWM Mars
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PostPosted: Wed Aug 17, 2011 2:55 pm    Post subject: Reply with quote

I've created a Spirit Level for the Utilities Folder.



As always, I've provided this in DPS format, so you will need the Package Importer to use it. The file/model is very small mainly due to the textures I've used, and in place of some textures, I've used vertice colouring/shading, or a colour 'material.

For anyone not familiar with those techniques, grab yourself a look. You will notice when selecting some areas/components by 'Vertice', I've used either/and or, a colour map or reduced the alpha value. This is a technique I used for Glass, without resorting to a texture, which you can find in the Tutorials section of this forum.

http://www.working.yourinside.com/DeleD/Models/SpiritLevel/SpiritLevel.dps
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Jeroen
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PostPosted: Wed Aug 17, 2011 3:01 pm    Post subject: Reply with quote

Looks very nice, indeed! Very Happy

I wonder if the polycount can be further reduced? It seems like a lot for what appears to be a relatively simple object. But of course, I may be mistaken, given the fact I have not reviewed the model in detail. Educate me, if you please. Smile
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AWM Mars
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PostPosted: Wed Aug 17, 2011 3:19 pm    Post subject: Reply with quote

Jeroen wrote:
Looks very nice, indeed! Very Happy

I wonder if the poly count can be further reduced? It seems like a lot for what appears to be a relatively simple object. But of course, I may be mistaken, given the fact I have not reviewed the model in detail. Educate me, if you please. Smile

I tried optimising the model, which reduced the poly count a bit, but messed with poly faces, often obscuring cutouts etc.
I have used Subtract to generate the holes for the 2 end levels (1 for vertical and 1 for 45 degree surfaces), given there is a lot of tubes and even a geosphere for the air bubble (which you can delete and use maybe a texture?), I always try for authentic as possible. With that in mind, all the spirit tubes have an inner skin, so I could mount the texture internally, to show its reflection correctly, when viewed at an angle, given that the imprinted lines on the outside of the glass tubes, would reflect on the liquid inside the tubes (I even altered the alpha value for the inner texture, to show some opacity). Smile

In my experience, you can always work backwards, but without the skills, it is difficult to work forwards.
Ways for reducing the value of the model further:-
1) Delete the inner faces of the 3 tubes.
2) Delete the air bubble and replace with a texture on the outer tube face.
3) Optimise the various components, which may require work to be done, re-connecting vertices's to remove ghost polygon faces from openings etc.
4) Remake the surrounds to the 2 end level tubes, to use less faces.
5) Remove the 1-2 end tube(s) and surround(s).

At 43kb, including textures, this isn't a big model, as the poly-count may suggest... maybe?
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Last edited by AWM Mars on Fri Aug 19, 2011 7:46 am; edited 1 time in total
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AWM Mars
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PostPosted: Thu Aug 18, 2011 5:19 pm    Post subject: Reply with quote

Today, I created a Washing Machine. I spent longer UV mapping this model, than I did creating it.



Here is the orginal Picture, which I made the texture from, along with a clothes picture I had.



Here is the model, complete with textures used, in DPS format.

http://www.working.yourinside.com/DeleD/Models/WashingMachine/WashingMachineModel.dps

I have a tumble drier to work on soon. Albeit it is not a match, make/style etc to the Washing Machine.

Enjoy Very Happy
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Jeroen
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PostPosted: Thu Aug 18, 2011 7:23 pm    Post subject: Reply with quote

That looks awesome! Very Happy I can imagine that texturing took a lot of time, indeed. Good job!
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AWM Mars
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PostPosted: Fri Aug 19, 2011 10:32 am    Post subject: Reply with quote

Jeroen wrote:
That looks awesome! Very Happy I can imagine that texturing took a lot of time, indeed. Good job!

Thanks for the feedback, yes the texturing took a while, but, I wasn't totally happy with it.. so..... version 2 was born.



It has a few more polygons, which I needed to make the glass work, along with aligning the new texture (hence why the dps file is slightly larger).

http://www.working.yourinside.com/DeleD/Models/WashingMachine/WashingMachineModel2.dps
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AWM Mars
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PostPosted: Fri Aug 19, 2011 11:45 am    Post subject: Reply with quote

Just finished a Tumble Dryer, and wanted to share.



Here is the orginal picture I used to create the model.



And the model in DPS format.

http://www.working.yourinside.com/DeleD/Models/WashingMachine/TumbleDryerModel.dps
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AWM Mars
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PostPosted: Fri Aug 19, 2011 6:10 pm    Post subject: Reply with quote

On a bit of a roll making models, while I await the arrival of my new camera Very Happy

This time, a Built In Oven. I've taken the screenshot with the elements selected, so you can see the geometry. All three of the knobs are seperate models, so can be deleted, if you prefer to use the underlying texture, to save polygons.



This is the orginal picture I used to create the model.



And finally the model in DPS format. It is quite a large file size, mainly due to the texture being 1024x1024. I'm sure many can reduce that if they so need to.

http://www.working.yourinside.com/DeleD/Models/BuiltInOvenAndHobs/BuiltInOven1Model.dps
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Jeroen
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PostPosted: Sat Aug 20, 2011 9:23 am    Post subject: Reply with quote

You're on a roll AWM. Cool Btw, how's your portfolio website coming along?
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Aug 20, 2011 5:24 pm    Post subject: Reply with quote

Jeroen wrote:
You're on a roll AWM. Cool


That's an understatement. You are doing great there AWM.
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AWM Mars
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PostPosted: Sat Aug 20, 2011 7:30 pm    Post subject: Reply with quote

Jeroen wrote:
You're on a roll AWM. Cool Btw, how's your portfolio website coming along?

Thanks for the feedback and trucker2000 Very Happy

The portfolio webpages are coming along, have spent a bit of time recently, then lost my models on my servers. Now I've rediscovered them, I can now continue. Should be ready by end of next week, or there abouts.

If anyone needs a model, providing its legal, non-organic and to be made realistic (like I do), drop me a IM or a post, I'll see what I can do.
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