Author Topic: 3d models development  (Read 677760 times)

Re: 3d models development
« Reply #1380 on: May 01, 2011, 09:36:46 pm »

Right now working on booze, beer, antidote, rot gut and Nuka Cola. stay tuned.

I'll be doing a stimpak and psycho.

Offline Haraldx

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Re: 3d models development
« Reply #1381 on: May 02, 2011, 10:15:00 am »
Antidote done.




36 vertices, 64 edges, 30 polygons

Download will be available once I completed all of them - all consumables I made will be in 1 .rar file. Stay tuned.

Beer done.


24 vertices, 42 edges, 20 polygons

Booze done.


24 vertices, 42 edges, 20 polygons
« Last Edit: May 02, 2011, 11:02:43 am by Haraldx »
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Re: 3d models development
« Reply #1382 on: May 02, 2011, 11:37:40 am »
« Last Edit: May 07, 2011, 09:03:33 pm by White tiger »

Offline Lexx

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Re: 3d models development
« Reply #1383 on: May 02, 2011, 11:42:18 am »
Your models look really good, but I also think they are too detailed. The stimpak - as example - is so small, you will never really see the tubes, etc. Instead a flat box that has the tubes as texture with transparency on it, would be enough as well. Or the antidote, where you even modelled something for the bottleneck. It's just impossible to see in the game later.

See the screen with the flamer, as example. The only place where you recognize some details is in the character screen. In the game itself, it's even less visible.

Offline Haraldx

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Re: 3d models development
« Reply #1384 on: May 02, 2011, 12:05:06 pm »
Meh, I will edit the antidote bottle neck - it's just a matter of a half-minute.

Oh, and by the way. Rot gut done.



I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Re: 3d models development
« Reply #1385 on: May 02, 2011, 12:11:32 pm »
Your models look really good, but I also think they are too detailed. The stimpak - as example - is so small, you will never really see the tubes, etc. Instead a flat box that has the tubes as texture with transparency on it, would be enough as well. Or the antidote, where you even modelled something for the bottleneck. It's just impossible to see in the game later.

See the screen with the flamer, as example. The only place where you recognize some details is in the character screen. In the game itself, it's even less visible.

We can use the alpha channel? Is it enough to 3ds file unwarp uvw and 2 file texture (the texture itself and its mask)?

Pipes are likely to be seen at 3-4 pixels, but it adds recognition. Without them, stim like a cross)

PS I'm not very good writing in English)

Offline Lexx

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Re: 3d models development
« Reply #1386 on: May 02, 2011, 12:14:06 pm »
I am pretty sure that alpha channel is working. Check out the desert stalker models, their claws have transparent parts as well.

Re: 3d models development
« Reply #1387 on: May 02, 2011, 12:21:52 pm »
can we use bumpmapping or shaders?
« Last Edit: May 02, 2011, 12:23:37 pm by White tiger »

Offline Haraldx

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Re: 3d models development
« Reply #1388 on: May 02, 2011, 12:27:03 pm »
There, Lexx, I fixed the antidote, just Nuka Cola left for me :P After that, I will see if I can make some of the still missing guns.

can we use bumpmapping or shaders?
As far as I know, bumpmapping - no, other shaders - yes.
« Last Edit: May 02, 2011, 12:29:05 pm by Haraldx »
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Re: 3d models development
« Reply #1389 on: May 02, 2011, 12:54:52 pm »

Offline Haraldx

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Re: 3d models development
« Reply #1390 on: May 02, 2011, 02:08:11 pm »
Was bored, so I made this. Anyone want it? It's meant to be Leather Armor MKII. Please note, I just changed the texture of original Leather Armor.


« Last Edit: May 02, 2011, 02:11:24 pm by Haraldx »
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Re: 3d models development
« Reply #1391 on: May 02, 2011, 05:59:56 pm »


I optimize nuka-cola 3d model. Tris: 108 > 44

Cookie with alpha. Tris: 4
3dsmax7: https://rapidshare.com/files/460264447/cookie-alpha.rar

can we use bumpmapping
For such small 3D models, there will be no effect.
« Last Edit: May 02, 2011, 06:03:45 pm by Mr_Gazo »
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Offline Haraldx

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Re: 3d models development
« Reply #1392 on: May 02, 2011, 06:16:00 pm »

I optimize nuka-cola 3d model. Tris: 108 > 44

...

DAMNIT! I wanted to make a Nuka Cola  :(
Also, is it just me or the or the texture is high resolution?

EDIT: Oh look, gamma gulp beer is still missing! *Opens up Wings3D*
EDIT2: Wiki is missing Buffot :P
EDIT3: I completed the stuff, download available!
Gamma gulp done.



Download (includes all my so far made stuff): http://www.2shared.com/file/gpyHTHfB/drinks_by_Harald.html
« Last Edit: May 02, 2011, 07:36:16 pm by Haraldx »
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Offline LagMaster

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Re: 3d models development
« Reply #1393 on: May 02, 2011, 07:41:32 pm »
nice work haraldx!

Offline Luther Blissett

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Re: 3d models development
« Reply #1394 on: May 02, 2011, 07:45:22 pm »
Was bored, so I made this. Anyone want it? It's meant to be Leather Armor MKII. Please note, I just changed the texture of original Leather Armor.

It's on the tracker as "still to do", so I assume so. Upload it and send it to Graf / Karpov.