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FOnline Development => 3D Development => Topic started by: skejwen on March 09, 2010, 07:51:05 pm

Title: 3d models development
Post by: skejwen on March 09, 2010, 07:51:05 pm
(http://dl.dropbox.com/u/3881929/Innedyou.jpg)

We hit first milestone - all weapon models are modelled, so now we are moving to the miscellaneous items, which will be visible in player's hands and on the ground. Current progress can be seen here:

http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker
http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker
http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker

Criteria for the models are still the same as before:
- it must look similar to original one
- polygon count of model should be as low as possible (with item remaining recognizable)
- textures should have 128x128 px. size

This thread will be cleared sometime to keep it clean. Please don't post if its not unnecessary.

------------------------Thread archives------------------------

http://fodev.net/forum/index.php?topic=2559.0 (March 09, 2010 - March 18, 2010)
http://fodev.net/forum/index.php?topic=3088.0 (March 19, 2010 - April 1, 2010)
Title: Re: 3d models development
Post by: Sius on April 06, 2010, 01:44:27 pm
I hope some models from "need correction" group need just technical corrections since I find many of them pretty damn impressive.
Title: Re: 3d models development
Post by: Haraldx on April 06, 2010, 03:00:24 pm
I guess Karpovs models are in ''waiting for correction'' becuase of the model huge poly count. True, they look amazing. But I don't get it, why isn't the dessert eagle accepted, some pistols have much higher poly count and have worse texture then. Maybe it is because the texture size is too big
Title: Re: 3d models development
Post by: Elmehdi on April 06, 2010, 03:03:05 pm
Well, I have corrected some models. Still I don't know what should m60 look like - whatever is on the in-game picture does't resemble anything and is really ugly  :P. I'd suggest to replace the icon with the one from FoT.

Polycount more or less the same as it was, all the textures are 128x128 (it's ver low so the details are quite messed up, but it should look ok from in-game point of view):

(http://img543.imageshack.us/img543/1829/pulsepistolpreviewnotex.png)
http://img543.imageshack.us/img543/1829/pulsepistolpreviewnotex.png
(http://img542.imageshack.us/img542/5859/pulsepistolpreview.png)
http://img542.imageshack.us/img542/5859/pulsepistolpreview.png

(http://img543.imageshack.us/img543/4572/m60previewnotexture.png)
http://img543.imageshack.us/img543/4572/m60previewnotexture.png
(http://img543.imageshack.us/img543/3600/m60preview.png)
http://img543.imageshack.us/img543/3600/m60preview.png

(http://img683.imageshack.us/img683/4443/bozarpreviewnotexture.png)
http://img683.imageshack.us/img683/4443/bozarpreviewnotexture.png
(http://img683.imageshack.us/img683/3777/bozarpreview.png)
http://img683.imageshack.us/img683/3777/bozarpreview.png

(http://img683.imageshack.us/img683/7934/poncorpreviewnotexte.png)
http://img683.imageshack.us/img683/7934/poncorpreviewnotexte.png
(http://img683.imageshack.us/img683/7028/poncorpreviewo.png)
http://img683.imageshack.us/img683/7028/poncorpreviewo.png
Title: Re: 3d models development
Post by: TommyTheGun on April 06, 2010, 10:09:45 pm
Sweet. Im gonna send you all the stuff needed tommorow, I just came back from my vacations... So sad :<
Title: Re: 3d models development
Post by: bikkebakke on April 06, 2010, 10:15:15 pm
Oki then, I'll play with my stuff later (I already made a new holy handgrenade, the one I sent you was only a test to see how hard it was, I remade it. It doesnt have extruded faces, the silvery parts are textured right on.)
Title: Re: 3d models development
Post by: Izual on April 06, 2010, 10:50:57 pm
Imo the YK32 pistol's light in barrel is still looking wrong, maybe set it red ? It looks like a toy =(
Title: Re: 3d models development
Post by: skejwen on April 06, 2010, 10:58:29 pm
Great - I got some replies already - I'll answer tomorrow when I'll get back from work... (about 3pm)
Title: Re: 3d models development
Post by: Mr_Gazo on April 07, 2010, 07:48:57 am
Here is my version of the Louisville Slugger. 8)
[Tris:110 Texture:64x128]
(http://img37.imageshack.us/img37/6885/slugger.th.png) (http://img37.imageshack.us/img37/6885/slugger.png)
Title: Re: 3d models development
Post by: Haraldx on April 07, 2010, 02:29:28 pm
Imo the YK32 pistol's light in barrel is still looking wrong, maybe set it red ? It looks like a toy =(
I agree
Title: Re: 3d models development
Post by: SmartCheetah on April 07, 2010, 02:31:36 pm
I'm quite busy at the moment and have absolutely no time to work on my models. I've sent one of them already, but the rest still needs polishing.

I'm posting them, if someone is interested in correcting/making better textures.


What you should correct:
Quote
10mm Pistol - try to make skin be more "metallic".
Knife - its a bit too long - also skin needs one tweak - it misses line blade compared to original sprite.
Sharpened Spear - handle is too wide - shrink it a bit.
Spear - same as above.
no idea what to correct with throwing knife. Probably it's too high poly.
+ too big textures ;]

Models in .x format, textures + wings3d files in one:
http://www.sendspace.com/file/cp0b4h
2,08mb
Title: Re: 3d models development
Post by: Elmehdi on April 07, 2010, 05:07:16 pm
Imo the YK32 pistol's light in barrel is still looking wrong, maybe set it red ? It looks like a toy =(

Well, thanks for feedback, I'll deal with it later.

Here is another set of corrected models - (textures 128x128, polycount similar to the previous versions, I have mostly corrected colors and proportions):

(http://img697.imageshack.us/img697/3112/assaultriflepreviewnote.png)
http://img697.imageshack.us/img697/3112/assaultriflepreviewnote.png
(http://img697.imageshack.us/img697/5474/assaultriflepreview.png)
http://img697.imageshack.us/img697/5474/assaultriflepreview.png

(http://img697.imageshack.us/img697/6536/assaultrifleextcapprevip.png)
http://img697.imageshack.us/img697/6536/assaultrifleextcapprevip.png
(http://img697.imageshack.us/img697/1520/assaultrifleextcapprevi.png)
http://img697.imageshack.us/img697/1520/assaultrifleextcapprevi.png

(http://img683.imageshack.us/img683/8657/fnfalpreviewnotext.png)
http://img683.imageshack.us/img683/8657/fnfalpreviewnotext.png
(http://img683.imageshack.us/img683/7102/fnfalpreview.png)
http://img683.imageshack.us/img683/7102/fnfalpreview.png

(http://img683.imageshack.us/img683/8585/fnfalnightpreviewnotext.png)
http://img683.imageshack.us/img683/8585/fnfalnightpreviewnotext.png
(http://img683.imageshack.us/img683/8693/fnfalnightpreview.png)
http://img683.imageshack.us/img683/8693/fnfalnightpreview.png
Title: Re: 3d models development
Post by: skejwen on April 07, 2010, 07:46:46 pm
Ok I sent some pms - Im exhausted and falling apart, so sry for making it so late...
Title: Re: 3d models development
Post by: TommyTheGun on April 07, 2010, 08:51:39 pm
For starters:

I REALLY hate the look of Van Buren Magnum models. That's why I've tried to make those two my way. I don't know if you guys will like it, but I guess it was worth a try. I've changed textures only, since speedloader is an additional part, that won't be seen while the gun is used.

Stock:

(http://img689.imageshack.us/img689/3228/magnumu.jpg)

Speedloader:

(http://img146.imageshack.us/img146/8866/magnumsltexd.jpg)

Please, comment, while I'll work on 223 and 14mm guns :)

Edit:

Hmm... I've modified those textures - not sure if I did it right though.... I've also made the 14mm's handle a little bit smaller as suggested some time ago.

(http://img179.imageshack.us/img179/5983/223ptexd.jpg)

(http://img109.imageshack.us/img109/5927/14mmtexd.jpg)



BTW - Those Magnums have about 240 tris.
Title: Re: 3d models development
Post by: bikkebakke on April 08, 2010, 03:23:23 pm
Nice magnum, might be a bit dark at the handle, but it might be shadows or something :P

Are you going to try and lower the polycount?
I guess you can make the handle more rectangular, like the 14mm/223
Title: Re: 3d models development
Post by: avv on April 08, 2010, 05:12:05 pm
.44 has very good model but it's too dark for sure.
Title: Re: 3d models development
Post by: skejwen on April 08, 2010, 08:48:36 pm
(http://dl.dropbox.com/u/3881929/2a6vx1lkz44.gif)
Title: Re: 3d models development
Post by: Badger on April 08, 2010, 08:56:41 pm
While these fanmade models may look great up close, and the Van Buren ones may look pretty poor by comparison, it's worth considering that we're going to be seeing them tiny at a fixed distance. Is there any way we can see a rough estimate of what some of these would look like ingame?
Title: Re: 3d models development
Post by: bikkebakke on April 08, 2010, 09:35:27 pm
ehm, take a screenshot ingame, then take one of the images from here, go into photoshop, remove the background - place the weapon in the fonline ingame image, then minimize it to a good size. :P there!  Also do that from the inventory and you'll know how it will look there :P

(http://img202.imageshack.us/img202/3895/screen31012010215339.jpg) (http://img202.imageshack.us/img202/3895/screen31012010215339.jpg)
something like that I guess (nvm the brass knuckle >.> was too tired to notice it.)

@below, I dont mean the sprites, but we will be able to see the character in the inventory window and the weapons should be a bit larger there.
Title: Re: 3d models development
Post by: skejwen on April 08, 2010, 09:49:47 pm
Changing inventory items images isnt planned - I stated this a lot of times... btw. at weekend I'll have time to make some clearing with all this mess ;)
Title: Re: 3d models development
Post by: SmartCheetah on April 08, 2010, 09:59:57 pm
Anyone going to mess with my models? They're still on 512 textures and are in need to be remade. I can't do anything about it right now.
Title: Re: 3d models development
Post by: Karpov on April 09, 2010, 01:26:17 am
What's the problem with the textures SmartCheetah, if you resize them they should work the same way on the model.

about the size of the weapons, it's not that small. Also it is 3d, so it does not strech up from the native resolution of the game like the sprites do.
Title: Re: 3d models development
Post by: PuzzledGorilla on April 09, 2010, 07:16:54 am
Is more and more 3-d stuff going to get added?  I realize a lot of work goes into making the models but I'm not a fan of any of the 3-d content so far.  The animation looks too smooth and lacks that gritty visual style the rest of the game has.  For what it's worth.
Title: Re: 3d models development
Post by: bikkebakke on April 09, 2010, 01:08:11 pm
Don't know. The charactes with all armors/weapons will be replaced and 3d creeps will be added, but asfar as I know thats it. I think buildings/doors/vehicles would only mean unnecessary work atm. I'm all in for 3d characters, adding them will mean lots of customization to your character wich wasn't possible before (well you can get longhair... thats it for now :P). New animations should be alot easier to add aswell (DRINKING FROM BOTTLE ANIMATION!!!)
Title: Re: 3d models development
Post by: mikq2 on April 09, 2010, 03:45:09 pm
Hello everyone!

I want to ask you all where should I post the models and textures, well... and where to conversate 'bout quality and such? Can't find any threads on this, and some of them are locked down.

So... The point is I'm a 3d artist and I wish to help thee!.. :)

Right now I've made a low-poly 10mm SMG - here it is:

(http://img64.imageshack.us/img64/9549/10mmsmg.jpg)
http://img64.imageshack.us/img64/9549/10mmsmg.jpg (http://img64.imageshack.us/img64/9549/10mmsmg.jpg)

As you can notice there is no diffuse texture (to do that I firstly need to know if it's good enougth?), exept the skylight, which looks really good though. ;)

Thanks for your attention.
Title: Re: 3d models development
Post by: Izual on April 09, 2010, 05:49:05 pm
Hello, and thanks for your contributions.
(I'm going to answer for Skejwen since he may be busy =P)

There was already a 10mm SMG, as you can see (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker#Submachine_guns), but yours might be better so thanks for it !

Check this :
http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker
As you can see, if you want to do new models, we mostly need the unarmed weapons to be done (low-poly and similar to original FO2 pic), so you could greatly help by making a model there. As I understood, modelers are now correcting their textures and old models, so existing 3D weapons will be improved soon. But afaik nobody is making unarmed weapons yet.
Title: Re: 3d models development
Post by: mikq2 on April 09, 2010, 06:02:41 pm
2Izual:

Yep. Sure I saw a tracker for models, but my opinion is some of them really need to be redone or totally retextured. Oh my, for example why is that H&K CAWS accepted? :\

Well... some of you may think different for sure.

But still I got what you are saying, unarmed are on the way, if only I have the powers to stop the time... :)
Title: Re: 3d models development
Post by: Izual on April 09, 2010, 06:06:45 pm
Yep. Sure I saw a tracker for models, but my opinion is some of them really need to be redone or totally retextured. Oh my, for example why is that H&K CAWS accepted? :\

Because you can hardly see which one is the original Fallout 2 picture and which one is the new 3D pic ! =) Seriously, it's really okay for what we expect by now. It is good looking, similar to Fo2's one and model is pretty good. Of course, if you want to retexture it once you've done all the unarmed weapons, be my guest =P

Edit : And yes, go on with texturing that SMG so that we can compare with Dal's one. The model looks great.
Title: Re: 3d models development
Post by: Yanglegend on April 09, 2010, 06:28:04 pm
Someone should make another deagle this one on wiki is too short imo.
Title: Re: 3d models development
Post by: TommyTheGun on April 09, 2010, 07:16:36 pm
2Izual:

Yep. Sure I saw a tracker for models, but my opinion is some of them really need to be redone or totally retextured. Oh my, for example why is that H&K CAWS accepted? :\

Well... some of you may think different for sure.

But still I got what you are saying, unarmed are on the way, if only I have the powers to stop the time... :)

Model is fine IMO, I suck at making textures though, so If you want to remake the texture, I'll be more than happy to give you all the files needed.

Also remember, that you won't see much of those details (or lack of them ;) ) in iso view :)

BTW - I'm gonna work on those magnums both when it comes to textures and the handle.

2nd BTW - This SMG looks really nice.

E:

Magnums.

They have 210 polys now. I think thats low enough. Textures are brighter as well... Maybe its not that noticable when it comes to stock magnum, but its a matter of render, not the texture.

(http://img64.imageshack.us/img64/2514/magnumy.jpg)

(http://img24.imageshack.us/img24/8866/magnumsltexd.jpg)
Title: Re: 3d models development
Post by: Quentin Lang on April 09, 2010, 09:20:12 pm
I suck at making textures though
If you would stand infront of me, i would grab the biggest and heavyest item around and bash you in the face shouting WAKE THE FUCK UP, because the magnum texture just plain great.
Title: Re: 3d models development
Post by: mikq2 on April 09, 2010, 09:33:11 pm
Ye, sometimes I forget that it'll be like 20 pixels on the screen... :\

I agree with Quentin, those textures look quite nice, but is that 128x128?:)

I've redone SMG model a bit, now it looks more powerfull, the old one was too narrow. Now it's fat. :D
But I won't post it here, no need for that.

Thanks :)
Title: Re: 3d models development
Post by: TommyTheGun on April 09, 2010, 09:39:07 pm
I dont really bother with textures sizes right now. I can always rescale them later. Now I just want to know if my models (those corrected and new ones) will be "accepted" ;)

If yes, I'm gonna work on some new models ir start to learn whats what with chars/armors modeling :)
Title: Re: 3d models development
Post by: Izual on April 09, 2010, 09:47:02 pm
Dude, Magnum textures are truly awesome. Great work here.
Title: Re: 3d models development
Post by: Gorlak on April 11, 2010, 06:52:12 am
Resized Super Sledge head and handle. Still 143 polys(tris)

(http://thumbnails6.imagebam.com/7593/51f25475929887.gif) (http://www.imagebam.com/image/51f25475929887)

.3ds format file sent to skejwen
Title: Re: 3d models development
Post by: skejwen on April 12, 2010, 01:17:19 pm
I cleared a bit mess at wiki - I hope that now its easier to read it now.

Modellers - keep it up (I mean hard and good work) ;)
Title: Re: 3d models development
Post by: Mr_Gazo on April 12, 2010, 06:10:51 pm
I'm posting them, if someone is interested in correcting/making better textures.

I wanted just the beginning make only new texture of SmartCheetah knife but also corrected 3d model  :D
[Tris:98 Texture:128x32]
(http://img69.imageshack.us/img69/8300/knife.th.png) (http://img69.imageshack.us/img69/8300/knife.png)

Brass Knuckles Tris:200+ :( but I think optimize little lower it.
(http://img80.imageshack.us/img80/1609/brassknuckle.th.jpg) (http://img80.imageshack.us/img80/1609/brassknuckle.jpg)
Title: Re: 3d models development
Post by: skejwen on April 12, 2010, 09:20:53 pm
Giemz! bikkebakke! TommyTheGun! Mr_Gazo!

Send me models that are accepted! ;)
Title: Re: 3d models development
Post by: bikkebakke on April 12, 2010, 10:04:38 pm
I'v sent them to you. Btw nice brass knuckle, about polycount: I don't know if the holes are important, it will look kinda ugly removing them (maybe add black holes in texture?) but it will lower poly abit :P
Title: Re: 3d models development
Post by: mikq2 on April 12, 2010, 10:39:16 pm
Hello.

I've finished the model of 10mm SMG and my brother was so kind to help me and overpaint those neat textures, luckly he's a 2d painter. :)
Fully done 252 triangles and 128x128 texture. Take a look and tell me what you think. :)

I've got a question, why is most of the model textures are larger than 128x128? And the other one do we need to paint shader texture? :\

Here it is:

(http://img188.imageshack.us/img188/7970/10mmsmg1.jpg)
bigger res http://img188.imageshack.us/img188/7970/10mmsmg1.jpg (http://img188.imageshack.us/img188/7970/10mmsmg1.jpg)
Title: Re: 3d models development
Post by: Lexx on April 12, 2010, 10:46:13 pm
Quote
And the other one do we need to paint shader texture? :\

No. The weapon models will be so small, you will barely notice tiny details anyway.
Title: Re: 3d models development
Post by: mikq2 on April 12, 2010, 10:57:27 pm
So... the model is good enougth or not? :)
Title: Re: 3d models development
Post by: bikkebakke on April 12, 2010, 11:56:21 pm
I think it looks great :D Wait and see if they decide to take yours instead of the old one.
Title: Re: 3d models development
Post by: Mr_Gazo on April 13, 2010, 12:02:58 am
Lexx, but I have one unanswered question about alpha maps or will be supported on Fonline 3D or not?

mikq2, your 3d model much better than the previous.

