Author Topic: 3d models development  (Read 691258 times)

Re: 3d models development
« Reply #1710 on: May 30, 2011, 10:02:32 pm »
+1
those links are pretty close to a common Fallout-style. I think all items, especially custom-designed, should be kept as close as possible to it.

BTW, FMJ's has green stripe on the original sprite. Why the box is red then?  ???
« Last Edit: June 21, 2011, 02:32:09 pm by Graf »

Offline Graf

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Re: 3d models development
« Reply #1711 on: May 31, 2011, 07:14:10 am »
I think if ammunition boxes have logos at all they should be 'old timey' style sort of like this:

Yep, I like these old-styley packages, I'll use them somewhere.

FMJ's has green stripe on the original sprite. Why the box is red then?  ???

EDIT: Fixed

Download link
« Last Edit: May 31, 2011, 12:29:45 pm by Graf »

Re: 3d models development
« Reply #1712 on: May 31, 2011, 11:50:37 am »
BTW, does anybody know if the engine supports Vertex Color information? Many of color alternations can be done this way, reducing quantity of textures.

Re: 3d models development
« Reply #1713 on: June 01, 2011, 02:16:57 am »
well, I have been laying the UV's for the armor (was pretty hard, I don't have much experience in this area, it got quite distorted  :P), and I did a first attempt in texturing it... as you may see it doesn't look so good... I will have to re think the way the UV's are layed out (probably using only one UV set for both hands, one for both legs, to save space). Hopefully this will give more room to make it much more detailed in photoshop (this is a more raw example)

Anyway, here it goes as far as I have reached so far:
http://imageshack.us/photo/my-images/88/firstattempt.jpg/
http://imageshack.us/photo/my-images/808/firstattemptfront.jpg/

http://imageshack.us/photo/my-images/101/texturerangerpatrol.jpg/
http://imageshack.us/photo/my-images/29/texturerangerpatrolwire.jpg/

Offline Graf

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Re: 3d models development
« Reply #1714 on: June 01, 2011, 08:28:08 am »
This one looks really good, Bones. But there's a small improvements needed, such as:

1. Knee pads may have some borders (though it's not really necessary)
2. Pouches on the belt have to be added
3. Texture should be a little bit more saturated, so the color of the armor will be closer to the color of sand.

Anyway, it's already looks great. Keep it up!

Offline Haraldx

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Re: 3d models development
« Reply #1715 on: June 01, 2011, 09:35:11 am »
Indeed, it looks very good, but needs the things Graf stated.
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.

RocketAP
« Reply #1716 on: June 01, 2011, 01:39:51 pm »
I made the rocket AP
Poly count 134
 ;D ;D
i will place some photos
WARNING:NEED TEXTURE
EDIT: Photos here
http://imageshack.us/photo/my-images/268/rocketh.jpg/

Download:http://uploading.com/files/2fca2ccd/RocketAP.rar/
« Last Edit: June 01, 2011, 01:47:37 pm by BlindMaster »

Re: 3d models development
« Reply #1717 on: June 01, 2011, 02:05:15 pm »
Ok, I will add those pocuhes and make the colors more saturated  :)

then I will shape it for the female model as well

However, I was planning on paint the base model as well, but where can I find the UVs for the separate pieces (legs/arms) to paint the "shirt" of the armor? Are they the same UV's that are all toghether in the base male model?

Offline Graf

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Re: 3d models development
« Reply #1718 on: June 01, 2011, 02:52:52 pm »
However, I was planning on paint the base model as well, but where can I find the UVs for the separate pieces (legs/arms) to paint the "shirt" of the armor? Are they the same UV's that are all toghether in the base male model?

These textures are available from the 3D repository, but I've uploaded them here separately: http://www.speedyshare.com/files/28751960/base_human_textures01.rar
« Last Edit: June 01, 2011, 02:55:37 pm by Graf »

Re: 3d models development
« Reply #1719 on: June 01, 2011, 03:57:10 pm »
I made THe radscorpion tail
http://uploading.com/files/daaem41d/TAil.obj/
http://uploading.com/files/fd5a4711/TAil.mtl/

and a photo http://imageshack.us/content_round.php?page=done&l=img818/5083/unledhk.jpg&via=mupload&newlp=1

it has only 83 faces

And the texture
http://imageshack.us/content_round.php?page=done&l=img196/4599/rocketzk.jpg&via=mupload&newlp=1

Credits Haraldx
He made most of the job(i mean i just took the tail from his radscorpion and moved it's shape)
He will try doing a better texture
« Last Edit: June 02, 2011, 01:38:56 pm by BlindMaster »

Offline Haraldx

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Re: 3d models development
« Reply #1720 on: June 01, 2011, 05:07:42 pm »
You just took my radscorpion model and cut it's tail off? Texture is horrible anyway.

EDIT: I just remembered the scorpion model is still a WIP actually, well, thanks for not giving me any credit anyway :P .
EDIT2: Credits have been given, creating a texture now.
« Last Edit: June 02, 2011, 01:39:33 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 #1721 on: June 01, 2011, 05:39:49 pm »
Nick, model looks good, but the texture idts

Re: 3d models development
« Reply #1722 on: June 02, 2011, 12:08:57 am »
Had couple hours of spare time...
Introducing.. Syringes!

Empty Hypodermic , Mutagen Serum , Poison



http://www.mediafire.com/?b9d92kl63b6gj1p

Cheers!

Offline LagMaster

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Re: 3d models development
« Reply #1723 on: June 02, 2011, 07:45:40 am »
awesome zipp0, but the empty hypo is empty, so the end is at the bottom, but the other 2 are filled, so the end must be pulled, my opinion

Offline Graf

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Re: 3d models development
« Reply #1724 on: June 02, 2011, 08:08:56 am »
Empty doesn't necessarily means used, so it could be pulled down or could be not. In our case it's best to keep models as close to the sprite as possible, that's why it have to be left as it is.