FOnline Development > 3D Development

3d models development

<< < (423/482) > >>

Luther Blissett:
I think I wouldn't worry too much about that. Models and textures can be re-attached with text in the fo3d. Also, if they're going to be rigged for hands, they can simply have the texture reattached at that stage instead. As long as it's got the UV map data, shouldn't be a problem (I think).

Imrinfected:

--- Quote from: Luther Blissett on October 18, 2011, 12:28:37 pm ---I think I wouldn't worry too much about that. Models and textures can be re-attached with text in the fo3d. Also, if they're going to be rigged for hands, they can simply have the texture reattached at that stage instead. As long as it's got the UV map data, shouldn't be a problem (I think).

--- End quote ---
Excellent, then.

Hopefully these settings will save that entire step, but it's good to know that this is still covered in a worst-case scenario.

Johnnybravo:

--- Quote from: Imrinfected on October 18, 2011, 08:47:46 am ---Is the glowing done through a glow map, or something else?

I've modded games which use glow maps - namely ES3 and ES4. If it's the same thing, or the same idea behind it, that might be interesting to use for a few things.
I'll investigate this.

--- End quote ---

It might be whatever, even just bright pixels on the diffuse maps (or masking the effect with alpha). But right, most generic way to achieve that kind of effect is to add colors from another map to the result.

Imrinfected:
Robot Parts.
53 polys.
90 tris.



http://www.mediafire.com/?g0totaph05esa5d

I have four other versions of this, 3 of which ended up being more than 150 polys.

It's hard to model something low-poly using an inventory icon which is a pile of parts as a reference. I tried making what is essentially a lumpy mass with robot parts textured onto it, but that would not only look crappy but also be impossible to rig so I ended up not texturing it. This has a handle, at least.

Since it's pretty generic in that it's a box, I decided to put "Robot parts" on it, and in red no less. No way people will mistake this for something else entirely now - no sir. There's even a cord hanging out, so that's gotta be some indication. Even so, this came out with more polys that I would have liked.


Heart-shaped Locket.
38 polys.
76 tris.



http://www.mediafire.com/?aoago4hnwu25mbo

The texture is pretty lack-luster. I'm not sure what picture is supposed to be inside of it, so I decided not to put one in - so I tried to make it look like just a dingy piece of paper, that way at a distance it's difficult to tell if there's anything on it. I used transparency on a plane to get the chain, where the plane is an ngon with the vertices moved into different positions to make best use of the triangulation, which makes the chain bend. I think the chain came out quite nice.

Without Alpha channel:
90 polys.
174 tris.



http://www.mediafire.com/?d06ophupujghkp6


Locket.
17 polys.
34 tris.



http://www.mediafire.com/?qb1znkzum7dz61b

This also uses a plane with transparency for the chain. The alpha could have been done just a bit better to get rid of those parts where you can see white, but that's negligible really.

Without Alpha channel:
46 polys.
90 tris.



http://www.mediafire.com/?6fx9104v8k9etp3


I saw this on the Item Development Tracker:

--- Quote ---- alpha-channel shouldn't be used in the texture;
--- End quote ---

I'll revise the models that I've used the alpha channel with to meet this apparent requirement.

Karpov:
Hi, if you can export the files into .x format, then you can start adding them into the game easily. Inside _FOhuman.fo3d, under "Layer 1" you will find all the lines corresponding to the weapons, their values are the same as the Item Ids, so just copy a line, and change its value number to the item number you are adding, and then change the name of the model for yours.

Note: When you export the model please use the prefix "ITEM_" for both model and texture files.

I don't know about other software, but for 3dsMax there is a plugin called PandaExporter, which is very good for x files.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version