I just made example, how small will be the 3d models in game.
In first picture are Magnum Revolver (original screenshot - http://media.moddb.com/images/games/1/13/12174/2238-3d-8.png)
and second picture are my 3d Desert Eagle model.
(http://img696.imageshack.us/img696/9690/deserteagle5.th.png) (http://img696.imageshack.us/img696/9690/deserteagle5.png)
Title: Re: 3d models development
Post by: Izual on April 13, 2010, 12:07:43 am
Thanks for those pictures, it's really helpful to see how the weapons will be resized in 3D era ! Actually I was waiting for something like this. Makes my day =p
Title: Re: 3d models development
Post by: bikkebakke on April 13, 2010, 08:52:59 pm
Ye, good to see some ingame pictures.
Title: Re: 3d models development
Post by: TommyTheGun on April 14, 2010, 03:13:27 am
Anyway - I know I should send my 223 model but I dont really know what I have to change in 14mm gun and both magnums, so - skejwen - please let me know what needs to be changed/improved so I can send you all of my models :)
Title: Re: 3d models development
Post by: X_Treme on April 14, 2010, 04:07:54 am
Hello.

I've finished the model of 10mm SMG and my brother was so kind to help me and overpaint those neat textures, luckly he's a 2d painter. :)
Fully done 252 triangles and 128x128 texture. Take a look and tell me what you think. :)

I've got a question, why is most of the model textures are larger than 128x128? And the other one do we need to paint shader texture? :\

Here it is:

(http://img188.imageshack.us/img188/7970/10mmsmg1.jpg)
bigger res http://img188.imageshack.us/img188/7970/10mmsmg1.jpg (http://img188.imageshack.us/img188/7970/10mmsmg1.jpg)

O.o holly shit!!!

this is awesome!!

nice texture, a lot
Title: Re: 3d models development
Post by: mikq2 on April 14, 2010, 11:18:04 am
Ye, oldschool style. :D Thanks.

But I don't get it, who'll tell me where to send it?..

Going to make melee now, boxing gloves maybe. But guns are much more interesting to make me thinkz :)
Title: Re: 3d models development
Post by: bikkebakke on April 14, 2010, 05:53:18 pm
skejwen (http://fodev.net/forum/index.php?action=profile;u=31) handles the models. If he wants them he'll tell you. Sadly almost all guns are done BUT you can make new models of existing weapons and hope your weapon will be picked instead :P But I think its better to finish the stuff that is needed first.

models (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker#Rifles)
Title: Re: 3d models development
Post by: mikq2 on April 14, 2010, 06:01:36 pm
Have to wait for him then.

About models... There is no need to redo most of them, a lot of work, better to make missing melee. ;)
Title: Re: 3d models development
Post by: skejwen on April 14, 2010, 07:36:06 pm
So here it goes:

1) I updated wiki a bit
2) mikq2 - if some weapon doesnt have status set as accepted - feel free to redo it...
3) Modellers! Please send me accepted models! And if there is any doubt what is needed to be corrected in rest of files - let me know by sending PM.

And in end - sorry but on this week I have less time than normal...
Title: Re: 3d models development
Post by: skejwen on April 15, 2010, 07:00:18 pm
Ok - wiki updated a bit... check it out modellers ;)
Title: Re: 3d models development
Post by: corosive on April 16, 2010, 03:44:48 am
nice job being able to make 3d models but it still isnt fallout... im completely against turning Fallout 3d sorry
Title: Re: 3d models development
Post by: Ganado on April 16, 2010, 03:50:23 am
Bye bye then!

Good work everyone. One question: Once the models are implemented, how are players going to get them? Will there be an option without having to make a new character? Sorry for being lazy if this had already been discussed in the archives.
Title: Re: 3d models development
Post by: Surf on April 16, 2010, 04:19:47 am
nice job being able to make 3d models but it still isnt fallout... im completely against turning Fallout 3d sorry

Wait till you see it for yourself in FOnline. ;)
It justs needs a bit "getting used to it". As you can read it in this thread and in several others, players are putting a lot of work into making the Fallout weapons as close as it can be to the new 2.5d system.

Quote
how are players going to get them? Will there be an option without having to make a new character?

There will be a full server wipe until now and then. It'll takes a few weeks/monts at testing before we'll see this actually ingame.
Title: Re: 3d models development
Post by: Gorlak on April 16, 2010, 04:58:50 am
Been quite a while since I sent finished textured model, in both .3ds format and .x format to Skejwen, thought I might post it here....maybe PM not work or something, idk.
 
Untextured render
(http://thumbnails4.imagebam.com/7664/066f3e76634555.gif) (http://www.imagebam.com/image/066f3e76634555)

texture (75*75)
(http://thumbnails6.imagebam.com/7593/51f25475929887.gif) (http://www.imagebam.com/image/51f25475929887/)
Title: Re: 3d models development
Post by: skejwen on April 16, 2010, 07:50:03 pm
Wiki updated a bit :)
Title: Re: 3d models development
Post by: skejwen on April 17, 2010, 04:43:19 pm
Wiki updated a bit again - 37 models still need some corrections - keep it up modellers :)
Title: Re: 3d models development
Post by: Haraldx on April 17, 2010, 09:06:29 pm
It seems that you havn't updated the M60 picture... Elmehdi said that model poly count is quite the same, I think you sohuld update that also :/
Title: Re: 3d models development
Post by: mikq2 on April 20, 2010, 04:38:49 pm
Hello again, everyone!)

Here is my preview of Boxing Gloves model with skylight... 242 polys.
Looks good from afar. :)
(http://img217.imageshack.us/img217/8206/boxingglovespreview.jpg)
http://img217.imageshack.us/img217/8206/boxingglovespreview.jpg (http://img217.imageshack.us/img217/8206/boxingglovespreview.jpg)

Tell me what do you think about it and if all is ok, I'm going for textures.

Thanks for listening.

Edit: Now I look at it and don't like those holes, too sharp... so I may add few faces there.. Ye, totally need to rebuild the upper part near the hole. :\
Title: Re: 3d models development
Post by: Haraldx on April 20, 2010, 08:15:39 pm
The camera will be too far to see that it's very sharp. No need to edit that I think
Title: Re: 3d models development
Post by: bikkebakke on April 20, 2010, 10:12:34 pm
Nah, I'm not even sure we will be able to see the hole :P
Title: Re: 3d models development
Post by: mikq2 on April 20, 2010, 10:24:22 pm
So you think it'll be ok to leave it like this?.. :\

No problems for me, just to be sure ))
Title: Re: 3d models development
Post by: TommyTheGun on April 20, 2010, 11:17:12 pm
Just look how many details you can see on sprites (as example pitol shooting animation). The model is goo enough - even if there will be some kind of zoom in the future, Im sure it won't zoom enough to see any flaws on this model.

Meaning:

Yeah, its good.
Title: Re: 3d models development
Post by: skejwen on April 23, 2010, 10:36:14 am
*Wiki updated a bit

If something is not clear -> send me PM on forum
Title: Re: 3d models development
Post by: Haraldx on April 23, 2010, 04:13:04 pm
I was just playing around with the Smart cheetahs models and made the spear handle less bulky. The knife seemed to be somehow easy and in the same pain in the ass, for the pistol - I don't know anyway how to make textures more metallic, and for Throwing knife - I don't know what to do with it.
Title: Re: 3d models development
Post by: bikkebakke on April 23, 2010, 06:32:34 pm
I can add that I don't know how to do my metaltexture look more metally aswell
Title: Re: 3d models development
Post by: mikq2 on April 24, 2010, 11:28:29 pm
You have to add artificial highlights on the edges and ect. me thinks.
But I wonder will there be any simple ingame shading to add some metallic effects?
Title: Re: 3d models development
Post by: bikkebakke on April 24, 2010, 11:38:50 pm
You have to add artificial highlights on the edges and ect. me thinks.
But I wonder will there be any simple ingame shading to add some metallic effects?

eeeerkeeey. ANYWAY! I too wonder about that becouse I'm a bit reluctant to add those stuff if it won't be visable ingame (the only gun that I'v made that needed better metallic texture is needler and that is a bitchy small gun..)

//it has a good metal texture atm, it just doesn't... shine... at all.
Title: Re: 3d models development
Post by: Karpov on April 25, 2010, 03:43:13 am
Shiny materials are a common thing in games nowadays, it would also look great in metal and power armors.

Here is the last of my models that I needed to correct. Made a new model to save some polys. This one is 114 triangles.

(http://img535.imageshack.us/img535/7456/throwingkniferaw.jpg)(http://img402.imageshack.us/img402/6258/throwingknifetex.jpg)
Title: Re: 3d models development
Post by: Surf on April 25, 2010, 05:30:17 am
Perfect, and just 114 polygons. :)
Title: Re: 3d models development
Post by: mikq2 on April 28, 2010, 04:34:12 pm
Here is the gloves, one of them simply mirrored. No shaders applied exept some simple lighting. Please take notice that brightness of the red color may differ depending on the various lighting setup.

(http://img42.imageshack.us/img42/1566/boxingglovespreview1.jpg)
http://img42.imageshack.us/img42/1566/boxingglovespreview1.jpg (http://img42.imageshack.us/img42/1566/boxingglovespreview1.jpg)

And yeah... about that writings, there won't be any visible on 128x128 texture (if you mind my signature). :|

edit: sorry for offtopic, but if somene knows, please help me http://fodev.net/forum/index.php?topic=3430.0 (http://fodev.net/forum/index.php?topic=3430.0)
Title: Re: 3d models development
Post by: Elmehdi on May 03, 2010, 03:31:28 am
Does anyone have some contact with skejwen?

The Wiki hasn't been updated for 10 days.. or just nobody give a fuck about the whole initiative anymore?
Title: Re: 3d models development
Post by: gordulan on May 03, 2010, 12:36:49 pm
mybe skejwen has a cold or something like that  :-\
Title: Re: 3d models development
Post by: Izual on May 03, 2010, 01:48:23 pm
Skejwen is away this week, grab some more patience ;p
Title: Re: 3d models development
Post by: bikkebakke on May 03, 2010, 11:12:17 pm
but my mom says I can only have so much patience a week :(

//when is he coming back :(
Title: Re: 3d models development
Post by: skejwen on May 10, 2010, 12:13:57 pm
Sry I was on little trip since last two weeks - I'll try to update everything asap
Title: Re: 3d models development
Post by: bikkebakke on May 10, 2010, 09:35:37 pm
fiiiiiinally you are back :P

I still got some models left, but I'm not sure on how to do complete them :/ there is only texturework left but I'm not sure how to do better texture :/
Title: Re: 3d models development
Post by: Haraldx on May 10, 2010, 10:40:43 pm
Well, I made the Handle for smartcheetahs (or whoevers spear it was) spear smaller, I don't think it really needs a pic, If I'm sure the poly count is the same.
Title: Re: 3d models development
Post by: TommyTheGun on May 12, 2010, 12:50:27 am
Okay so.... Does anyone have van buren's critters models in other than .MAX format? If yes, can you upload it somewhere or send it to me? Ive tried to find a converter, but didn't manage.

Since theres not much to do left when it comes to weapons, i was trying to work with human body models. Yet - those models need to be done with van buren animations etc so i wanted to take a look at it. But i have only blender and wont buy 3dsmax just to convert these models.

And by the way - if anyone knows anything worth mentioning about these models/ ideas how to make now ones out of these / knows some awesome tutorials about making 3d characters etc, I would appreciate for any advices.
Title: Re: 3d models development
Post by: bikkebakke on May 12, 2010, 10:08:31 pm
as for 3d max, there are always.. other ways to acquire it >,>

//where are those models of wich you speak of?

Thank you
      II
      II
      V
Title: Re: 3d models development
Post by: TommyTheGun on May 12, 2010, 10:47:34 pm
Yeah - don't really want to solve the problem *that* way.

And the models are here:

http://www.fonline.ru/forum/showthread.php?t=14328
Title: Re: 3d models development
Post by: Greencell on May 21, 2010, 02:48:33 pm
Yeah - don't really want to solve the problem *that* way.


i checked google and read that you can download a trialversion of 3dMax.
Normally you will be able with this to export the .Max files into something that is compatible with Bender.
You can use it 30 days, and i think its enough time to export the modells.
But i just read it so i can not give you a guarantee....

Try this link if you want:
http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=13571450 (http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=13571450)

I hope it will help you!

Title: Re: 3d models development
Post by: SmartCheetah on May 23, 2010, 04:47:08 pm
Those interested in creating more 3d models:
Quote
Sculptris 1.0 has been released!

Grab it here: www.sculptris.com


As some of you know, vrav, myself, and a few others have been beta testing this app for a while now, and are excited to see it released. The amazing DrPetter has coded the entire app from the ground up in these past few months, and has been so kind as to take a great deal of suggestions from the testers and implement them into the package. If you tried any of the alphas let me just say that the app has evolved tremendously sense them, and aside from the basic UI is hardly recognizable in its feature set.

So now to get us started, here's a some info to get everyone up to speed:

What is Sculptris?
Sculptris is a free 3D sculpting and painting application whos primary strength lies in its ability to dynamically tessellate a mesh while being sculpted on. This means that you can start with a simple shape like a sphere and pull out entire limbs from it, and Sculptris will automatically add geometry as needed.

Is it competitive with what you get in ZBrush/Mudbox/3DCoat?:
Sculptris has many of the same functions you'd find in traditional sculpting packages such as lazy mouse/stead stroke, transpose-like rotation/scale/move, masks, various camera settings including snap-to-axis/trackball/gimbal, full mesh or brush-based decimation, etc.
However it cannot handle the same amount of geometry these other packages can, and as such is recommended as a complementary application as opposed to a replacement.

Can it bake maps from high to lowpoly?:
No, But their are other very competent free apps like xnormal that already handle this.

Can I import/export non-triangulated meshes?:
You can import quad or quad+tri mixed meshes and it will export them as the were on import, so long as when sculpting you do not use dynamic tessellation (which will triangulate the whole mesh).

Any videos of Sculptris in action?:
Yes, here's a few:
http://boards.polycount.net/showthread.php?t=73024
http://vimeo.com/11861113
http://vimeo.com/11861113

And for those of you who have used Sculptris alpha3, what's new?:
Way too much to list, but a general breakdown:
-Paint colors/bump/materials
-multi-object support
-whole mesh reduction/decimation and subdivide
-New camera control system
-Improved detail reduction brush
-Improved Hide and mask functionality
-clay brush
-lazy brush
-Brush alphas
-Material browser
-camera snap-to-axis
-Anti Ailiasing slider
-'Unify tool settings' toggle
-beautify/relax toggle
-FOV slider
-Import/export quad and mixed meshes
-'lock plane' on flatten

I believe our modellers should look at this program. You can make pretty low poly models with it (and decraese polygons by some other software) while it's pretty easy. It might be awesome for making critters, I believe.
Some screenies of people work over two days. Just look what this baby can do:
(http://dl.dropbox.com/u/107023/Dado_SculptrisTest.JPG)
(http://dl.dropbox.com/u/107023/Dado_SculptrisTest2.JPG)
(http://img200.imageshack.us/img200/4899/stonelowpoly.png)

Title: Re: 3d models development
Post by: TommyTheGun on May 23, 2010, 06:26:20 pm
@Greencell - Cheers :)

@Cheetah - Looks fantastic. I'll have to try it out. Unfortunately im really busy right now :/
Title: Re: 3d models development
Post by: Berko on May 23, 2010, 06:42:40 pm
I'm not 3D modeler but i think to use automation to transform high poly model to low poly model is a bad idea especially when this model will be used for animation (non static model). I think it's a bad idea because your low poly model will result as a bad model which have to be reworked/optimized before animation. But this software (like Zbrush) is very good to transform low poly in high poly and after to work with texture or displacement mapping for very good render with a low poly model. So thank you very much to share it, it's free for now and look as awesome as ZBrush for sculpting, I will test it now.
Title: Re: 3d models development
Post by: SmartCheetah on May 24, 2010, 03:06:30 am
After a while messing in this program I can say that...It is wonderful. Especially because you CAN force it to convert into low poly (and it still looks fine!)
Moreover - "painting" it with texture is really cool feature. I believe it can be used very effectively.
Title: Re: 3d models development
Post by: skejwen on May 25, 2010, 07:19:45 pm
Ok - I updated wiki a bit, please modellers check it!

/skejwen
Title: Re: 3d models development
Post by: SmartCheetah on May 25, 2010, 07:51:45 pm
If anyone actually have my models - please, reupload 'em. I had a dics format so I'm left with nothing. And I see that Skejwen asked for uploading 10mm pistol. Sendspace link is already dead so...

Thanks Haraldx!
Skej - Here's the pistol \/
Title: Re: 3d models development
Post by: Haraldx on May 25, 2010, 08:01:45 pm
Heres your pistol: http://www.2shared.com/file/gQEcXLtC/10mmgun.html
Do I really need to make a new pcture for the spear, because I made the handle more thin and it doesn't look like made changes.
Title: Re: 3d models development
Post by: Haraldx on June 05, 2010, 03:39:39 pm
sorry for double post, but I just wanted to know, are people still working?
Title: Re: 3d models development
Post by: bikkebakke on June 05, 2010, 05:45:11 pm
Uhm.. I'v done most of mine, I still got some that need better eeh.. feeling to their texture, more metal like, but dunno how to (like a bit more shiney but thats made in the 3d program, not the texture, already got great metal texture but it doesn't look metally due to it doesnt get shiney in 3dmax :P)
Title: Re: 3d models development
Post by: Haraldx on June 06, 2010, 12:32:50 pm
Add a light to the model? I don't know how to do that in 3Dmax, but you can do that in Wings3D
Title: Re: 3d models development
Post by: Solar on June 06, 2010, 12:34:52 pm
Is anyone biting the bullet and trying to do some 3D Character models yet?
Title: Re: 3d models development
Post by: bikkebakke on June 06, 2010, 04:34:17 pm
Isn't there already 3d chars available

dev video 3 (http://www.moddb.com/games/fonline-2238/videos)

As far as I know Cvet (and his team of modders) are working on armors and the characters, they may be doing weapons aswell, im not 100% sure about that. I think Lexx knows more about that.
Title: Re: 3d models development
Post by: Karpov on June 06, 2010, 11:28:21 pm
Is anyone biting the bullet and trying to do some 3D Character models yet?

I am. I have both male and female  models done, textured and ready to rig. Also made a little experiment with rats and replaced them in the game with my model , it works fine.

here ,I took some pictures
(http://img34.imageshack.us/img34/5756/malevz.png)(http://img231.imageshack.us/img231/8634/femalej.png)
currently I am working on the leather jacket
(http://img6.imageshack.us/img6/2747/jacketa.png)
Title: Re: 3d models development
Post by: bikkebakke on June 06, 2010, 11:50:40 pm
:O KARPOV! why haven't we heard of this earlier!! (small request - can you make a screenshot of them in isometric view, its easier to compare them to the sprites then :P)

Keep up the good work!
Title: Re: 3d models development
Post by: TommyTheGun on June 06, 2010, 11:56:15 pm
Still - models need to be made with VB's animations, right? So we have to start with/from VB models and... i don't know - customize them. If I'm wrong, please correct me. And again - if someone has those Van Buren's models in other than .MAX format, please upload it somewhere.
Title: Re: 3d models development
Post by: Solar on June 07, 2010, 12:57:19 am
Apparently we have them in x format too.
Title: Re: 3d models development
Post by: TommyTheGun on June 07, 2010, 01:25:24 am
Apparently we have them in x format too.

