Author Topic: 3d models development  (Read 611889 times)

Re: 3d models development
« Reply #1695 on: May 28, 2011, 08:52:05 pm »
nice job, but it can be lowered a bit, we can make a box(or a pirate tresure chest) like and the texture to have the vizual efects
do you mean it can be optimized? yep, sure it can, lets say to ~50-60 tris, but I'm just making models perfectly matching sprites :)

2Bones
just pick any sprite you like and do your magic! ;)

Offline Graf

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Re: 3d models development
« Reply #1696 on: May 28, 2011, 09:33:49 pm »
nice job, but it can be lowered a bit

Nope, 100 tris is good for such thing, since it's quite big in reference to the other item models.

Offline Gray

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Re: 3d models development
« Reply #1697 on: May 28, 2011, 09:51:03 pm »
nice job, but it can be lowered a bit, we can make a box(or a pirate tresure chest) like and the texture to have the vizual efects
It definitely can be lowered, but it is not necessary. All 3dZipp0's models are real masterpieces. Anyway, 100 polys are good enough, optimization is good if you know when to stop.

Offline Haraldx

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Re: 3d models development
« Reply #1698 on: May 29, 2011, 12:55:20 pm »
Anyone can send me the male/female model? Might make some armors.Nevermind, found them.
« Last Edit: May 29, 2011, 01:00:19 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 Graf

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Re: 3d models development
« Reply #1699 on: May 29, 2011, 02:26:12 pm »
Here's some ammo, which I did recently.


Download link (all together)

I'm still waiting for some models from you guys.
« Last Edit: May 29, 2011, 03:28:41 pm by Graf »

Offline bikkebakke

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Re: 3d models development
« Reply #1700 on: May 29, 2011, 05:57:10 pm »
nice, but I guess the texture they use now are temporary, it just looks pretty detailed.
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Offline Graf

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Re: 3d models development
« Reply #1701 on: May 29, 2011, 09:20:15 pm »
Yep, I prefer to make a big texture and scale it down when everything is done. So all of my models have 2 textures: x512 and x128.

Re: 3d models development
« Reply #1702 on: May 29, 2011, 09:38:49 pm »
ok so here it goes the first try, it got harder than I had expected

I attach the temporal .obj and the .mb for you to see how it is going and if possible give me some advice to improve it
(the maya scene is 2012, if trying to load it with an older version, you have to check the "Ignore Version" button)

Nothing very fancy, just used the male base and tweaked it a bit: 1430 tris

All the texturing is also missing


One question though: does the engine support normal information? only for hardening or softening edges (I have never properly used a normal map extracted from ZBrush so I wouldn't be able to make good use of them anyway, but I have seen that it may be useful to harden some edges to give a better sense of depth with the lighting)

screenshot:
http://imageshack.us/photo/my-images/189/screenszn.jpg/

Poor quality renders:
http://imageshack.us/f/5/rangerpatrolarmormale01.jpg/
http://imageshack.us/photo/my-images/818/rangerpatrolarmormale02.jpg/

link to the .obj and maya scene:
http://www.mediafire.com/?3l5tbwjb25ijfta

(I did not find how to attach the files directly to the forum, so I used mediafire but I do not have a premium account, so I do not know for how long it will be available to download)

Offline Graf

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Re: 3d models development
« Reply #1703 on: May 29, 2011, 09:49:55 pm »
Looks like you've followed all instructions on the armors tracker :) Good job! Now it just needs some texture (remember, you can't just copy the Bethesda's/Obsidian textures and use it in Fonline, because they are protected by the copyright, and no one here want to have a troubles with them) and it would be just great.

does the engine support normal information?

Most likely it does, but none of our models use it. You can try it though, at least we'll see what it came out with.

P.S.Mediafire is normally storing your files without of any limitation, as far as I know. At least, when you're using basic (free) account.

