Discussion in 'Art' started by dizzyone, Apr 21, 2007.
did i tell you i love you?
Tablis go away, your stealing the love!!.. LOVE STEALER
Hope you guys like it.
Next pack will have
- static arty model
- phony lcd screen
- atm wall machine
- subway/wecare sign
but first let me finish up the reflex/holo sight for BE
When you keep saying that if we want something we should model it, does that include skinning?
Because once uni finishes I'll have time to practise my modelling that I've been learning this year, I can probably get a few ideas I've been having out, but I don't know how to use image editors (although the principles of UVW mapping are part of my course)
Did I say that? :S
Not sure what you're replying to.
You don't know how to use photoshop? I would guess that photoshop will be part of any course or study you're taking that involves 3d models.
Also I think it's better if you call it texturing, I'm sure its a correct term and that it is used a lot in 2d graphics communities, but skinning refers to animation where you apply a model to a skeleton by weight.
Ok texturing then. I usually use skinning to refer to scribbling on a UV map and texturing to refer to making tile textures or whatever.
And yes, you often comment in other sections about how the mod lacks modellers, and I have heard the suggestion that modelling something would help grant it some force when suggesting it.
And no, it's not part of the 3d modelling modules, although it is a module in the second year. I picked and mixed my course but it is basically the same as one of the other courses, and all the texture stuff in in the second year for me.
Well if the suggestion is reasonable and the reason why it would not be in is because theres no modeller to do it, then yeh I'd definitly go for doing it yourself. For example Arklansman made some sweet explosion sprites for the tanks and those were included with 2.0. Theres plenty of things left that you could fix or do for the mod as a modeller I guess, I havent done any of that because I'm not a good modeller and am slow as hell.
I guess a good place to start is to improve the collision models on a lot of objects, I can name a lot of models where you can get stuck in and you don't need to texture one bit. You wouldn't even need Krenzo to implement them into the game, ok sure for the sake of consistency it's required, but if simply both the client and server have your improved versions of the model, it'll work.
After this month is over I shall see about learning how source models actually work in a technical sense, as currently I haven't done anything other than buggering around in max making models, while source requires some other stuff to get it working.
I've been working from blueprints too, but I haven't found it particularly difficult, just time consuming to get them absolutely correct.
I'll get a picture of a couple of the models I've been doing at some point. But I'd definitely like to do something constructive to get the mod going faster.
The prototype of a holo sight issued by Sixth Infantry Div. higher command for standard use by all soldiers. A little preview
Very nice, I saw the WIP version and I stick by what I said, it looks like a holosight but not like one that already exists on earth, which is good, and it fits the brenodi weapon style, which is also good.
I think it will make the brenodi weapons much more fun to use.
Guess I can be called the resident texturer; so if you have questions about UV mapping; or actual texturing, feel free to ask...
Or even if you need some prop textured, I can do it (Can't guarantee a speedy delivery though )
Oh I know how to do it in theory, and how bump maps and alpha masks etc work, I also worked with HL2 textures somewhat, but I just don't have any experience with photoshop or gimp or anything beyond paint really.
I can make UV maps, or at least I can with max (have to figure out how XSI does it though) so once I have the models done I should be able to supply them as required.
does anyone know of a good rocket/missile model (as in a big one that'd be sat in a silo ready to launch (or ready to be loaded))? I'm sure there was one in hl1 but I doubt that'd work with empires without being included separately
Guess you could do one quite good with cylinders-block in Hammer?
Or someone could make one. Missiles are a cake walk to model (don't come bugging me. 1. I gave up on modelling in order to devote more time to writing. 2. I can't texture it to save me ass).
Episode 2 has a gorgeous one you can use as a reference if you like.
yeah episode 2 and TF2 have one, the one in TF2 looks like the Saturn V
other than that good luck
Or steal one from TF 2 from the well or Hydro map, can't remember which one had it.
Change the texture on it and claim it as your own.
Cue being sued by Valve.
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