But it's impossible to upload them or tell me how to get them, so I can at least try to help you a bit and paractise some 3D modeling btw?
Title: Re: 3d models development
Post by: Karpov on June 07, 2010, 01:46:48 am
Well TommytheGun, you can open one of the faction.dat files with DATexplorer, the models in X format are there, with their texures, but I could not figure out how to open them. Anyway, I am not using VB bone system, so I created the animation myself and then exported the model to .x, made one just as a test.
Here is a video, I believe that one was orthographic...
http://www.youtube.com/watch?v=2DRAJ_tWN64
Title: Re: 3d models development
Post by: Gorlak on June 07, 2010, 02:04:16 am
You can view .x format with this
http://www.jan1024188.com/3dmodelviewer.html (http://www.jan1024188.com/3dmodelviewer.html)
Title: Re: 3d models development
Post by: TommyTheGun on June 07, 2010, 02:08:52 am
@Karpov - does it mean you can create whole new animations so they could look more like in old Fallouts? Cause that would be awesome. It's always good to know that those models are already in faction files - i figured, they were not in out files, since we have no use for them right now as players (I'm talking about characters, not critters).

@Bobsky

The problem was not how to view .x format, but how to open .MAX format and convert it to .x without usind 3D studio Max

Anyway - thanks for answers
Title: Re: 3d models development
Post by: Karpov on June 07, 2010, 04:01:28 am
You are right Tommy, the characters are not there, only critters, my bad. And yes, I can create animations, but there are over 100 inside the VB model, though I don't think the game uses them all.
Title: Re: 3d models development
Post by: Haraldx on June 07, 2010, 11:06:19 am
Didn't the devs asy, they are gonna use Van Burens models?
Title: Re: 3d models development
Post by: Lexx on June 07, 2010, 12:01:30 pm
Here (http://www.fonline.ru/vanburen/) is everything in max10 format, in case someone missed it.
Title: Re: 3d models development
Post by: Haraldx on June 08, 2010, 10:05:10 am
So... you are gonna use VB models, right?
Title: Re: 3d models development
Post by: SmartCheetah on June 23, 2010, 05:41:50 pm
Anything new in case of 3d modelling? 'sup with characters and missing animations?
Title: Re: 3d models development
Post by: Lexx on June 23, 2010, 10:07:05 pm
Nothing. Some animations are still missing + armor models.
Title: Re: 3d models development
Post by: BurntAluminum on June 24, 2010, 06:32:07 am
Here's an Idea for what I would assume to be a fairly common weapon in an Apocalypse setting... Modeling the Hatchet, and making it usable as a weapon... I doubt I'm the first one to suggest this.
Title: Re: 3d models development
Post by: bikkebakke on June 24, 2010, 06:36:03 pm
actually I think you are the first one to suggest it, atleast on the 3d thread.

But It's a good idea that will be possible to implement with 3d characters and animations.
Title: Re: 3d models development
Post by: BurntAluminum on June 28, 2010, 09:03:44 am
Huh, Well, 3D Models should also make new cars easier I assume? How about adding Rat/Survival bikes as they fit the theme well? What would be cooler is following other Bikes in a Biker gang Convoy.
Title: Re: 3d models development
Post by: Izual on June 28, 2010, 09:40:59 am
This is off-topic. I'll deleter further suggestions about 3D era in this thread.
Title: Re: 3d models development
Post by: lisac2k on June 29, 2010, 11:19:21 pm
I am. I have both male and female  models done, textured and ready to rig. Also made a little experiment with rats and replaced them in the game with my model , it works fine.

here ,I took some pictures
(http://img34.imageshack.us/img34/5756/malevz.png)(http://img231.imageshack.us/img231/8634/femalej.png)
currently I am working on the leather jacket
(http://img6.imageshack.us/img6/2747/jacketa.png)

I find those models somewhat tidier and more fitting the original graphics (http://fodev.net/forum/index.php?topic=4244.msg38451#msg38451), maybe you could follow up that scheme. Other than that, good job!
Title: Re: 3d models development
Post by: Haraldx on June 30, 2010, 01:22:21 pm
What's wrong with the Grease Gun? Maybe I can remake it. What is wrong for M60 and LSW? What is wrong with Super cattle prod? Also, I already uploaded 10mm pistol.
Title: Re: 3d models development
Post by: Izual on June 30, 2010, 01:55:04 pm
lisac, Lexx wrote that the bluesuit in your link couldn't be used because Van Buren models were going to be used instead, can you confirm this ? If yes, then what should 3D artists work on ?
Title: Re: 3d models development
Post by: Lexx on June 30, 2010, 02:31:06 pm
Like I wrote many times already, 3d people need to use the Van Buren models as base. There is no way around this, never will be.
Title: Re: 3d models development
Post by: Jeoshua on June 30, 2010, 03:51:38 pm
No way around this, of course not.  But what if someone works on a new character model using the VB models as a base? That is, they have the same basic size, animation bones, and placement of parts.  That would still work right?
Title: Re: 3d models development
Post by: gordulan on June 30, 2010, 04:45:52 pm
but what about the guys who want to be fatties?
Title: Re: 3d models development
Post by: Lexx on June 30, 2010, 05:24:35 pm
No way around this, of course not.  But what if someone works on a new character model using the VB models as a base? That is, they have the same basic size, animation bones, and placement of parts.  That would still work right?

Makes no sense. Stuff like ghouls or whimpy peasants are done with skin textures, extra clothes and special animations. In general, every human-like character will be able to wear every armor and weapon, etc. As example, the only differences between a ghoul and generic human are idle, walking and running animations. So everything has to be based on the existing male and female body types.
Title: Re: 3d models development
Post by: bikkebakke on June 30, 2010, 06:10:25 pm
What is wrong with Super cattle prod?
My super cattle prod had a rectangular coil, which has now been altered to a more circular coil. I just havn't sent it in yet. I got other models that need new textures but I'm not that good on making textures so they have been halted "a bit" :P
Title: Re: 3d models development
Post by: Roachor on June 30, 2010, 07:42:23 pm
but what about the guys who want to be fatties?

thin-reg-fat models exist in the van buren tech demo
Title: Re: 3d models development
Post by: West on June 30, 2010, 11:29:27 pm
Hey everyone.
Tell me, when we all see the 3D Fallout at least?
I am tired of wainting, and yes i dindn't read this topic
i hope for the simple answer
Title: Re: 3d models development
Post by: ChikChik on June 30, 2010, 11:32:36 pm
Hey everyone.
Tell me, when we all see the 3D Fallout at least?
I am tired of wainting, and yes i dindn't read this topic
i hope for the simple answer
as samira says :"soon"  ;)
Title: Re: 3d models development
Post by: West on June 30, 2010, 11:35:11 pm
When they(devs) told the last message about 3D?
Title: Re: 3d models development
Post by: Solar on June 30, 2010, 11:43:40 pm
Re: 3d models development
« Reply #122 on: Today at 04:24:35 pm »
Title: Re: 3d models development
Post by: West on July 01, 2010, 12:01:01 am
I mean, like
"We were working so hard that we didn't saw our family for 3 years but we trying to invent 3D into Fallout, and we release 3D about July 2010"
Title: Re: 3d models development
Post by: Lexx on July 01, 2010, 12:49:37 am
We are 100% relying on community work in this case, which has been said many times now. As long as not all (basic) armors and missing animations are done, there will be no 3d player models in the game. Nobody in the core team is capable of creating 3d models and especially textures in a quality we like to see in the game later.
Title: Re: 3d models development
Post by: West on July 01, 2010, 01:51:36 am
Oh, sorry i think you didn't understand me
i meant http://www.youtube.com/watch?v=DJV7q5W-JdU
(english subtitles are below)
Title: Re: 3d models development
Post by: Haraldx on July 01, 2010, 11:48:52 am
Oh, sorry i think you didn't understand me
i meant http://www.youtube.com/watch?v=DJV7q5W-JdU
(english subtitles are below)

Lexx is the developer and he understands you better then all of us :P It's just you that misunderstands Lexx thinking that he misunderstood which he plainly didn't. Lexx is trying to say to you:" As most of the models for 3D Era is made by the PLAYERS and not by the devs, so if the players themselves don't make these models, there will be no 3D because other devs don't know how to make 3D models and Textures." The end.
Title: Re: 3d models development
Post by: West on July 01, 2010, 08:04:07 pm
okey thank you
i will wait
Title: Re: 3d models development
Post by: raynor009 on July 02, 2010, 09:16:15 pm
So if i get it right you devs dont got much experience with 3D modelling?I think i could help.I only need to know what needs to be remade in 3D and i can get to work right away.
Title: Re: 3d models development
Post by: Elmehdi on July 02, 2010, 10:18:06 pm
So if i get it right you devs dont got much experience with 3D modelling?I think i could help.I only need to know what needs to be remade in 3D and i can get to work right away.

You can remake some of my guns that have "waiting for correction status" - I have totally no time to deal with it now  :-\.
Title: Re: 3d models development
Post by: lisac2k on July 02, 2010, 10:31:32 pm
So if i get it right you devs dont got much experience with 3D modelling?I think i could help.I only need to know what needs to be remade in 3D and i can get to work right away.

Well, TBH I could try making something, but right now there is no time for such luxuries. The other thing is that my experience with 3dsmax is as thin as one-layered nano-paper. OK, I may be not that bad, but still, it needs some work (read: time) to get good results.

So far I like the Roccos' model (http://fodev.net/forum/index.php?topic=4244.msg38451#msg38451) most. It could have x2 polys, it wouldn't really affect games' performance, but what I like most about it are clean, nicely placed polygons.

I didn't see any rigged character so far, but this step would probably need a proper tutorial/SDK with sample scenes. I still dream of making something along these lines soon... maybe in a week or two, depending on my cruel job. Raynor, if you are skilled with 3dsmax maybe we could start working on it together soon?
Title: Re: 3d models development
Post by: raynor009 on July 03, 2010, 10:42:10 am
Yes sure cant wait.But if you want clean 3D models it will take time a lot of time.I started learning 3D's max when i was using the Unreal Development Kit.

EDIT:Maybe we could start working from next week.My weekend is going to be a little crowded.You can contact me on skype id is raynor009
Title: Re: 3d models development
Post by: Slaver Snipe on July 03, 2010, 03:40:35 pm
I can't fucking wait for 3d Fonline to everyone contributing i want to give a big thanks for working so far and your current work looks amazing for low poly counts. Thanks again and know that your work is appreciated by many even if few say so.
Title: Re: 3d models development
Post by: raynor009 on July 03, 2010, 05:42:18 pm
Slaver Snipe you can try Van Burren's tech demo to see how FOnline will look in 3D



Yak i tool a look Mega Power Fist that looks awfull complicated to make in 3D no wounder nobody made it
Title: Re: 3d models development
Post by: Lexx on July 03, 2010, 06:22:16 pm
Yes sure cant wait.But if you want clean 3D models it will take time a lot of time.I started learning 3D's max when i was using the Unreal Development Kit.

EDIT:Maybe we could start working from next week.My weekend is going to be a little crowded.You can contact me on skype id is raynor009

We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.
Title: Re: 3d models development
Post by: Graf on July 04, 2010, 05:03:41 pm
We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.
I have no experience in 3D modeling, so maybe that's the reason why it's quite hard to understand your point of view. So, what's the difference between "Van Buuren player models" and some other (I suppose it's meant to be player-made) models?
Title: Re: 3d models development
Post by: gordulan on July 04, 2010, 05:42:05 pm
the van buren playermodels have several configurations, these you may have noticed if you played the tech demo, player made player models do not have the configuration options, so despite the player made PM the van buren one is superiour in customisation ways.
Title: Re: 3d models development
Post by: Lexx on July 04, 2010, 06:40:22 pm
If you make a new player model with new animations, you have to redo all attachements. This means, position of all guns, beadrs, head gear, armors in general, etc. pp. Not to forget, creating a new player model with totally new animations will need even more time, until it's done. The Van Buren models have already 88+ animations. Only a few are missing, to make it 100% complete.
Title: Re: 3d models development
Post by: bikkebakke on July 04, 2010, 09:39:49 pm
The Van Buren models have already 88+ animations. Only a few are missing, to make it 100% complete.
Do you have some estimated time (weeks, months), apart for soon.
Title: Re: 3d models development
Post by: ChikChik on July 04, 2010, 11:47:18 pm
By the way, there is some nice van buren based models on Russian site (here (http://www.fonline.ru/forum/showthread.php?t=14165)).
For example:
(http://ipicture.ru/uploads/100705/MqQSKIoKCH.png)
or
(http://ipicture.ru/uploads/100705/XWxl19SVdl.png)
and the best one
(http://ipicture.ru/uploads/100705/nzL2Ep21H2.png)
So, are u guys going to use it ?
Title: Re: 3d models development
Post by: Gray on July 05, 2010, 04:43:45 pm
By the way,(http://ipicture.ru/uploads/100705/XWxl19SVdl.png)
BTW, I've finished Combat Armor today
Check this out:
(http://img651.imageshack.us/img651/6827/ca06fullytextured.png) (http://img651.imageshack.us/i/ca06fullytextured.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: 3d models development
Post by: Crazy on July 05, 2010, 04:45:48 pm
Gray...

You are AWESOME!!!
I love your CA, 3D will not be that bad if all models are like that.
Title: Re: 3d models development
Post by: Winston Wolf on July 05, 2010, 04:51:36 pm
I don't like the shinpads, they look like bonds. But the rest is pretty nice. (Although I think the CA does not have a microphone. (http://fallout.wikia.com/wiki/Combat_Armor))
Title: Re: 3d models development
Post by: Gray on July 05, 2010, 07:32:41 pm
I don't like the shinpads, they look like bonds. But the rest is pretty nice. (Although I think the CA does not have a microphone. (http://fallout.wikia.com/wiki/Combat_Armor))
Yes, it is not a microphone. Finally I understand what a crap is this! It is a chin belt!!! Thank you man!
Title: Re: 3d models development
Post by: bikkebakke on July 05, 2010, 07:56:27 pm
(http://img651.imageshack.us/img651/6827/ca06fullytextured.png) (http://img651.imageshack.us/i/ca06fullytextured.png/)

GIEF MOAAR!
Title: Re: 3d models development
Post by: skejwen on July 05, 2010, 08:03:56 pm
In fact all models can be replaced, so even if this dont have devteam support then it can be released as mod :)
Title: Re: 3d models development
Post by: Gray on July 05, 2010, 08:28:17 pm
(http://img708.imageshack.us/img708/1461/ca07texturedfinal.th.png) (http://img708.imageshack.us/i/ca07texturedfinal.png/)
All right. Now I've really finished it. No more stupid microphone, shinpads are corrected, texture is darkened.
Where is Lexx? He is keeping silence since I mailed him 3D model of APA.
Uploaded with ImageShack.us (http://imageshack.us)
GIEF MOAAR!
???
My english is not good enough to understand.
Title: Re: 3d models development
Post by: Winston Wolf on July 05, 2010, 08:29:47 pm
He wants to see more 3d models you made. Looks great btw. ;)
Title: Re: 3d models development
Post by: Alvarez on July 05, 2010, 08:48:48 pm
BTW, I've finished Combat Armor today
Check this out:
(http://img651.imageshack.us/img651/6827/ca06fullytextured.png) (http://img651.imageshack.us/i/ca06fullytextured.png/)

Excellent job! Снимаю шляпу!
Title: Re: 3d models development
Post by: bikkebakke on July 05, 2010, 09:00:39 pm
GIEF MOAAR!
My english is not good enough to understand.
It just means, "give more please" but put in a retard english way ^^

btw, awesome "new" model :)
Title: Re: 3d models development
Post by: Solar on July 05, 2010, 09:28:02 pm
Looks very nice  8)

... whats next?!
Title: Re: 3d models development
Post by: Winston Wolf on July 05, 2010, 09:33:48 pm
How many items aren't done yet?
Title: Re: 3d models development
Post by: Gray on July 05, 2010, 09:35:58 pm
He wants to see more 3d models you made.
(http://img822.imageshack.us/img822/8400/apademo01.th.png) (http://img822.imageshack.us/i/apademo01.png/)
Incomplete
Title: Re: 3d models development
Post by: Izual on July 05, 2010, 09:41:59 pm
It's pretty much a minor flaw, but I thought the Combat Armor was... Greener. :p

Awesome job with those armors !
Title: Re: 3d models development
Post by: Surf on July 05, 2010, 09:43:35 pm
The combat armor looks really good! :)
I would prefer a bit more bulkier shoulderpads and as Izual said a bit more green in it, but thats just personal opinions. :)
Title: Re: 3d models development
Post by: Gray on July 05, 2010, 09:45:46 pm
... Greener...
It can be any color you wish. Just 5 minutes in Photoshop and you have new CA.
The combat armor looks really good! :)
I would prefer a bit more bulkier shoulderpads and as Izual said a bit more green in it, but thats just personal opinions. :)
It looks more bulky from above, belive me.
Title: Re: 3d models development
Post by: Graf on July 05, 2010, 09:46:29 pm
How many items aren't done yet?

Critters: brahmin, super mutant, scorpions (both), molerat, pigrat, gecko, wanamingo, centaur, floater, mantis
Armor: robe, leather armor, metal armor, tesla armor.
Title: Re: 3d models development
Post by: Winston Wolf on July 05, 2010, 09:49:29 pm
Is that all or just the items you know?
Title: Re: 3d models development
Post by: Izual on July 05, 2010, 09:50:32 pm
It can be any color you wish. Just 5 minutes in Photoshop and you have new CA.

That's why I love 3D o/
Title: Re: 3d models development
Post by: Graf on July 05, 2010, 10:05:01 pm
Is that all or just the items you know?
It is item names provided by Gray and others on Russian forum as unavailable.
Title: Re: 3d models development
Post by: bikkebakke on July 05, 2010, 11:51:11 pm
It can be any color you wish. Just 5 minutes in Photoshop and you have new CA.It looks more bulky from above, belive me.
That's why I love 3D o/
+1

hope to see some new vids of the work soon ^^ the last by Cvet was neato burrito, now i want tacos on top of that!  .... im hungry...
Title: Re: 3d models development
Post by: Haraldx on July 06, 2010, 09:13:36 am
Awesome job Gray! Do they support Van Buren player models?
Title: Re: 3d models development
Post by: wojtasqn on July 06, 2010, 09:30:21 am
Meaby there should be some trains in the Train Stations?


(http://wizualizacje-projektow.pl/train.jpg)

Title: Re: 3d models development
Post by: Izual on July 06, 2010, 11:06:27 am
Meaby there should be some trains in the Train Stations?


Devs will ask modders if they need a 3D train.
Title: Re: 3d models development
Post by: Lexx on July 06, 2010, 12:18:05 pm
And it will never be a steam locomotive.
Title: Re: 3d models development
Post by: Gray on July 06, 2010, 05:10:33 pm
Awesome job Gray! Do they support Van Buren player models?
They are Van Buren player models
Got ya! What's up with APA model? Does it work propertly? I need screenshots!
Title: Re: 3d models development
Post by: Roachor on July 06, 2010, 08:48:41 pm
And it will never be a steam locomotive.