Offline Haraldx

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Re: 3d models development
« Reply #1704 on: May 29, 2011, 10:13:03 pm »
Looks very good to be honest! However, I'm pretty sure you can remove some stuff and make it an exposed body. This would reduce the poly count a bit. Take a look at the Leather armor - only the belt, shoulder pads, wrist band, the boots and the chest armor is a separate model. Everything else you see is a texture on the base human model. Yes, this however requires 2 textures - 1 for the armor and another 1 for the human body. Great job so far, keep it up.
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 #1705 on: May 29, 2011, 10:56:14 pm »
Thanks for the feedback!
Don't worry about the textures, they will be done from scratch, only using photo references from free web resources like cgtextures.com

I loved the idea of using painted polygons from the base body as part of the armor, but one question though:
How would the texturing over the base body work? Shouldn't it require a painted texture of the base body for each combination of skin color?

Or is it possible to introduce layered UV textures with alpha? This way, only one UV texture of the painted skin (simulating the texture) and the rest of the texture transparent would overlay to the base skil color of the base model. However, this would end up having 3 textures: one for the base skin, the overlayed texture on top body, and the one for the armor, but I do not know if this is possible

Offline Luther Blissett

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Re: 3d models development
« Reply #1706 on: May 30, 2011, 03:40:08 am »
The texture on the base model is split into different areas (i.e. legs, "vest body", hands, short sleeves, long sleeves, head) which can refer to different textures, so the clothing could be from one texture (i.e. armour underclothes) and the head and hands (or arms, if relevant) can refer to a separate texture i.e. from skin colours. The additional parts of armour (that you have modelled) have their own texture(s) too.

In theory, as long as the "edges" finished in the right place, you could use the legs off one texture, the shirt off another, and the sleeves off another.

Hopefully that makes sense. If you download a few of the existing models (they're scattered around the 3D Development board) it should be fairly clear - basically, the head and arms are all "default white guy", but could actually use any of the other skin tones instead.

There's a question I asked (number 3) here about this, and if you look at the following answers from Karpov, it should make sense I think.

Re: 3d models development
« Reply #1707 on: May 30, 2011, 03:53:47 am »
oh I thought that the entire body placed all their UVs in the same texture file, nevermind then  :P. Thanks for clarifying that!

Offline Karpov

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Re: 3d models development
« Reply #1708 on: May 30, 2011, 05:26:51 am »
The base character model does use a single texture file, but it is divided into different sub-sets, groups of polygons that I created for customization purposes. The engine recognizes these sub-sets, and lets you use another texture file for a specific part of the body, so that we can have lots of combinations of clothes, and also different skin tones.

Re: 3d models development
« Reply #1709 on: May 30, 2011, 03:06:33 pm »
Here's some ammo, which I did recently.

http://www.fo2238.fodev.net/wiki/images/2/2c/29.05_1.png
Download link (all together)

I'm still waiting for some models from you guys.

The needler rounds look good but I think if ammunition boxes have logos at all they should be 'old timey' style sort of like this:

http://2.bp.blogspot.com/_KcFkeN0I6po/TFn8Xlx02wI/AAAAAAAAFXo/hsRrZEedXac/s1600/ammo.jpg
http://i55.photobucket.com/albums/g126/edards/38boxes.jpg
http://farm2.static.flickr.com/1087/5137057215_79ab43fe15.jpg
http://1.bp.blogspot.com/_WubeN06WLXQ/TJlttXF433I/AAAAAAAAEW8/7lmKIR74zHU/s1600/g11.jpg.w300h175.jpg
http://1.bp.blogspot.com/_WubeN06WLXQ/TJluoMxNi_I/AAAAAAAAEYE/jFPnNirA2Zc/s1600/z18.jpg.w300h163.jpg

Otherwise they could be paper and string packages in faded red for Armor Piercing or faded blue for JHP, it would be weird to craft ammo yourself and then craft a shiny blue box to put it in.

just my 2 cents. Anyway, keep it up, you guys are doing great!
20:49:58 • You encounter: Ghoul crazies.
20:50:01 • You were critically hit in the head for 55 hit points, knocked out and had your armor bypassed.