Why you can run it by burning pretty much anything, wood for instance.
Title: Re: 3d models development
Post by: Winston Wolf on July 06, 2010, 08:49:43 pm
Why you can run it by burning pretty much anything, wood for instance.

We are in the year 2238...
Title: Re: 3d models development
Post by: kttdestroyer on July 06, 2010, 08:58:07 pm
...

Nice stuff! :)

Care to take screen from iso-metric perspective? ;)
Title: Re: 3d models development
Post by: Roachor on July 06, 2010, 09:05:30 pm
We are in the year 2238...

well they don't have diesel for current trains and those tracks in the wastes sure don't look like monorail tracks to me.
Title: Re: 3d models development
Post by: Winston Wolf on July 06, 2010, 09:06:48 pm
How about MFC's or batterys?
Title: Re: 3d models development
Post by: Izual on July 06, 2010, 09:25:27 pm
Back to current topic please.
Title: Re: 3d models development
Post by: Gray on July 06, 2010, 09:54:17 pm
Care to take screen from iso-metric perspective? ;)
Sure
(http://img824.imageshack.us/img824/9273/casprite.png)

Note that it is a "normal" constitution, there will be "wire", "fat" and "strong" ones
Title: Re: 3d models development
Post by: Alvarez on July 06, 2010, 10:10:52 pm
How about MFC's or batterys?

Now that you mention it, Winston, why didn't anyone modeled AMMO yet?

Every ammo look ATM like a green box on the ground, every MFC look like a SEC on the floor. Man, that's just boxes with wrapping, a perfect start for 3d beginners.
MFCs are mine. Expect them by the end of the week.
Title: Re: 3d models development
Post by: skejwen on July 06, 2010, 10:16:42 pm
and it will stay this way
Title: Re: 3d models development
Post by: Alvarez on July 06, 2010, 10:18:27 pm
and it will stay this way

What exactly?
Title: Re: 3d models development
Post by: bikkebakke on July 06, 2010, 11:00:45 pm
Sounds like he wants the ammo boxes to look as they do know :/ iunno
Title: Re: 3d models development
Post by: Gray on July 07, 2010, 09:41:27 am
Now that you mention it, Winston, why didn't anyone modeled AMMO yet?
Because there are a lot of more complex objects need to be modelled.
Title: Re: 3d models development
Post by: Haraldx on July 07, 2010, 11:02:26 am
Ammo can be modelled pretty much of fast and easy, but in the same time its use less because what would be the difference between 9mm bulllets and 10mm bullets on the ground? true, they would look the same.
Title: Re: 3d models development
Post by: Haraldx on July 07, 2010, 11:07:07 am
(http://img822.imageshack.us/img822/8400/apademo01.th.png) (http://img822.imageshack.us/i/apademo01.png/)
Incomplete

I'm pretty sure you can make ''fat'' ''skinny'' ''muscular'' the same as it's ''normal'', I'm pretty sure this was used also for Van Buren's Power Armor... Wait a minute - FOnline 2238 hasn't got APA nor PA. Good job anyway!
Title: Re: 3d models development
Post by: Gray on July 07, 2010, 09:40:41 pm
Wait a minute - FOnline 2238 hasn't got APA nor PA. Good job anyway!
Are BoS and Enclave present in FO 2238? Their members can not remain 2D whereas all other critters became 3D.
Title: Re: 3d models development
Post by: raynor009 on July 07, 2010, 09:51:17 pm
We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.

If said nothing about any player models.O_o
Title: Re: 3d models development
Post by: bikkebakke on July 07, 2010, 10:33:00 pm
If said nothing about any player models.O_o

We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.

and there are probably lots of other posts about that because I remember seeing them a bit everywhere :P
Title: Re: 3d models development
Post by: jenik15 on July 08, 2010, 12:37:44 pm
What with weapons status? When we can see them in game or demo video?
Title: Re: 3d models development
Post by: Surf on July 08, 2010, 03:44:04 pm
What with weapons status? When we can see them in game or demo video?

When it's done.
First all the players animations and models need to be finished.
Title: Re: 3d models development
Post by: West on July 08, 2010, 11:12:30 pm
When it's done.
First all the players animations and models need to be finished.

can you tell us the % of the completion?
Title: Re: 3d models development
Post by: Zarecki on July 21, 2010, 02:35:53 pm
Wow, realy when my friend told me its going to be 3D I didnt belive him, but now I do! Holy S =D! I cant wait for it ;]!
Title: Re: 3d models development
Post by: Izual on July 21, 2010, 02:39:15 pm
Are BoS and Enclave present in FO 2238? Their members can not remain 2D whereas all other critters became 3D.

Yes, they are, so I guess we need 3D models for them. As Solar said, 3D era will be done when our beloved 3D modders will have made all the models :p
Title: Re: 3d models development
Post by: Pozzo on July 21, 2010, 03:02:18 pm
Gladly we don't need 3D models to play the game so they have time to do the job :D
Title: Re: 3d models development
Post by: Sius on July 22, 2010, 12:29:20 pm
Are there any news on this? I remember that when the server was down, there were new models coming like every 5 hours and whole list was done in a few weeks. But since then awfully lot guns are "WAITING FOR CORRECTION" and there are no changes what so ever. Are there any active 3d modelers left?
Title: Re: 3d models development
Post by: Elmehdi on July 22, 2010, 04:47:05 pm
Are there any news on this? I remember that when the server was down, there were new models coming like every 5 hours and whole list was done in a few weeks. But since then awfully lot guns are "WAITING FOR CORRECTION" and there are no changes what so ever. Are there any active 3d modelers left?

I can tell you what I think. And I think that 3d is not the only issue here – the game itself seems to be stagnant. Keep in mind  that the last changelog is from 10.06. It appears that nobody is doing anything to this game anymore.
Title: Re: 3d models development
Post by: Surf on July 22, 2010, 04:53:06 pm
It appears that nobody is doing anything to this game anymore.

That's not true. Don't worry. ;)
Title: Re: 3d models development
Post by: runboy93 on July 22, 2010, 04:59:21 pm
That's not true. Don't worry. ;)
I agree with elmehdi.
There is lot of do, but no one do anything about them.
Title: Re: 3d models development
Post by: Solar on July 22, 2010, 05:24:23 pm
Yes yes, don't be decieved by the lack of updates, things are still whirring away behind the scenes.
Title: Re: 3d models development
Post by: Izual on July 22, 2010, 05:36:58 pm
But devs don't work on 3D era. The 3D thing can only be done by our modders (yes, like Elmehdi :D) so as soon as they complete what needs to be done, 3D era will be implemented or something like that. Which is why the discussion about changelogs is irrelevant :p
Title: Re: 3d models development
Post by: Elmehdi on July 22, 2010, 05:52:14 pm
You see, Izual, lack of changelogs is a valid issue, because it indicates that the project is quite dead. It’s the impression that not only I have and it demotivates from any serious contribution. I believe that this might be the main reason why people stopped making 3d models (I know I did).
Title: Re: 3d models development
Post by: JustGreat on July 22, 2010, 05:56:17 pm
You see, Izual, lack of changelogs is a valid issue, because it indicates that the project is quite dead. It’s the impression that not only I have and it demotivates from any serious contribution. I believe that this might be the main reason why people stopped making 3d models (I know I did).

You are not new here Elemhdi, you know how it works. Every wipe they introduce a huge amount of changes, instead of doing small changes every week as they used to do in the beginning of the project.
Title: Re: 3d models development
Post by: Elmehdi on July 22, 2010, 05:58:41 pm
You are not new here Elemhdi, you know how it works. Every wipe they introduce a huge amount of changes, instead of doing small changes every week as they used to do in the beginning of the project.

But afaik no wipe is coming.
Title: Re: 3d models development
Post by: runboy93 on July 22, 2010, 06:06:29 pm
But afaik no wipe is coming.
Don't forgot "Soon" :)
Title: Re: 3d models development
Post by: JustGreat on July 22, 2010, 06:08:38 pm
This is called Domination and exists as a design doc since several weeks already. Testbed for it is supposed to come around in August, and will continue to expand as a part of a larger NPC factions system overhaul.

So new changes are coming, I don't know about wipe.
Title: Re: 3d models development
Post by: Sius on July 22, 2010, 06:11:52 pm
Still it seems like there is no official statement for 3d modelers about their work. Even if someone finish all the weapon models whats next? Why don't you advertise on forums and game launcher that you are looking for skilled 3d modelers to finish what is started? As I've said it was 3d era boom when the server was down for a few days so everyone was bored and even noobs like me tried to do some simple 3d models. But after that 1-2 week era everyone (even those skilled modders) gave up and no one is doing anything about it anymore.

Where are people like Karpov, bikkebakke, Giemz and so on? Elmehdi seems to be only active 3d modeler left. Anyway what is the status with "WAITING FOR CORRECTION" stuff? Is it uploaded somewhere so someone else than original author can correct these models?
Title: Re: 3d models development
Post by: Badger on July 22, 2010, 06:17:00 pm
My guess would be that it's out of 2238's hands. They can have some input, but they're at the mercy of when Cvet decides 3D is ready.
Title: Re: 3d models development
Post by: Sius on July 22, 2010, 06:21:09 pm
My guess would be that it's out of 2238's hands. They can have some input, but they're at the mercy of when Cvet decides 3D is ready.

The technology is already done, its models that are holding this down (not that I would prefer 3d models over old ones but the pros are too good). Well at least thats what I've heard.
Title: Re: 3d models development
Post by: Badger on July 22, 2010, 06:26:42 pm
Did the female skeleton get tweaked? I remember reading the VB one wasn't finished, and that's why their proportions are so weird. Particularly the legs.
Title: Re: 3d models development
Post by: Elmehdi on July 22, 2010, 06:37:16 pm
Anyway what is the status with "WAITING FOR CORRECTION" stuff? Is it uploaded somewhere so someone else than original author can correct these models?

As far as I remember SmartCheetah uploaded some untextured models for others to complete. I don't know anything about others, but I didn't upload my unfinnished weapons anywhere. Gauss rifle and gauss pistol need total remoddelling, so anyone  who is willing to make them, would have to start from scratch. M60 is done:

(http://img543.imageshack.us/img543/3600/m60preview.png)

But they didn't like it, they wanted oryginal which is:

(http://www.fo2238.fodev.net/wiki/images/8/88/M60.gif)

... and not only it doesn’t resemble anything but it’s so freaking ugly that I didn’t want to make it :-P.

LSW and pulse rifle just need some texture remaking which I should be able to complete quickly.
Title: Re: 3d models development
Post by: Izual on July 22, 2010, 06:38:57 pm
Well, your M60 looks good. In the right direction, with some colour change and with a bi-pod it will be similar to the original one. Anyway glad to see we're moving forward :)

Edit : Forget what I said about the bi-pod, wouldn't work in 3D :p
Title: Re: 3d models development
Post by: Lexx on July 22, 2010, 06:39:06 pm
Models and animations are not the only thing. There are still bugs here and there (missing shadow or outlines, etc) additionally to the still missing animations and so on.
Title: Re: 3d models development
Post by: Elmehdi on July 22, 2010, 06:50:14 pm
In the right direction, with some colour change and with a bi-pod it will be similar to the original one.

..or just replace the icon with this one:

(http://trzynasty-schron.net/obrazki/tactics_ekwipunek/ciezk_m60.gif)

which I think is a lot better.

Edit:
Models and animations are not the only thing. There are still bugs here and there (missing shadow or outlines, etc) additionally to the still missing animations and so on.

I think that not every single death animation needs to be completed in order to implement 3d, just some basic stuff to make it possible to play. People can make more candy later.
Title: Re: 3d models development
Post by: Izual on July 22, 2010, 06:53:19 pm
As far as I know, icons and wielded weapons will be the same model, so I don't think it is possible :/
Title: Re: 3d models development
Post by: Ned Logan on July 22, 2010, 06:58:33 pm
I hope it would still be possible to play with 2D client.
Not only because of aesthetics, but also because of performance issues.
Title: Re: 3d models development
Post by: gordulan on July 22, 2010, 07:00:40 pm
nope, the changes will be server side, and there will be a certain level of customisation, much like the van buren tech demo, hopefully some people will go the extra mile and optimise the van buren base models as well... Sorry about the missing letters, I got a nice buzz going, and really don't notice as much as I normally would...
Title: Re: 3d models development
Post by: Cameleon on July 22, 2010, 08:06:37 pm
..or just replace the icon with this one:

(http://trzynasty-schron.net/obrazki/tactics_ekwipunek/ciezk_m60.gif)

which I think is a lot better.

Edit:
I think that not every single death animation needs to be completed in order to implement 3d, just some basic stuff to make it possible to play. People can make more candy later.


Well , its nice :D Tactics fallout
Title: Re: 3d models development
Post by: bikkebakke on July 22, 2010, 08:23:26 pm
(http://img823.imageshack.us/img823/1227/refineduranium.jpg)
New texture for refined uranium.

Original
(http://www.fo2238.fodev.net/wiki/images/4/48/Rock3.gif)

I can't get it any better, since highrez textures ain't doable here I cant get on any of those "white" spots that are on the sprite, believe me I've tried but either they don't show or it looks weird. (there are other sides of the rock that is a bit more shinier, the ss is just from a darker spot).
Title: Re: 3d models development
Post by: skejwen on July 22, 2010, 08:37:06 pm
great :)

just send me missing models from wiki list - mjastrz@gmail.com
Title: Re: 3d models development
Post by: bikkebakke on July 22, 2010, 08:45:10 pm
gonna get ss of the other models that I'v corrected so far as well. The only models that I haven't touched is the needler pistol and uranium ore, cant make them shiny >,< (holy handgrenade is untouched, unsure if any further work will be placed on it).
Title: Re: 3d models development
Post by: Lexx on July 23, 2010, 11:40:42 am
You see, Izual, lack of changelogs is a valid issue, because it indicates that the project is quite dead.

It indicated, that it's summer time.

Additionally: Just becaues you can't see it, doesn't mean there is no work getting done.
Title: Re: 3d models development
Post by: TommyTheGun on July 23, 2010, 02:55:16 pm
I'm glad to see you are still working on the project. I would love to help with some models, but I can't really model any armors - i've tried but i suck at it. On the other hand i can see a lot of models that are still "waiting for correction" since... long time ago... So i was wondering - maybe i should try and model something that has been done but wasnt fully uploaded, eh? I should find some time to do it at work. I can play FOnline here, but im pretty sure noone will notice blender as one of the windows :p So - any idea how I can help?

Oh. And for offtop sake: I was really bored few days ago at work so i did that:

(http://img42.imageshack.us/img42/6591/223pn3.jpg)

It wouldn't be that bad with textures, i guess...

ANYWAYS - Back to lowpoly models. Any idea how I can help? You already know something about my abilities (well.. actualy - lack of em) when it comes to 3d modeling.

Title: Re: 3d models development
Post by: Elmehdi on July 23, 2010, 06:14:19 pm
ANYWAYS - Back to lowpoly models. Any idea how I can help? You already know something about my abilities (well.. actualy - lack of em) when it comes to 3d modeling.

Well, you can always make gauss pistol and gauss rifle. I tried and failed :-P - maybe you will succeed.
Title: Re: 3d models development
Post by: Graf on July 23, 2010, 08:33:03 pm
TommyTheGun, wow! Your model are just great!  ;)
Title: Re: 3d models development
Post by: Michaelh139 on July 23, 2010, 09:54:48 pm
TommyTheGun, wow! Your model are just great!  ;)
Its practically a replica.
Title: Re: 3d models development
Post by: TommyTheGun on July 26, 2010, 04:18:27 pm
Well, you can always make gauss pistol and gauss rifle. I tried and failed :-P - maybe you will succeed.

I'll try as soon as I'llhave some more spare time at work ;) I'm afraid it's to much for me though - its worth a try anyway, eh? ;)

Title: Re: 3d models development
Post by: gordulan on July 27, 2010, 10:38:08 am
found something really interestng, but you probably were aware of this anyways...

http://www.nma-fallout.com/forum/viewtopic.php?p=769329#769329
Title: Re: 3d models development
Post by: runboy93 on July 27, 2010, 12:49:01 pm
^Thanks for link ;)
Title: Re: 3d models development
Post by: TommyTheGun on July 28, 2010, 09:50:05 am
Looks awesome - I really hope devs will use those animations rather than original animations from van buren.
Title: Re: 3d models development
Post by: runboy93 on July 28, 2010, 10:23:55 am
Looks awesome - I really hope devs will use those animations rather than original animations from van buren.
And how they "use" them?
They are not our devs?
Title: Re: 3d models development
Post by: TommyTheGun on July 28, 2010, 04:15:14 pm
Quote
For a basis I took Van Buren model. I edited a mesh, has created a new bones, and animated it anew, taking for a basis the animation of the original. Some animations are not finished yet, and they will be changing: for example "run".
I am ready to exchange art with other teams.
Title: Re: 3d models development
Post by: runboy93 on July 28, 2010, 05:33:39 pm
I don't even see that in topic  ???
Title: Re: 3d models development
Post by: kraskish on July 28, 2010, 05:47:42 pm
Its practically a replica.

Is this only me or the .223 pistol has 2 triggers?
Title: Re: 3d models development
Post by: Crazy on July 28, 2010, 06:20:35 pm
Is this only me or the .223 pistol has 2 triggers?
Go watch Blade Runner!
Title: Re: 3d models development
Post by: bikkebakke on July 28, 2010, 07:24:27 pm
(http://www.fo2238.fodev.net/wiki/images/a/ae/Decker.gif) (http://www.fo2238.fodev.net/wiki/images/a/ae/Decker.gif)
you can see 2 triggers.

and +1 to:
Quote
Go watch Blade Runner!
Title: Re: 3d models development
Post by: gordulan on July 29, 2010, 04:21:02 am
read the book, wathced the film, book kicked ass compared to the film...
Title: Re: 3d models development
Post by: Alvarez on August 07, 2010, 01:50:01 pm
(http://www.fo2238.fodev.net/wiki/images/a/ae/Decker.gif) (http://www.fo2238.fodev.net/wiki/images/a/ae/Decker.gif)
you can see 2 triggers.

Original prop from Blade Runner, i tip my hat to /m/.

(http://img237.imageshack.us/img237/6776/223gun.jpg) (http://img237.imageshack.us/i/223gun.jpg/)
Title: Re: 3d models development
Post by: Eniac on August 27, 2010, 04:52:23 pm
How about modeling armor? ???
Title: Re: 3d models development
Post by: bikkebakke on August 27, 2010, 05:54:55 pm
I think that was up to some other guys. All I know is that we on fonline 2238 where given the choice to make weapons  //handheld stuff :P
Title: Re: 3d models development
Post by: Eniac on August 30, 2010, 02:30:48 pm
I appeal to those who have already made a model for the game. How many triangles optimal\maximum for the model such as a pistol?
Title: Re: 3d models development
Post by: bikkebakke on August 30, 2010, 09:31:58 pm
How many triangles optimal\maximum for the model such as a pistol?

A lowpoly gun in FOnline standards are like 100-150 polys, a high poly would be around 300 polys (and would have to be optimized i think).

Same applies for rifles but the high polycount is increased to around 500-600 (and its polycount would probably have to be lowered).
Title: Re: 3d models development
Post by: Eniac on September 01, 2010, 02:36:09 pm
 ;D
Title: Re: 3d models development
Post by: SmartCheetah on September 04, 2010, 02:28:42 pm
I'll probably go back to 3d modelling and texturing (want to try with handpainting as I saw incredible results in some people works) but first of all I'm going to increase my imagination + software skill in doing high-poly models.

If someone can post what else have to be done it would be great.
Title: Re: 3d models development
Post by: Haraldx on September 04, 2010, 03:06:41 pm
What's wrong with the club, Grease gun the plant spike, holy grenade (I have a model of it, It just doesn't have texture), combat shotty and needler? Maybe I can try remaking them :P
Title: Re: 3d models development
Post by: bikkebakke on September 04, 2010, 05:14:56 pm
All models that I have made are sent in, both the finished ones and the ones that needed more work. The reason is that I have not been working on them for quite some time and I reckon that I will not work on them in a near future, so I sent them in instead.
Title: Re: 3d models development
Post by: TheGreenHand on September 13, 2010, 04:51:29 pm
I'll probably go back to 3d modelling and texturing (want to try with handpainting as I saw incredible results in some people works) but first of all I'm going to increase my imagination + software skill in doing high-poly models.

If someone can post what else have to be done it would be great.

http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker
Title: Re: 3d models development
Post by: Haraldx on September 15, 2010, 09:45:14 am
The development tracker hasn't been updated for ages. It's useless currently.
Title: Re: 3d models development
Post by: Pozzo on September 15, 2010, 10:12:30 am
Is the project still running ?
Title: Re: 3d models development
Post by: runboy93 on September 15, 2010, 10:15:07 am
Is the project still running ?
Somehow i think that FOnline should leave as it looks now.
Title: Re: 3d models development
Post by: Graf on September 15, 2010, 12:50:43 pm
The development tracker hasn't been updated for ages. It's useless currently.
Disagree. It is still showing an actual progress of 3D models development. To make it easier, I have made a list of incompleted/incorrect/missing models (everything is according to that page and my own data):

1. Avenger Minigun
2. Minigun
3. Light Support Weapon
4. М60
5. Rocket Launcher
6. M3A1 "Grease Gun" SMG
7. Desert Eagle .44
8. Desert Eagle (Exp. Mag.)
9. PPK12 Gauss Pistol
10. YK42B Pulse Rifle
11. Gatling Laser
12. M72 Gauss Rifle
13. Sawed-off Shotgun
14. Combat Shotgun
15. Brass Knuckles
16. Mega Power Fist
17. Power Fist
18. Throwing Knife
19. Club
20. Knife
21. Sharpened Spear
22. Spear

Once these models are done, the task of creating 3D models could be considered as complete.
Title: Re: 3d models development
Post by: Ox-Skull on September 15, 2010, 01:50:35 pm
Somehow i think that FOnline should leave as it looks now.

I agree with u runboy93.
Title: Re: 3d models development
Post by: Vindict on September 15, 2010, 02:02:41 pm
I feel the same way. I'm afraid that when we switch to 3d, we will loose the last connection to old Fallouts.

DON'T DO IT!
Title: Re: 3d models development
Post by: gordulan on September 15, 2010, 03:12:39 pm
nah, we'll still have the environments from FO 1&2, and it'd be much more appealing to see differently built people anyways, I'm all for the 3d models being implemented, but I'm too busy to try my hand at anything to do with 3d modelling at the moment.

and there's also the different armour that has to be made through the 3d,because as we all know only the bluesuit, PA & LJ was made, and the models in themselves have incomplete animations, so there's still about 75% work to be done after the weapons are completed really...
Title: Re: 3d models development
Post by: Drakonis on September 16, 2010, 05:12:08 pm
3d chars that could prone/crouch is a must! everything else could stay 2d :p
Title: Re: 3d models development
Post by: Alvarez on September 16, 2010, 05:22:30 pm
3d chars that could prone/crouch is a must! everything else could stay 2d :p

I second the thought with 2d for classic critters but the other... C'mon, the sole reason for crouch animations in FOnline is teabagging!  ;D ;D ;D
Title: Re: 3d models development
Post by: bikkebakke on September 16, 2010, 06:48:10 pm
I'm pretty sure prone/crouch wont be implemented. The only reason it would be in the game is for rp.ers, becouse if they where to implement prone/crouch they would have to add some kind of cover when ducking at a window (something that doesn't exist now since you are always visible through a window when standing) and they would have to add that to when you hide behind rocks, fences, walls (well im pretty sure those things ain't implemented, think lexxx said something about that sometime).
Title: Re: 3d models development
Post by: Enzo on September 16, 2010, 07:22:32 pm
I'm pretty sure prone/crouch wont be implemented. The only reason it would be in the game is for rp.ers, becouse if they where to implement prone/crouch they would have to add some kind of cover when ducking at a window (something that doesn't exist now since you are always visible through a window when standing) and they would have to add that to when you hide behind rocks, fences, walls (well im pretty sure those things ain't implemented, think lexxx said something about that sometime).

this all is working in Tactics, isnt it?
Title: Re: 3d models development
Post by: bikkebakke on September 16, 2010, 11:53:39 pm
its all working in fallout tactics, but fonline 2238 aint fallout tactics.
Title: Re: 3d models development
Post by: John Ryder on September 17, 2010, 12:15:54 am
Fonline ain't Fallout 2 either.
Title: Re: 3d models development
Post by: runboy93 on September 17, 2010, 08:51:49 am
Fonline ain't Fallout 2 either.
It's not, but looks like Fallout/2 more than any other Fallout game.
Title: Re: 3d models development
Post by: Haraldx on September 19, 2010, 07:21:16 pm
Once these models are done, the task of creating 3D models could be considered as complete.

Not true, there are some (however very few) missing animations for the characters and there are still missing some armor models (there is no Metal armor, CLJ, robes, Leather armor and all their tier 2 upgrades)
Title: Re: 3d models development
Post by: Graf on September 19, 2010, 09:25:59 pm
Not true, there are some (however very few) missing animations for the characters and there are still missing some armor models (there is no Metal armor, CLJ, robes, Leather armor and all their tier 2 upgrades)
Uh, sorry. I meant "the task of creating 3D weapon models".
Title: Re: 3d models development
Post by: tehsupernuke on September 20, 2010, 04:55:17 am
When should this project be finished, I would love to see how it turns out. I've seen the Wiki page, your only missing a few weapons.(all are unarmed weapons.) Do you have all the armors done too? If yes, please reply back, or record your progress in the wiki page. Thank You for listening.
                                                       -Teh§uperNuke ;)
Title: Re: 3d models development
Post by: barter1113 on September 27, 2010, 08:43:36 am
When 3d models we see in game?
Title: Re: 3d models development
Post by: Graf on September 27, 2010, 09:07:14 am
When 3d models we see in game?
Soon (http://developer.valvesoftware.com/wiki/Valve_Time).
Title: Re: 3d models development
Post by: TommyTheGun on September 28, 2010, 10:05:57 pm
I've decided to do some modeling. As I see it, this idea of players making all the models in order to help developers is dead, but maybe something will change if theres gonna be at least one person - anyone at all that still wants to help with the game development. Ive made sawn off shotty, since im pretty rusty with blender right now and I needed something easy to start with. You should see resoults today, when i copy the renders on the computer which has an access to the internetz. As i recall, it has about 150 triangles and the last thing that needs some tuning up is a texture.

Well.. Anyway - you will see for yourself soon.

I'm still with the project, even if I'm not playing the game right now ;) Take care.

Edit:


Original

(http://img213.imageshack.us/img213/9670/soshotgn.jpg)

3d

(http://img830.imageshack.us/img830/8515/sawnoffshotty.th.jpg) (http://img830.imageshack.us/i/sawnoffshotty.jpg/)

textured

(http://img340.imageshack.us/img340/3630/sawnoffshottyt.th.jpg) (http://img340.imageshack.us/i/sawnoffshottyt.jpg/)

As you can see - I still can't make a nice texture. I think the only exeption was Magnum.

I really hope theres gonna be some reply. A lot of people put a lot of effort in this initiative and it would be really sad if it's gonna die after so much has been done.
Title: Re: 3d models development
Post by: SmartCheetah on September 28, 2010, 11:36:03 pm
I believe it's up to devs. We need some kind of info, we need further steps to continue this work.
Someone just have to clean the mess and tell us what to do. It's just pointless to make stuff for nothing. *Poof* - 0 interest and 0 replies in that topic.

I'm sure that people will start working on something IF we will get some info on that.
Title: Re: 3d models development
Post by: TommyTheGun on September 28, 2010, 11:42:28 pm
Well - There used to be much more interest - also when it comes to devs - when we really worked on this. I'm still gonna make new models - when we get full list of items = we acomplish something, then we can expect some reaction. I think we can expect anything when we don't have anything. Also - since its a good way to practise your skills, I won't be dissapointed if all those models won't be used in this project. But if Fonline will ever become 2.5d, our work could be used anyway - if not by cvet and devs, then by other servers.
Title: Re: 3d models development
Post by: SmartCheetah on September 28, 2010, 11:47:57 pm
That's right. I would love to contribute more of my work. Furthermore - I would love to help with project like that, and I'm gonna do it. It's kinda obvious that more people will actively work on this -> much more will come.
But still - we need some word from people who want to make 2,5D go live. Maybe 2238 devs aren't interested anymore, but some other guys might be.
gieeev moar infooooo to hungryyy drunk cheetaaah!
Title: Re: 3d models development
Post by: LagMaster on September 29, 2010, 09:21:42 am
Soon (http://developer.valvesoftware.com/wiki/Valve_Time).
you mean Soon (http://www.fo2238.fodev.net/wiki/Soon)
Title: Re: 3d models development
Post by: Graf on September 29, 2010, 11:01:49 am
SmartCheetah, once all work are done, I'm planning to send all models which are done by 2238 players to the developers of FOG (Fallout Online Grow - an ambitious project from creators of TLA). To be honest, 3D models of weapons isn't the most difficult task to do - there is also 3D models of armor and some critters left undone. And they are seem to be more difficult.
LagMaster, yeah  :) But it's almost the same.
Title: Re: 3d models development
Post by: Floodnik on September 29, 2010, 05:35:45 pm
Quote
once all work are done, I'm planning to send all models which are done by 2238 players to the developers of FOG
And since players made these models for 2238, not for FOG, you can't do that.
Not if all of them agree to use them in FOG.
Title: Re: 3d models development
Post by: bikkebakke on September 29, 2010, 06:29:51 pm
I've already sent mine to FOG, but I would love to get some info from the devs here, to tell us if there have been any improvements in the 3D section.
Title: Re: 3d models development
Post by: Graf on September 29, 2010, 08:12:36 pm
And since players made these models for 2238, not for FOG, you can't do that.
Not if all of them agree to use them in FOG.
Definitely, I could only send those models, which are approved by their creators as available to upload to FOG.
p.s. you didn't created any model, so you shouldn't worry about that.
Title: Re: 3d models development
Post by: Floodnik on September 30, 2010, 05:22:11 pm
Quote
Definitely, I could only send those models, which are approved by their creators as available to upload to FOG.
Then that's ok.
Quote
p.s. you didn't created any model, so you shouldn't worry about that.
I'm just saying how the situation is. If you sent all models like you said here
Quote
I'm planning to send all models
some creators could be angry and you would be very worried. It's good that someone warned you ;)
Title: Re: 3d models development
Post by: SmartCheetah on October 08, 2010, 04:57:06 pm
Can we get some info from devs already? Anything? Or this project/idea is already dead? Maybe some guy from GM's team can ask them to give us info about that. Wipe? :PPP
Title: Re: 3d models development
Post by: traderowski on October 13, 2010, 08:01:25 pm
Can we get some info from devs already? Anything? Or this project/idea is already dead? Maybe some guy from GM's team can ask them to give us info about that. Wipe? :PPP

This projects is dead. Any information about 3 models, maybe don't make it and try make new sprites models for players or others graphics.
Title: Re: 3d models development
Post by: Graf on October 17, 2010, 07:33:29 am
(http://www.fonline.ru/forum/attachment.php?attachmentid=9021&stc=1&thumb=1&d=1287256902)
Here's unfinished model of MA, made by GRAY (on russian forum) (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.fonline.ru%2Fforum%2Fshowpost.php%3Fp%3D483907%26postcount%3D913). Yet, he needs some help with creating of textures for it. If anyone could help, it would be really handsome and would speed up his work.
Title: Re: 3d models development
Post by: Gray on October 18, 2010, 06:34:24 am
made by GRAY (on russian forum) (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.fonline.ru%2Fforum%2Fshowpost.php%3Fp%3D483907%26postcount%3D913)
Oh please, anything but the google translator. :-X Don't disgrace me ;)
(http://img269.imageshack.us/img269/6553/ma03.png) (http://img269.imageshack.us/i/ma03.png/)
And yes, I need some help with textures. My ones are awful.
Title: Re: 3d models development
Post by: pistacja on October 18, 2010, 09:46:50 am
I'm having problems opening the model files, but I can help with a 2d texture. I'd need the UV layout and the texture could help as well.
I don't know if fo uses normal maps but if yes then I can make a hi freq. map from the texture but it would need to be mixed with a low freq. map baked from the model.
If fo uses pre made AO or lighting then that would also baked from the model.
Does fo use shine maps?
I can do the baking only if I can open the model. 3ds, obj, dae or max saved with 2009 or lower - that's what I can open.
PM me if you want me to help.
Title: Re: 3d models development
Post by: bikkebakke on October 18, 2010, 09:51:50 am
This projects is dead. Any information about 3 models, maybe don't make it and try make new sprites models for players or others graphics.
dead you say, the 3d player model with metal armor says otherwise :D

Hope to see some more stuff ;)

//nvm  :P ill just go to here (http://translate.googleusercontent.com/translate_c?hl=ru&ie=UTF-8&sl=ru&tl=en&u=http://www.fonline.ru/forum/showthread.php%3Ft%3D14165%26page%3D23&prev=_t&rurl=translate.google.ru&usg=ALkJrhgT78BkApaVrgMXdUcfaULF5thlng)
Title: Re: 3d models development
Post by: kttdestroyer on October 24, 2010, 01:45:11 am
(http://www.fonline.ru/forum/attachment.php?attachmentid=9021&stc=1&thumb=1&d=1287256902)
Here's unfinished model of MA, made by GRAY (on russian forum) (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.fonline.ru%2Fforum%2Fshowpost.php%3Fp%3D483907%26postcount%3D913). Yet, he needs some help with creating of textures for it. If anyone could help, it would be really handsome and would speed up his work.

A bit to big legs in my opinion, i mean the part in the middle of the body, also the torso should be more small down and wide upper parts. Otherwise, everything else looks okey (I dont mean to be harsh, but this is not a beauty contect) :)
Title: Re: 3d models development
Post by: Graf on October 24, 2010, 08:25:06 am
A bit to big legs in my opinion, i mean the part in the middle of the body, also the torso should be more small down and wide upper parts. Otherwise, everything else looks okey (I dont mean to be harsh, but this is not a beauty contect) :)
You should mention, that there is 4 types of models available in the game - fat, strong, normal and wire. This model is seem to be strong one, so others could fit your description.
Title: Re: 3d models development
Post by: SteamChild on October 24, 2010, 12:26:04 pm
Hey guys!I have a qestion about put into the game 3d models.I paste default model but i dont understand how paste on she attributes: hair, hats, armor etc.Please help me!If may without scripting.
Title: Re: 3d models development
Post by: marcek1989 on November 11, 2010, 11:57:53 am
Did someone make apa enclave model?
Title: Re: 3d models development
Post by: gordulan on November 11, 2010, 12:31:36 pm
I believe so, and besides, the standard VB PA aint gonna cut it, it just seems too, well, tight fitting, like a skintight tincan, I personally believe that the PA  and APA should look pretty menacing and bulky, and not need 5-6 different sizes depending on who's gonna wear it, it's big enough for anyone to fit in it, but I'm just voicing my opinion, if you don't like it, don't read it...
Title: Re: 3d models development
Post by: Graf on November 11, 2010, 08:35:49 pm
Did someone make apa enclave model?
Made by Gray (http://www.fonline.ru/forum/attachment.php?attachmentid=4952&stc=1&d=1270571404)
But it isn't completed yet.
Title: Re: 3d models development
Post by: Floodnik on November 12, 2010, 12:14:08 am
Quote
(http://www.fonline.ru/forum/attachment.php?attachmentid=4952&stc=1&d=1270571404)
Cool, looks way better than the one that was in Fallout 3 in example...
Title: Re: 3d models development
Post by: Spark on November 12, 2010, 12:13:01 pm
hi, everyone, i would like to  help with 3d modelling, but i don't know how its organised... Can anybody tell me, what needs to be done? + Can you guys tell me where i can find (if available) some guide to optimize the model for engine? I would like to create some armor model - it would be an honor;) but if they are all assigned, or done, i'll gladly help with anything else (critters, also humanoids, anything).. looking forward to help!

- here's some shows of my works (second row is the funart for Fonline):
  http://img715.imageshack.us/img715/4223/showkov.jpg
Title: Re: 3d models development
Post by: bikkebakke on November 12, 2010, 03:04:59 pm
3d graphics development tracker (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker)


check that site out, if you see something that haven't been done then do it ;) If you think you can make a better model than an already finished one (but one that haven't been accepted) then go for it :P

keep polycount low, check all the models to see what amount the poly should be.
Title: Re: 3d models development
Post by: Graf on November 12, 2010, 06:25:31 pm
Hey Spark, if you could help with making of 3D model of armor, then it could be much more helpful, than making weapon models. Here's how it's done:
You could start from the most easy armor - Robe (http://fallout.wikia.com/wiki/Robes). There is some pictures which could help you.
here's some useful information for 3D modelling in FO:

Bod - body, Fee - boots, Han - gloves, Hea - helmet, Sho - shoulders. These parts are made as separate objects, and if you will be combining it, you should do it without of bones, otherwise you could mix up something. And when you will be releasing a scene from combined elements, don't forget which element was there at the beginning and which one just for correct combining, or you could lost connection of armor to bones, which would make your work useless.  

For creation of armor, you'll need this file - ATR_Hum***_BodPrisonSuit.max (leather armor), ATR_Hum***_BodVaultSuit.max (metal armor, combat armor). where *** - is a gender and constitution. F-female, M-male, Fat-heavy Nor-normal, Str-tendinous, Wir-thin. For example, ATR_HumMStr_BodVaultSuit.max - is a vault suit, for tedious constitution, male. Thus, for each king of armor you should make an 8 variants of armor, though it's not that difficult as it sounds. Main work is to make two normal models for each gender and after that the critter (Fat, Str, Wir)  are combined (Import->Merge)  with the scene and part of model are joint together, to close bulging parts of a critter (don't forget to delete a critter after the work are finished). After that, the scene are saved with fitting name.
Here's the example of completed armor:
(http://www.fonline.ru/forum/attachment.php?attachmentid=6806&stc=1&d=1278673243)
(http://www.fonline.ru/forum/attachment.php?attachmentid=6829&stc=1&d=1278762612)
All necessary files could be downloaded here (http://www.fonline.ru/vanburen/)

Good luck with it.
Title: Re: 3d models development
Post by: Gray on November 14, 2010, 08:51:49 am
Can anybody tell me, what needs to be done?
Generally, I am almost finishing all available armor pack, compatible with VB vodels. Only leather and robe needs to be done, but I'll do it in a nearest months (I work better in winter).
Weapons are done too (some of them need an optimisation, but generally, they are done).
If you are good in animation, you should try to make missing animations (for example rifle shooting)

PS your model looks pretty good.

PPS my own textures are awfull, i need help with them.
Title: Re: 3d models development
Post by: bikkebakke on November 15, 2010, 10:37:18 am
They should make a place for all armors on the fonline wiki :P just like there is a weapon section.
Title: Re: 3d models development
Post by: Izual on November 16, 2010, 09:01:01 am
Very good news to hear from Gray! Thank you, man. Keep modelling! :D
Title: Re: 3d models development
Post by: Graf on November 16, 2010, 10:39:20 am
They should make a place for all armors on the fonline wiki :P just like there is a weapon section.
You could do it yourself actually, since wiki are open now.
Title: Re: 3d models development
Post by: JacobLC22 on November 19, 2010, 11:18:32 pm
(http://i1080.photobucket.com/albums/j340/mojojojolol/gaussriflejpg1.jpg) heres my first attempt at 3d modlen
Title: Re: 3d models development
Post by: Graf on November 19, 2010, 11:26:49 pm
heres my first attempt at 3d modlen
coyuld you make a texture for that model?
Title: Re: 3d models development
Post by: JacobLC22 on November 19, 2010, 11:31:52 pm
im gonna try my bros way better than me hes gonna help just needed to know if it was good enough or needed work its got  516 polly i figure its to much but i cant get it down more w/o main mans opinion
Title: Re: 3d models development
Post by: bikkebakke on November 20, 2010, 11:20:34 am
Well, for a rare weapon like that I think it's okay, but if you can (want to) you could try and tone it down. Looks really good ^^

gogo awesome texture!
Title: Re: 3d models development
Post by: Graf on November 20, 2010, 12:27:10 pm
im gonna try my bros way better than me hes gonna help just needed to know if it was good enough or needed work its got  516 polly i figure its to much but i cant get it down more w/o main mans opinion
It's better to make a texure from original sprite, like it's done here:
(http://www.imagepost.eu/images/0/342086725.png)
Title: Re: 3d models development
Post by: bikkebakke on November 20, 2010, 01:29:39 pm
wow, that one looks awesome, don't think I've seen it before :/
Title: Re: 3d models development
Post by: Gray on November 20, 2010, 04:35:34 pm
wow, that one looks awesome,
It's high-poly, 1k triangles as minimal. Model is awesome, but not suitable for the game. Optimization needed.
Title: Re: 3d models development
Post by: marcek1989 on November 20, 2010, 05:10:59 pm
I found it screen some weeks ago but I don't know who made it. This model APA looks great!
(http://img17.imageshack.us/img17/6863/2105165765415.jpg)
Title: Re: 3d models development
Post by: Graf on November 20, 2010, 08:26:58 pm
wow, that one looks awesome, don't think I've seen it before :/
you definetely didn't seen it before ;) It was made by one guy from russian forum like 3 weeks ago.
It's high-poly, 1k triangles as minimal. Model is awesome, but not suitable for the game. Optimization needed.
it is 566 poly's
Title: Re: 3d models development
Post by: Kamilos93 on November 20, 2010, 08:39:10 pm
I found it screen some weeks ago but I don't know who made it. This model APA looks great!
(http://img17.imageshack.us/img17/6863/2105165765415.jpg)

Nice model I want it in my FOnline server and 2238  :)
Title: Re: 3d models development
Post by: Gray on November 20, 2010, 09:39:42 pm
Nice model I want it in my FOnline server and 2238  :)
It's just 3D-art made by one fan, it is not compatible with game engine.

P.S. is my model worse?

it is 566 poly's
It's too much anyway. Whole man in armor is not more then 2k polys. Additionally, weapons may lay on the ground in a big amount, slowing the performance.
Title: Re: 3d models development
Post by: Graf on November 20, 2010, 09:55:16 pm
It's too much anyway. Whole man in armor is not more then 2k polys. Additionally, weapons may lay on the ground in a big amount, slowing the performance.
A lowpoly gun in FOnline standards are like 100-150 polys, a high poly would be around 300 polys (and would have to be optimized i think).
Same applies for rifles but the high polycount is increased to around 500-600 (and its polycount would probably have to be lowered).
Title: Re: 3d models development
Post by: Izual on November 20, 2010, 10:38:37 pm
I think your model is much better anyway, Gray :)
Title: Re: 3d models development
Post by: bikkebakke on November 21, 2010, 02:00:13 am
I think it would be okay for some guns to have a high-polycount.

I don't know how it is now but when I played I don't think I ever saw anyone with a m60...

So, my guess is that the models that is used most are the ones that need to have a low polycount, still should try and keep the models optimized even if they are rare i guess >_< (just more important with the more used objects in my opinion).
Title: Re: 3d models development
Post by: wezu on November 21, 2010, 11:43:59 am
300 polys for a object? Are we suddenly back at the mid '90?
 
A modern graphic card can render 5-20 millions polygons without braking a sweat. A bit more if they are organized into tri-strips and fans, a bit less with quads and higher order polygons. And it's been this way for years. The limit is the number of draw calls (batches), you can have one mesh with 100 000 polygons but you can't have 1 000 meshes with 100 polygons (unless you merge them on the cpu before sending them to the gpu or use some trick like hardware instancing). Even if a model has 10 000 triangles the graphic card will only render 5-8k due to backface culling.

In the worst case scenario you will have 200-300 independent meshes (and that's waaaaay to many anyway), having them at 300 polygons each you get a grand total of  60-90k but only 40-60k (or less) will get send to the gpu thanks to backface culling. Even an Intel GMA can render 100k polygons at 60fps.

There are only two cases where polygon count matters - intensive animations or a complex vertex shader. I think FO uses the fix function pipeline anyway so the vertex shader is out, weapons are rigid by nature so there's no per vertex animations there, only characters are left so unless you put +100 bones in them your safe. 

I can't help myself asking what is the target hardware for models with 100-300 polys?

And I can't help myself even more asking why not use a simple LOD mechanism?  There'd be decent 5k models for close-ups and cheap 100-200 polys from far away.
Title: Re: 3d models development
Post by: bikkebakke on November 21, 2010, 11:52:42 am
Yup, I've been wondering the same thing, but I got no answer so I just followed their orders :P Also I don't think we are using bumpmaping so that also ease down the stress for the computer.
Title: Re: 3d models development
Post by: Mr_Gazo on November 21, 2010, 07:30:30 pm
Graf, M60 model much more fit for Third-person shooter, and a 3D model is a bit wrong, but nice work.

P.S. is my model worse?
nope, but why are dark green, or it is false to my eye  ::)

300 polys for a object? Are we suddenly back at the mid '90?
On which of the "Polygon" is being said, with the 3 edges? If the 3 edges, then it is normal for this today.
Title: Re: 3d models development
Post by: Gray on November 21, 2010, 08:44:17 pm
I think it would be okay for some guns to have a high-polycount.

I don't know how it is now but when I played I don't think I ever saw anyone with a m60...

So, my guess is that the models that is used most are the ones that need to have a low polycount, still should try and keep the models optimized even if they are rare i guess >_< (just more important with the more used objects in my opinion).
Fully agree. Items like spear or 10mm pistol should have not more then 20 polys, but gauss rifle may have about 1k.
A modern graphic card can render 5-20 millions polygons without braking a sweat.
It's just a theoretical raw performance. Additional effects like anisotropic filtering or shading lowers that number dramatically. Besides, some gamers don't have modern graphic cards.
why are dark green, or it is false to my eye  ::)
It's a draft texture, I haven't better one. If somebody wants to help - just make a texture for APA. UVW map fits VB power armor.
Title: Re: 3d models development
Post by: traderowski on November 21, 2010, 08:52:17 pm
Made by Gray (http://www.fonline.ru/forum/attachment.php?attachmentid=4952&stc=1&d=1270571404)
But it isn't completed yet.

:/ the mask is ugly and suck... sorry but you must make it better. I know that is for game you make it in free time but you must make the model better. marcek1989's model look pretty.
Title: Re: 3d models development
Post by: Izual on November 21, 2010, 08:55:22 pm
:/ the mask is ugly and suck...

I absolutely disagree. This model is awesome and very good-looking. Plus, if you don't like the mask, keep in mind it would still be in FOnline, so model would be a lot smaller. I like this model really much ;)
Title: Re: 3d models development
Post by: traderowski on November 21, 2010, 09:03:27 pm
This model need more dark and black colors. marcek1989 model looks nice because it's black and have good mask. Why it model doesn't good for engine?
Title: Re: 3d models development
Post by: kttdestroyer on November 21, 2010, 09:13:40 pm
I found it screen some weeks ago but I don't know who made it. This model APA looks great!
(http://img17.imageshack.us/img17/6863/2105165765415.jpg)

Yeah, almost perfect. Maybe a bit more "loose" on the knees and biceps a bit bigger, also the armor more bulky on torso and especially on the shoulders and we have perfect APA model.
Title: Re: 3d models development
Post by: wezu on November 21, 2010, 10:39:06 pm
It's just a theoretical raw performance. Additional effects like anisotropic filtering or shading lowers that number dramatically. Besides, some gamers don't have modern graphic cards.

Does FO use anisotropic filtering or shading?
And isn't anisotropic filtering for textures?

If you are talking about gamers that don't have a modern graphic card, then I'm one of them. My card is 6 years old it's one of the weakest of the nVidia  6 series (GF 6200) stuck in a AGP x4 slot.

Today I've made a small demo, just one mesh, 2 lights. The mesh is a subdivided teapot with ~700 000 triangles. Through the fix function pipeline (lights per vertex) I get 53 FPS, with a shader (per pixel light) 52 FPS. If you don't believe me I can provide the demo.

I don't want to undermine the project, or even criticise the models, some of them are great. They could be fantastic as a low level LOD (for max zoom-out).
I'm just saying that the polygon budget is outdated by 10 years. I know what I'm saying I'm a game dev myself, a beginner at it but I've done my math, I've done my homework I know how it works.


Title: Re: 3d models development
Post by: Izual on November 21, 2010, 10:47:31 pm
Today I've made a small demo, just one mesh, 2 lights. The mesh is a subdivided teapot with ~700 000 triangles. Through the fix function pipeline (lights per vertex) I get 53 FPS, with a shader (per pixel light) 52 FPS.

FOnline is a MMO, it involves more than one player featured in the game at once.
Title: Re: 3d models development
Post by: bikkebakke on November 22, 2010, 09:44:33 am
700k triangles- you could spam 1400 weapons if you want (500 poly).

Or maybe 175 power-armors (2k poly) and 700 weapons (500 poly).

155 players (1500 poly?), 116 power-armors (2k poly) and 466 weapons (500 poly).

ofc I'm only counting the polygons (triangles if you rather want that word).

And this is counting with "highpoly" models on his outdated card (you said it yourself :P) and I'm just saying as he does, I don't want to undermine the models (hell I made a bunch of them), just saying that you may be a bit harsh on the polycount sometimes.
Title: Re: 3d models development
Post by: wezu on November 22, 2010, 10:25:45 am
700k triangles- you could spam 1400 weapons if you want (500 poly).
Just to make it clear, you can't spam 1400 models and expect more then 5fps even on a top end PC. You can get away with it if they all share one render state (texture and ligth) then they can be sent to the gpu as one mesh.
You will bump into this kind of problem way sooner than the polygon limit.

Do some math.
How many objects you want at once?
What is the max poly count for your target hardware?
Divid it, substract 30% to be on the safe side and you got your max-poly-per-object.
Title: Re: 3d models development
Post by: bikkebakke on November 22, 2010, 10:44:50 am
I know :P was just shooting out to this:

Quote
FOnline is a MMO, it involves more than one player featured in the game at once.

Iunno, maybe I just didn't understand his comment but for me it looked like we can't have higher polycounts on the models because we then ran a risk of heavy fps drops (like having 500-1000 polymodels combined with many players).

(OR SOMETHING, please correct me, I like being corrected :P how would I learn if not.)
Title: Re: 3d models development
Post by: wezu on November 22, 2010, 11:06:12 am
The keyword is LOD, Level Of Detail.
From far away you use low poly, if a model fits a 50x10 pixel square it should not have 500 polys, thats one poly per pixel - overkill. For a very small thing you can even use a spirit. If you have 50 players on screen then they will be low poly, but you will have to zoom out just to fit them on screen, they will be small and you won't see the details even if they are hi-poly.
If you zoom in only 1-2 players will fit the screen so you don't need to draw the rest (view frustrum culling), you can now swap the low-poly models for ones with a lot more details.
If this is done seamlessly you get the imression that there is a lot more quality in the scene... You zoomed in to see the details so you think they are still there when you zoom out.
Title: Re: 3d models development
Post by: JacobLC22 on November 22, 2010, 11:20:47 am
It's better to make a texure from original sprite, like it's done here:
(http://www.imagepost.eu/images/0/342086725.png)
but how to make it fit i tried to but it wont look right guess i gotta mess with it more try and get back to u asap
Title: Re: 3d models development
Post by: Gray on November 22, 2010, 12:29:13 pm
:/ the mask is ugly and suck...
Typical mistake: APA does not have the mask, it is a normal helmet. Back side is just covered by shoulders. It's ugly, because it's still completely untextured.
marcek1989's model look pretty.
It lloks pretty, but it's completely wrong (in addition to it's incompatibility), especially the helmet. My only "fail" is wrong colors, it will be fixed on a final texturing stage.
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: 3d models development
Post by: Graf on November 22, 2010, 09:01:05 pm
but how to make it fit i tried to but it wont look right guess i gotta mess with it more try and get back to u asap
this is a texture for that model, I hope that it would help you:
(http://www.imagepost.eu/images/0/m66.png)
Title: Re: 3d models development
Post by: Izual on November 22, 2010, 09:22:39 pm
Typical mistake: APA does not have the mask, it is a normal helmet. Back side is just covered by shoulders. It's ugly, because it's still completely untextured.It lloks pretty, but it's completely wrong (in addition to it's incompatibility), especially the helmet. My only "fail" is wrong colors, it will be fixed on a final texturing stage.
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)

I prefer your model Gray (especially if you change colors) but the position of the model isn't really the same as the original one (as we can see in your iso view on the right). Is it possible to fix it?
Title: Re: 3d models development
Post by: Gray on November 22, 2010, 09:40:41 pm
I prefer your model Gray (especially if you change colors) but the position of the model isn't really the same as the original one (as we can see in your iso view on the right). Is it possible to fix it?
I don't work with animation, just the model with bones, ready to animate with VB built-in animation pack. I've posed this model manually for the easy compare.
Title: Re: 3d models development
Post by: Elmehdi on November 22, 2010, 10:00:41 pm
this is a texture for that model, I hope that it would help you:
(http://www.imagepost.eu/images/0/m66.png)

Just mind it should be no bigger than:

(http://img139.imageshack.us/img139/8755/mapm60.png)
http://img139.imageshack.us/img139/8755/mapm60.png
(128:128)

See the specifications (somewhere at the beggining of this thread).

I have totally no time now to deal with those models nowadays, that's why I am really pleased to see that someone continues the project  :P.
Title: Re: 3d models development
Post by: JacobLC22 on November 22, 2010, 10:41:34 pm
this is a texture for that model, I hope that it would help you:
(http://www.imagepost.eu/images/0/m66.png)

if i had the texture for the guass rifle like that it would be easy to put on do u know where i can get one all i have is a pic from wiki to go by ty
Title: Re: 3d models development
Post by: Gray on November 23, 2010, 09:06:27 am
Speaking about textures (and colors of my APA), anybody can try to help with it's texturing. I'll accept any help (I am a bletcherous texturer).
Here it is the source texture with body parts marks. Orientation of the text shows the angle.
(http://img251.imageshack.us/img251/3483/bodpowerarmordefaultlg.png)

If anybody want to help - just post textures here or PM me.

PS helmet have no even source texture... it's absolutely free to work on.
Title: Re: 3d models development
Post by: Graf on November 23, 2010, 11:00:50 am
if i had the texture for the guass rifle like that it would be easy to put on do u know where i can get one all i have is a pic from wiki to go by ty
dunno, I gave you that texture to show an example of a good texture in order to help you. Maybe you could rework it or something...
Title: Re: 3d models development
Post by: wezu on November 23, 2010, 11:26:48 am
Speaking about textures (and colors of my APA), anybody can try to help with it's texturing. I'll accept any help (I am a bletcherous texturer).
Here it is the source texture with body parts marks. Orientation of the text shows the angle.
(http://img251.imageshack.us/img251/3483/bodpowerarmordefaultlg.png)

If anybody want to help - just post textures here or PM me.

PS helmet have no even source texture... it's absolutely free to work on.

What's wrong with this texture?
Title: Re: 3d models development
Post by: Majer on November 23, 2010, 05:08:10 pm
Is specular or normal mapping to be supported? It would solve problems with most of materials.

Also, do you happen to have any model preview software? For texturing purposes?
Title: Re: 3d models development
Post by: Gray on November 23, 2010, 08:06:50 pm
What's wrong with this texture?
Nothing. It's a Van Buren Power Armor texture. I use the same UVW map to APA.
Title: Re: 3d models development
Post by: Majer on November 23, 2010, 08:30:10 pm
Also what kind of APA it is about to be?

(http://images3.wikia.nocookie.net/__cb20060523211249/fallout/images/c/c7/Apoweras.gif)


blahhh, nevermind



Title: Re: 3d models development
Post by: Crazy on November 23, 2010, 08:56:09 pm
Well, APA texture should be darker than PA texture, am I wrong ?
Title: Re: 3d models development
Post by: JacobLC22 on November 24, 2010, 12:54:14 am
dunno, I gave you that texture to show an example of a good texture in order to help you. Maybe you could rework it or something...

 I was hoping that you could give me a program or technique you used to make this texture its great and its detailed please help
Title: Re: 3d models development
Post by: Gray on November 24, 2010, 08:55:41 am
Well, APA texture should be darker than PA texture, am I wrong ?
Just repaint body parts with proper colors and it will be the APA texture. Just to it good looking and that's all.
Title: Re: 3d models development
Post by: LagMaster on November 24, 2010, 09:07:17 am
why don't we edit some F3 3D models?
Title: Re: 3d models development
Post by: bikkebakke on November 24, 2010, 09:15:11 am
It feels like that would violate some copyright laws :P
Title: Re: 3d models development
Post by: Alvarez on November 24, 2010, 09:47:38 am
It feels like that would violate some copyright laws :P

Perhaps, but it's a exciting way to learn about texturing and animating by reverseengineering them, especially if you know the basics.
Also, you're not obliged to publish them as your own work anyway.
Title: Re: 3d models development
Post by: wezu on November 24, 2010, 12:07:59 pm
Speaking about textures (and colors of my APA), anybody can try to help with it's texturing. I'll accept any help (I am a bletcherous texturer).
Here it is the source texture with body parts marks. Orientation of the text shows the angle.
(http://img251.imageshack.us/img251/3483/bodpowerarmordefaultlg.png)

If anybody want to help - just post textures here or PM me.

PS helmet have no even source texture... it's absolutely free to work on.

How about something like this?
(http://img227.imageshack.us/img227/1156/apa0.jpg)
Title: Re: 3d models development
Post by: bikkebakke on November 24, 2010, 03:48:56 pm
Sweet, texture looks good here, would be nice to see it on the APA.
Title: Re: 3d models development
Post by: Graf on November 24, 2010, 06:19:49 pm
How about something like this?
Very nice texture, but it looks like a PA, not APA texture to me.
Title: Re: 3d models development
Post by: Pryszczu666 on November 24, 2010, 07:21:43 pm
Definitly PA if you ask me... There is that valve thing in the back...
Title: Re: 3d models development
Post by: wezu on November 24, 2010, 07:26:34 pm
It's an artistic impression ;)

The APA was made after the war so I wanted it to have a more modern look and at the same time to be a bit wastelandish.

I've replaced the retro ruber-hose-joints with a cyberpunk metal-machine-electronic-thing and made the rest in a unpainted, brushed metal look, Boba Fett style.

That's how I think it would look.
I can give it another shot making it more plastic like.

ADDED:
I did use the PA texture layout and elements, if there is another UV layout then post it. Making a texture and then making uvs based on the texture is a bit silly.
 
Title: Re: 3d models development
Post by: JarekBrowarek on November 24, 2010, 08:06:13 pm
Typical mistake: APA does not have the mask, it is a normal helmet. Back side is just covered by shoulders. It's ugly, because it's still completely untextured.It lloks pretty, but it's completely wrong (in addition to it's incompatibility), especially the helmet. My only "fail" is wrong colors, it will be fixed on a final texturing stage.
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Model in center is perfect, is it your work?
Title: Re: 3d models development
Post by: Gray on November 24, 2010, 10:40:52 pm
How about something like this?
Awesome Power Armor, but it is not dark enough for APA.
But as a re-texture for PA it is awesome:
(http://img152.imageshack.us/img152/5134/patruecolor.png)
Hands, shoulders, feet and helmet are textured by old Van Buren textures. The new one looks much better.
May I ask you to retexture the rest parts of PA with the same style? As I understand, you have the source textures.
I have a future plans to fix VB PA to it's normal shape. So good textures will be the great help.

Model in center is perfect, is it your work?
Do you see just the colors, not the shape? Should I repaint my model with coal-black and coyote-brown colors to make it "perfect"?
Title: Re: 3d models development
Post by: Anuri on November 25, 2010, 08:22:22 am
Quote
Do you see just the colors, not the shape? Should I repaint my model with coal-black and coyote-brown colors to make it "perfect"?

Yup, do this please because your way of texturing obviously destructs lots of people. Just make it black and glossy please
Title: Re: 3d models development
Post by: wezu on November 25, 2010, 09:52:32 am
May I ask you to retexture the rest parts of PA with the same style? As I understand, you have the source textures.
Sure, just tell me the names (or pattern of names) of the textures you want me to pimp.
Title: Re: 3d models development
Post by: Gray on November 25, 2010, 11:49:11 am
Sure, just tell me the names (or pattern of names) of the textures you want me to pimp.
Sure.
FeePowerArmor_default_LG.tga
HanPowerArmor_default_LG.tga
HeaPowerArmor_default_LG.tga
ShoPowerArmor_default_LG.tga
Title: Re: 3d models development
Post by: wezu on November 25, 2010, 03:57:10 pm
Not sure if the tone matches 1:1 but for now it's the best I can do, the helmet will probably need some more love.
(http://img230.imageshack.us/img230/2610/feepowerarmordefaultlg.png)

(http://img686.imageshack.us/img686/7127/shopowerarmordefaultlg.png)

(http://img832.imageshack.us/img832/8069/hanpowerarmordefaultlg.png)

(http://img99.imageshack.us/img99/1182/heapowerarmordefaultlg.png)
Title: Re: 3d models development
Post by: SmartCheetah on November 25, 2010, 04:11:51 pm
Very nice job. I think it would work for APA texture as well with photoshop colorizing tool. It's easy to manipulate so we can make few versions and cast a vote. About Gray APA - very nice model, and helmet is also ALMOST perfect. I just think forehead need a bit love and it should be little more wider.

I'm still learning to hand paint textures with photoshop, so maybe in near future I will be able to help makin' these looks way better.
Title: Re: 3d models development
Post by: Gray on November 25, 2010, 06:18:58 pm
Not sure if the tone matches 1:1 but for now it's the best I can do, the helmet will probably need some more love.
Awesome.
(http://img600.imageshack.us/img600/6474/powerarmormodernized.png)
I've changed some elements, but generally it is much better then I can do.
It will be a really good basement for APA texture, thanks a lot.
Title: Re: 3d models development
Post by: Crazy on November 25, 2010, 06:21:31 pm
Oh damn, it looks really good! Way better than VB PA ;p
Can't wait to see APA ! (and CA)
Title: Re: 3d models development
Post by: wezu on November 25, 2010, 06:37:21 pm
Damn, that does look good ;D

I can make a small tutorial on how to turn a 'vanilla' texture into something better, it really is easy you just need a good base texture (like metal in this case - google can provide them in any amounts) and some know-how.  Someone interested?
Title: Re: 3d models development
Post by: runboy93 on November 25, 2010, 07:03:05 pm
Good job as always :D
Just keep going.
Title: Re: 3d models development
Post by: bikkebakke on November 25, 2010, 09:17:02 pm
holy poop that armor is awesome ^^ nice job
Title: Re: 3d models development
Post by: Lexx on November 25, 2010, 09:21:16 pm
Van Buren's Power Armor texture wasn't finished anyway. It has been a very early wip.

The new texture is really good.
Title: Re: 3d models development
Post by: Gray on November 25, 2010, 10:22:04 pm
Lexx, got you again! Haven't you tested my early export of APA yet? I have no information about it since april! >:(
Just tell me, is it functional?

P.S. End of work on the Metal Armor is near.
(http://img836.imageshack.us/img836/8366/ma08.png)
The textures are a little dirty, but the mesh is complete.
Title: Re: 3d models development
Post by: JacobLC22 on November 25, 2010, 11:09:39 pm
Damn, that does look good ;D

I can make a small tutorial on how to turn a 'vanilla' texture into something better, it really is easy you just need a good base texture (like metal in this case - google can provide them in any amounts) and some know-how.  Someone interested?

 Yes please make a tutorial I need to learn how to texture better Thanks
Title: Re: 3d models development
Post by: SmartCheetah on November 26, 2010, 08:06:46 am
Yes please make a tutorial I need to learn how to texture better Thanks
+1
Every 3d modelling/texturing/rigging tutorial will be great addition here.

btw: You guys tried texturing with Zbrush?
http://www.youtube.com/watch?v=1fdLM5G1OHw
Looks way better than editing normal UV map.
Title: Re: 3d models development
Post by: Pozzo on November 26, 2010, 11:38:39 am
Quote
The textures are a little dirty, but the mesh is complete.

Is it a Metal MK1 ? Because in my opinion it is too clean to be a metal armor MK2 :/
Title: Re: 3d models development
Post by: Crazy on November 26, 2010, 11:57:16 am
Is it a Metal MK1 ? Because in my opinion it is too clean to be a metal armor MK2 :/

Well, I think it's why he say texture have to be redone ;p
Anyway, the MKII is clean, it's the MKI which should be dirty
Title: Re: 3d models development
Post by: Graf on November 26, 2010, 02:47:25 pm
Well, I think it's why he say texture have to be redone ;p
Anyway, the MKII is clean, it's the MKI which should be dirty
(http://www.imagepost.eu/images/0/mas3.png)
According to this, Gray's Metal Armor is definetely MK2.
Title: Re: 3d models development
Post by: Izual on November 26, 2010, 03:26:49 pm
The model can be used for both armors, just needs retexturing as Gray said.
Title: Re: 3d models development
Post by: Gray on November 27, 2010, 08:25:12 am
The model can be used for both armors, just needs retexturing as Gray said.
Good idea  ;)
http://img573.imageshack.us/g/bodmetalarmordefaultlg.png/ (http://img573.imageshack.us/g/bodmetalarmordefaultlg.png/)
Feel yourself free to edit it.
Title: Re: 3d models development
Post by: Izual on November 27, 2010, 10:49:13 am
I can edit it but it'll be worse than ever :P Was just replying to this:
Quote
According to this, Gray's Metal Armor is definetely MK2.

Which is not true since your model can fit for both marks.
Title: Re: 3d models development
Post by: wezu on November 27, 2010, 01:32:03 pm
I've made this:
(http://img222.imageshack.us/img222/534/bodmetalarmorfdefaultlg.png)
into this:
(http://img24.imageshack.us/img24/2708/66461800.png)


Here's a simple tutorial on how it's made. I'm not gonna write exactly what I did in every step, the point is not to redo what I've done but to understand the technique. No artistic skills are needed but knowing GIMP (or Photoshop)  is important.

1. Preparation.
The first step is to resize all the textures to a size that makes it easier to work with. In this case 512x512 for the torso parts and 256x256 for the addons.Later it can be resized back to half of that, as it is always easer to make an image smaller then making it bigger. No matter what engine is used always stick to power of two when it comes to texture size, so 32x32, 64x64, 128x128, 256x256, 512x512 and so on. If the texture is any other size then in 99% cases it will be scaled up or down by the graphic card driver and that take time and memory.

If you got all your images the right size, put them all on one sheet in one file, you won't have to reproduce all the steps again and again you'll just do it once.

2. Get Good  textures.
For this one you will need two good looking textures - metal and leather. Use whatever you have or google for them.
I found this leather texture:
(http://img525.imageshack.us/img525/795/leathe.jpg)
And these metal textures:
(http://img44.imageshack.us/img44/8375/metal007.jpg)
(http://img542.imageshack.us/img542/9752/metalwall052b.jpg)
That I've combined into one:
(http://img17.imageshack.us/img17/9369/baseh0.jpg)

All these textures are seamlessly tilling (or try to be).

3. Mix and match.

Make a new image, in the first layer paste one of those textures (metal for example). Make it so that the texture will fill the whole image, but not stretched but tilling. You can use the bucket fill option for that.
Now add a new layer (transparent) and paste all those textures we want to change that we prepared in step 1.
You should have a two layered image something like this (I've used the eraser on the top layer to show the bottom layer):
(http://img338.imageshack.us/img338/584/clipboard01rr.jpg)

Use the eraser tool set to 20-60%, with a soft edged brush, to remove some of the upper layer, so that the lower layer will show. Use less in dark and black places, these are usually details that you want to keep, you can go all the way in places where the colour seams uniform.
(http://img98.imageshack.us/img98/2571/clipboard02t0.jpg)
Do the same for all metal parts.

Once that is done, merge the layers and repeat it with the leather parts and the leather texture in the exact same way (you might want to change the hue, brightness and contrast of the leather texture).

4. Spectacular highlights.

This is an important stage for metal textures and metal textures only.
If we were using a shader for metallic parts we would have to make a separate texture for that, but we are using all-in-one texture so we have to bake that into our one texture.

Use the texture from stage 1. Turn in into grey-scale (desaturate), play around with brightness/contrast until you get something like this:
(http://img26.imageshack.us/img26/481/metalshine.jpg)
I've also deleted (painted black) all the parts that are not metal, we don't what them to shine.

Paste this in a separate layer on top of the texture you made in step 3. In the layer mixer, change this new layers mode into Brighten (in some cases "soft light" or "hard light" might work better).

5.Adding details.

Basically your done, but you can still add some details, this is just a matter of cope-paste-scale.
I've added a belt this way, but unfortunately I had to deform it to fit the Uv's, GIMP is not best at that :(     
Base belt texture:
(http://img148.imageshack.us/img148/3025/belt1x.jpg)
Scaled and bend to fit:
(http://img88.imageshack.us/img88/5584/belt2z.jpg)

6. End.

Once it's done, merge all layers, cut it up and save. Put a fork in it, it's done!

(http://img84.imageshack.us/img84/1978/46822316.png)

(http://img703.imageshack.us/img703/277/37088474.png)

(http://img151.imageshack.us/img151/5492/37810382.png)

(http://img24.imageshack.us/img24/2708/66461800.png)

(http://img822.imageshack.us/img822/5523/69462374.png)

 


     
Title: Re: 3d models development
Post by: Pryszczu666 on November 27, 2010, 01:38:57 pm
Can You show us a model already covered on with this skin ?
Title: Re: 3d models development
Post by: wezu on November 27, 2010, 01:44:22 pm
Can You show us a model already covered on with this skin ?

That's up to Gray, I don't have that kind of powers  ;D
Title: Re: 3d models development
Post by: Pryszczu666 on November 27, 2010, 02:36:29 pm
I see, than We shall wait for almighty Gray to do His job... Anyway, gr8 skin Wezu ;)
Title: Re: 3d models development
Post by: Gray on November 27, 2010, 04:25:50 pm
(http://img528.imageshack.us/img528/5945/ma09.png)
Really good. Some small elements like rivets are almost lost and need some work, but that's what I can do myself.

P.S. Is it able to improve this (http://img6.imageshack.us/gal.php?g=cabody.png)? It's made by Roleplayer from Russian community, not me.
Title: Re: 3d models development
Post by: wezu on November 29, 2010, 05:30:01 pm
P.S. Is it able to improve this (http://img6.imageshack.us/gal.php?g=cabody.png)? It's made by Roleplayer from Russian community, not me.

That's a hard one, it's suppose to be a advanced polymer or something like that. I've made 7 versions, but I'm not happy with either one.
http://img443.imageshack.us/gal.php?g=image01k0.jpg

I think this one's the best:
(http://img337.imageshack.us/img337/8640/image03v.jpg)


Some part are still wrong on these but if you like any one of them I can fix it.
Title: Re: 3d models development
Post by: Graf on November 29, 2010, 06:58:32 pm
That's a hard one, it's suppose to be a advanced polymer or something like that. I've made 7 versions, but I'm not happy with either one.
This one (http://img337.imageshack.us/img337/8640/image03v.jpg) would be well fitting for Combat Armor MK2 if you will make it darker.
Also, that one (http://img811.imageshack.us/f/image02o.jpg/) is fitting Combat Armor MK1/Brotherhood Armor already.
Title: Re: 3d models development
Post by: Gray on November 30, 2010, 09:53:52 am
Great, as usual.
When I'll finish the Metal Armor, I'll come for the Leather Armor texture ;)
I guess, it will be based on a prison VB suit.

P.S. Please, don't convert textures into JPEG, it loose some quality. PNG is lossless.

P.P.S.
I've covered the CA model with new texture and I am disappointed. In Russia we say "The Best one is an enemy of Good one"
Just look:
(http://img52.imageshack.us/img52/6521/ca11.png)

I'll use some parts of the texture, but nor the whole.
Title: Re: 3d models development
Post by: wezu on November 30, 2010, 10:13:01 am
Black leather ain' easy. Even at 512x512 the texture is too small to show the details that leather has. And then it's black, can't do much with black (it's on the edge of the tonal range).

A uniform texture overlay won't work this time. Baking from a hi poly mesh and then adding belts, clams etc. would be the best way.
Maybe something can be stolen from some other game textures ;)
Title: Re: 3d models development
Post by: Gray on November 30, 2010, 10:50:27 am
Black leather ain' easy.
No, the black one is present in VB. I'm talking about green leather.
Title: Re: 3d models development
Post by: wezu on November 30, 2010, 11:02:20 am
I'll leave the CA texture alone. The basic one looks way better.
Title: Re: 3d models development
Post by: Rascal on November 30, 2010, 07:13:55 pm
damn no offence but when i'm looking at all those 3d models i want just to vomit.

2d rules. rats and ants are totally fucked.....  bring back cool original fallout 2d models :(
Title: Re: 3d models development
Post by: Surf on November 30, 2010, 07:49:59 pm
The people here are doing a good job and need to be respected for, but I agree, I just hate the look of this new 3d Stuff. Dunno whats wrong with the original critters, they are fine and enough, but thats a matter of taste and opinion.

Doesnt belong in this thread either. ;)
Title: Re: 3d models development
Post by: Lexx on November 30, 2010, 07:53:36 pm
Quote
Dunno whats wrong with the original critters, they are fine and enough

- You cannot change stuff like hair
- You cannot simply add new armors that look different
- You cannot add different bodytypes

If you now come with "you can edit the 2d images!" I will laugh. Everyone should know by now that it's nothing that can be done in minutes, hours, days, weeks or even months. Plus, the more - as example - different hair types you add, the more new frames you have to edit for a new armor. If you add new armor frames, you have to add even more new hair / head types, etc. It becomes more and more work and more and even more and a little bit more work on top of it.

Charactervariation is needed in a MMO. It's a problem that everyone is looking the same right now and not a feature. The only way to change this is to go with 3d models.


Beside this, the original critters have been 3d models as well. It's "just" needed to recreate the original character animations to make the new 3d models feel like the original ones. Most likely a different rendermode as well and some other tweaks, but it's not like it is something totally different, because... the characters in the original games have been 3d models too, like I wrote a lot times already.
Title: Re: 3d models development
Post by: Surf on November 30, 2010, 07:58:56 pm
You don't have to explain me the struggle of 2d critter editing, I know it well enough. :P

But I still don't see a problem with it. Fallout was never about the most detailed charactergraphics, stuff like new haircuts etc. It was rather solved via imagination and text descriptions. That's why I wrote my personal opinion about it.
Title: Re: 3d models development
Post by: wezu on November 30, 2010, 08:34:00 pm
Are You for real?
You're saying that this:
(http://img508.imageshack.us/img508/8417/clipboard01ph.jpg)
is better then this:
(http://img600.imageshack.us/img600/6474/powerarmormodernized.png)
?
Title: Re: 3d models development
Post by: Surf on November 30, 2010, 08:37:14 pm
Besides that you won't play the game proper in this zoomed in perspective, the new "3d" stuff will clash with the rest of the still pixelated tiles, scenery objects etc. And as I already said, this thread isn't the proper place to "discuss" this. ;)
Title: Re: 3d models development
Post by: Solar on December 01, 2010, 01:26:22 pm
Then all it needs is the new thread 3d scenery development ;)
Title: Re: 3d models development
Post by: SmartCheetah on December 01, 2010, 10:58:11 pm
I see absolutely no point in whining about 3d stuff. SDK is already released, so people can create something based only on ol' good Fallout graphics.
But if you want to keep big indie project like that living and evolving, you need to make steps which will guarantee that people aren't bored. I'm a total maniac of old fallouts, but I believe 2238 should be something more than old graphics, massive PvP and "not really deep" crafting. Customization and "fluff" coming with 3D changes is the great thing because most MMO players just love to personalize their toons.

Blah blah blah.

*Cheetah pawstep.*
Title: Re: 3d models development
Post by: Graf on December 02, 2010, 05:37:48 pm
wezu, your models are great! Maybe you could also help with texturing of Gray's APA?
Title: Re: 3d models development
Post by: avv on December 02, 2010, 06:38:09 pm
imagination

Come on. You honestly expect that from our general playerbase?
Title: Re: 3d models development
Post by: wezu on December 02, 2010, 06:39:34 pm
wezu, your models are great! Maybe you could also help with texturing of Gray's APA?
What models would that be?  ;D

Anyway, I got the impression I was helping already. If I'll get a base texture or even just a UV layout I can give it a try, I've already started making a mask from a poster:
(http://img11.imageshack.us/img11/5677/maskapa.jpg)
http://www.freakygaming.com/gallery/role-playing_games/fallout_2/fallout_enclave_soldier.jpg

I can't say if I can make in better then someone else, like the combat armor - the texture I did was worst then the original one.
Title: Re: 3d models development
Post by: Surf on December 02, 2010, 09:23:28 pm
Come on. You honestly expect that from our general playerbase?

Indeed, should've known better.
Title: Re: 3d models development
Post by: Andr3aZ on December 02, 2010, 11:37:44 pm
What models would that be?  ;D

Anyway, I got the impression I was helping already. If I'll get a base texture or even just a UV layout I can give it a try, I've already started making a mask from a poster:
[Picture]
I can't say if I can make in better then someone else, like the combat armor - the texture I did was worst then the original one.

Nice work on getting that wallpaper look like that, but please dont do such a mirrored APA helmet :( it just looks strange to the well known form of the helmet.
(http://www.fo2238.fodev.net/wiki/images/0/08/Enclave_Trooper.png)



Title: Re: 3d models development
Post by: Graf on December 03, 2010, 09:46:22 am
Nice work on getting that wallpaper look like that, but please dont do such a mirrored APA helmet :( it just looks strange to the well known form of the helmet.
Heh, so that's where is the problem with that helmet... I just was thinking why that wezu's enclave helmet looks so weird. Thx.
Title: Re: 3d models development
Post by: wezu on December 03, 2010, 10:36:41 am
That's WIP for a texture, it should be flatend so that when it's maped (projected) onto a 3d mesh the deformation is minimal and the UV can be simple-eg. cylindrical or planar maping not a full pelt unwrap. Type 'face texture' into google and see for yourself.
Anyway you can't say if a texture is good or not if you won't see it on a model.

Title: Re: 3d models development
Post by: Vindict on December 03, 2010, 11:36:59 am
this change to 3d models freaks me out. I feel that the original fallout's graphics is the last link to the original games. The 3d models we have now are bad as it is. I can't imagine what it will be like with more 3d models.

Can someone remind my why are we making this change?



P.S. I miss 2d rats and their squeeking sounds
Title: Re: 3d models development
Post by: Solar on December 03, 2010, 02:21:33 pm
Vin, best answer has already been:

Are You for real?
You're saying that this:
(http://img508.imageshack.us/img508/8417/clipboard01ph.jpg)
is better then this:
(http://img600.imageshack.us/img600/6474/powerarmormodernized.png)
?
Title: Re: 3d models development
Post by: Vindict on December 03, 2010, 02:59:04 pm
who decided which one looks better?

did I miss a meeting?
Title: Re: 3d models development
Post by: Solar on December 03, 2010, 03:02:57 pm
It is a rhetorical question.
Title: Re: 3d models development
Post by: runboy93 on December 03, 2010, 03:08:12 pm
this change to 3d models freaks me out. I feel that the original fallout's graphics is the last link to the original games.
Play then original Fallout games, if you like old graphics.
I have no other worries about 3d models... except how server can manage them..
Title: Re: 3d models development
Post by: bikkebakke on December 03, 2010, 04:00:35 pm
Don't have to worry about the server I think, the server don't draw the 3d model for you, the server keeps in mind where you are, where you are going and what you are doing.
Title: Re: 3d models development
Post by: Vindict on December 07, 2010, 03:04:25 am
Play then original Fallout games, if you like old graphics.

I couldn't think of that myself, thank you. looks like you have a perfect advice for every occasion, runboy93
Title: Re: 3d models development
Post by: TheGreenHand on December 09, 2010, 06:35:26 am
That's WIP for a texture, it should be flatend so that when it's maped (projected) onto a 3d mesh the deformation is minimal and the UV can be simple-eg. cylindrical or planar maping not a full pelt unwrap. Type 'face texture' into google and see for yourself.
Anyway you can't say if a texture is good or not if you won't see it on a model.



Even when its projected onto a model, it'll look weird.  It should have a hose on one side of the face and a filter (or whatever it is) on the other side.  Yours has the filter on both sides.
Title: Re: 3d models development
Post by: wezu on December 09, 2010, 11:39:40 am
Even when its projected onto a model, it'll look weird.  It should have a hose on one side of the face and a filter (or whatever it is) on the other side.  Yours has the filter on both sides.
WIP=Work In Progress.
If I was to make the model and UV I'd make it only for one side and just mirrored it to the other. There's no normal mapping so tangent/bi-normal vectors are not important, and you can have virtualy double sized textures this way. Both the filter and the tube would have its own geometry and a seperate UV that would be later merged into one texture. The texture for the mask needs to be projected from the front and the the rest of it wraped around (or the oposite if you want to have the seam on the front). The details like the filter and tubes need to be wraped  aroud by a texture two but at a diferent angle, along its local Z-axis (in z up). But you must know that, since this is basic stuff.

Anyway, keep yer pants on, I'm not doing the mesh, I'm not doing the texture. Maybe I'll help later if someone will ask me to.
Title: Re: 3d models development
Post by: Greencell on December 12, 2010, 10:52:19 pm
@wezu:

good powerarmor texture! But can you make the colour like here:
(http://images1.wikia.nocookie.net/__cb20051106121014/fallout/images/thumb/e/e2/Rhombus.jpg/467px-Rhombus.jpg)

So it would look like the original sprite, maybe you can change it...
Title: Re: 3d models development
Post by: wezu on December 13, 2010, 11:44:22 am
I''ll leave that to Gray, Graf and all the other artists involved, I'm sure they can manage it (probably better than I can without seeing it on the model).
Title: Re: 3d models development
Post by: VAULTB0Y on December 17, 2010, 03:45:43 pm
wow some of the models look amazing, i hope to see them in game very very soon, cant wait  ;D
Title: Re: 3d models development
Post by: SmartCheetah on December 17, 2010, 06:36:08 pm
@wezu:

good powerarmor texture! But can you make the colour like here:
(http://images1.wikia.nocookie.net/__cb20051106121014/fallout/images/thumb/e/e2/Rhombus.jpg/467px-Rhombus.jpg)

So it would look like the original sprite, maybe you can change it...


I believe devs can implement few colours of Power Armor with that changes. Eg. brotherhood insignia PA's, camouflage PA's, rusty PA's and so on, and so on. It would be lovely to see changes on textures with detoriation. You know - Your armor with 0%will look like brand new, shiny PA while 50% will have many scratches and signs of moisture. 90%detoriated PA will look like fuckin' mess - massive scratches, bullet holes + rust. 3textures for it? Maybe 1-3hours of work on base texture :3
It can apply to any other armor as well and I believe scripting it will be no problem for rotators:3
Title: Re: 3d models development
Post by: Graf on December 18, 2010, 11:01:47 am
I believe devs can implement few colours of Power Armor with that changes. Eg. brotherhood insignia PA's, camouflage PA's, rusty PA's and so on, and so on. It would be lovely to see changes on textures with detoriation. You know - Your armor with 0%will look like brand new, shiny PA while 50% will have many scratches and signs of moisture. 90%detoriated PA will look like fuckin' mess - massive scratches, bullet holes + rust. 3textures for it? Maybe 1-3hours of work on base texture :3
It can apply to any other armor as well and I believe scripting it will be no problem for rotators:3
Nice idea. Though, someone of devs said that 3D is totally relied on the players. In other words, if you want this to be done - go and make these 3 types of texture.
Title: Re: 3d models development
Post by: Majer on December 18, 2010, 04:08:40 pm
Well you could get mask colour like magenta and give players ability to customize (just like in fallout tactics), but then again, noone gives a damn about those models anyway.
Title: Re: 3d models development
Post by: Lexx on December 18, 2010, 05:24:55 pm
Armors will be available in different colors. With 3d models, it is not even 5 minutes of work to change the colors of the texture.
Title: Re: 3d models development
Post by: Eternauta on December 18, 2010, 05:54:18 pm
Armors will be available in different colors. With 3d models, it is not even 5 minutes of work to change the colors of the texture.

As long as we don't start getting our real life eyes crippled by bubble-gum-pink Combat Armors...

I think this is the first time I speak here. I am personally one of the players who prefer the 2D skins... But I also understand it would be nice to customize, and although there's always some genius creating long haired dudes, bald dudes, etc, it is a lot easier with 3D.

Now, I got a question... 3D enemies don't show red highlight. So other players won't have red highlight during PvP?
Title: Re: 3d models development
Post by: VAULTB0Y on December 18, 2010, 06:04:14 pm
As long as we don't start getting our real life eyes crippled by bubble-gum-pink Combat Armors...

why not  ;D just imagine a fat female char with a pink BA in PvP  ;D... that will be a lot of fun  :D
Title: Re: 3d models development
Post by: Surf on December 18, 2010, 06:05:30 pm
why not  ;D just imagine a fat female char with a pink BA in PvP  ;D... that will be a lot of fun  :D


Yeah.... Not.  ::)
Title: Re: 3d models development
Post by: VAULTB0Y on December 18, 2010, 06:13:58 pm

Yeah.... Not.  ::)

well i see u like it better where all chars look like clones from a facility  ::)
Title: Re: 3d models development
Post by: bikkebakke on December 19, 2010, 03:05:29 am
well i see u like it better where all chars look like clones from a facility  ::)
I don't think the prohibition of one color will make everyone look like clones >_>
Title: Re: 3d models development
Post by: Gray on December 20, 2010, 07:06:41 am
HELP!
Who knows, how to launch 3D MAX 2010 without installation? My old work comp has died and I haven't admin pass for the new one, so I can't reinstall 3D MAX.
Title: Re: 3d models development
Post by: skejwen on December 20, 2010, 08:16:19 am
HELP!
Who knows, how to launch 3D MAX 2010 without installation? My old work comp has died and I haven't admin pass for the new one, so I can't reinstall 3D MAX.
I bet that it will be easier to find this answer on google than here.
Title: Re: 3d models development
Post by: Gray on December 22, 2010, 06:38:15 am
I bet that it will be easier to find this answer on google than here.
Google said me nothing about 3D MAX Portable, but one man from Russian community did it ;) So I can continue my work.
The only problem is a low quality of that portable version. If anybody know a good one...
Title: Re: 3d models development
Post by: Greencell on December 25, 2010, 01:18:57 pm
 i found some time these days for blender an tried to complete the grease gun (which isnt finished?)

and i know a shit about making textures, so i have puzzled that together from inventory icon.

(http://img828.imageshack.us/img828/8500/greasegunboth.jpg)

what do you guys think about it? Maybe any advice?
Title: Re: 3d models development
Post by: Graf on December 25, 2010, 02:21:32 pm
It's better than nothing. Keep up working, there is not too many models left undone.
Title: Re: 3d models development
Post by: skejwen on December 25, 2010, 02:46:54 pm
As Graf wrote, everything not finished at some point will need to be done. And sooner is better than later ;)
Title: Re: 3d models development
Post by: bikkebakke on December 25, 2010, 03:30:57 pm
TBH a texture like that is enough, most likely we won't be seeing things close-up, and if they have some kind of inventory zoom then it probably still won't be very large.
Title: Re: 3d models development
Post by: SmartCheetah on December 25, 2010, 04:11:11 pm
And we can always improve it with time if there will be need for such thing.
Title: Re: 3d models development
Post by: Gray on December 25, 2010, 06:04:27 pm
what do you guys think about it? Maybe any advice?
That's what the game is actually need. It is recognizable and it's not too high-poly (I guess, about 100). Note, that even with maximum zoom, it will be about 50 pixels long on the game screen.
Title: Re: 3d models development
Post by: Graf on December 25, 2010, 10:38:37 pm
As Graf wrote, everything not finished at some point will need to be done. And sooner is better than later ;)
I guess, that "sooner or later" is already here. To understands what I mean, look here (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww2.xp-dev.com%2Fsc%2Fbrowse%2F94227%2F).
Title: Re: 3d models development
Post by: SmartCheetah on December 26, 2010, 12:12:04 am
Great. So now we can test our models without too much problems all in game with use of SDK! ;>
Title: Re: 3d models development
Post by: Greencell on December 26, 2010, 02:30:48 am
ok. thank you.
I think i am on the right way.

btw the model has around 250 triangles. Its probably a bit high but its a very "round" gun...
Title: Re: 3d models development
Post by: Gray on December 26, 2010, 03:00:42 am
btw the model has around 250 triangles. Its probably a bit high but its a very "round" gun...
:o 250 tris? It's about 500 vertexes! I can't even imagine, where they can hide...
The round part is just an octagonal tube with 4 segments, it's 40 vertexes. The rest is just some boxes... It seems that you've lost some unoptimized vertexes inside the model.
It is a common weapon, it should be optimized as much as possible without loosing quality.
Title: Re: 3d models development
Post by: Greencell on December 26, 2010, 04:51:02 am
:o 250 tris? It's about 500 vertexes! I can't even imagine, where they can hide...
The round part is just an octagonal tube with 4 segments, it's 40 vertexes. The rest is just some boxes... It seems that you've lost some unoptimized vertexes inside the model.
It is a common weapon, it should be optimized as much as possible without loosing quality.
oh.
i think i know where the problem is.
will try to optimize it. ;)
thx for your help
Title: Re: 3d models development
Post by: Hardcore on December 26, 2010, 12:07:30 pm
small test VB models in SDK ^^ http://www.youtube.com/watch?v=wpzC0lctAGE
Title: Re: 3d models development
Post by: bikkebakke on December 26, 2010, 03:02:37 pm
small test VB models in SDK ^^ http://www.youtube.com/watch?v=wpzC0lctAGE

That looked really good, animation could be tweaked a bit but I like what I see :) can't wait for someone to show off some more stuff (some of our stuff! ^^)
Title: Re: 3d models development
Post by: Graf on December 26, 2010, 03:32:15 pm
Guess I can show you some of that later today. Or tomorrow.
Title: Re: 3d models development
Post by: SmartCheetah on December 26, 2010, 04:19:51 pm
Van Buren models are already included in SDK or I have to download them alone to work with that?
Ok, I know everything already.
Title: Re: 3d models development
Post by: Gray on December 27, 2010, 06:27:27 pm
It's alive!!! Muhahahaha!
(http://img529.imageshack.us/img529/36/3d01.png)
Title: Re: 3d models development
Post by: SmartCheetah on December 27, 2010, 06:42:31 pm
It's alive!!! Muhahahaha!
(http://img529.imageshack.us/img529/36/3d01.png)
<3 MONSTER.
Now someone must make a list of missing things and animations (Like supermutants/ghouls/weapons/armors etc.) and we can start workin' with full force ;3
Title: Re: 3d models development
Post by: backora on December 27, 2010, 06:51:11 pm
I was just curious but will those 3D moels support Bloody Mess trait? It will be shame if this feature would have to be removed. :)

And that bluesuit seams too much bright. That is definitely one way how to force players to wear armour. ;D
Otherwise, great work indeed.
Title: Re: 3d models development
Post by: SmartCheetah on December 27, 2010, 07:57:19 pm
I was just curious but will those 3D moels support Bloody Mess trait? It will be shame if this feature would have to be removed. :)

And that bluesuit seams too much bright. That is definitely one way how to force players to wear armour. ;D
Otherwise, great work indeed.
At the moment they do not support Bloody Mess but with work of animators and particle effects they will :)
Title: Re: 3d models development
Post by: bikkebakke on December 27, 2010, 10:11:11 pm
haha, awesome gray .D
Title: Re: 3d models development
Post by: Surf on December 28, 2010, 10:36:22 am
So this is how they'll look ingame then?
Title: Re: 3d models development
Post by: Alvarez on December 28, 2010, 11:23:30 am
Daym, that's a stark contrast up there, maybe because of different resolution?
Title: Re: 3d models development
Post by: Rascal on December 28, 2010, 11:52:01 am
<vomit>
Title: Re: 3d models development
Post by: Gray on December 28, 2010, 01:16:17 pm
So this is how they'll look ingame then?
Sure. There are some bugs like incorrect shoulderpads color, but they will be fixed. The only important thing - that the models are compatible with game engine.
Daym, that's a stark contrast up there, maybe because of different resolution?
It's a multiple screenshots montage.
<vomit>
If you don't like it - don't eat it.

Combat armor is mostly ready to test.
http://rapidshare.com/files/439644129/CA_update_27_12_2010.rar (http://rapidshare.com/files/439644129/CA_update_27_12_2010.rar)
Female body texture is draft, ignore it (or make better one ;) )
Title: Re: 3d models development
Post by: Lexx on December 28, 2010, 03:14:45 pm
It looks pretty good already. Just needs new (idle) animations, adjusted textures and some shader-magick.
Title: Re: 3d models development
Post by: LagMaster on December 28, 2010, 03:30:53 pm
It looks pretty good already. Just needs new (idle) animations, adjusted textures and some shader-magick.
and you need to add death animations, you got only normal death(even if is rocket death)
Title: Re: 3d models development
Post by: Gray on December 28, 2010, 03:44:55 pm
and you need to add death animations, you got only normal death(even if is rocket death)
It's easier then you think. It's much easier then normal actions' animation.
Title: Re: 3d models development
Post by: Johnnybravo on December 28, 2010, 03:48:47 pm
You seriously need to get devs to add support for gloss mapping ( simple specular highlight masked with texture ), it's cheap, and it'd fix metal surfaces looking dull on those screens. I'm just not sure if D3D allows to increase specular component on mapped surfaces, as OGL does, because without it, specular part of light is barelly visible.
EDIT: Agreed with guy bellow, just need to make some LOD so that there'd be something available for those without enough horsepower.
Title: Re: 3d models development
Post by: marcek1989 on December 28, 2010, 03:49:12 pm
Hey guys check it topic and look model http://fodev.net/forum/index.php?topic=670.msg101243;boardseen#new

What do you think? IHMO this model is better than Van Buren. Why? Because it's more Fallout style, position etc. Check screenshots and compare.

(http://img833.imageshack.us/img833/7028/90423611.png) (http://img222.imageshack.us/img222/6250/49271802.png)

(http://content.screencast.com/users/wojak/folders/Jing/media/bb410405-9e16-4e7e-aca2-bc03f71e9349/2010-01-31_0023.png)

(http://content.screencast.com/users/wojak/folders/Jing/media/ea193fc4-ba26-4e25-85a9-c019bc0b96ac/2010-01-30_0127.png)(http://content.screencast.com/users/wojak/folders/Jing/media/d6650e94-e4ad-4c5b-98d6-7689414c0523/2010-01-30_0135.png)(http://content.screencast.com/users/wojak/folders/Jing/media/7d8f52c4-37b2-4a14-9797-8d1367a1f69f/2010-01-30_0324.png)

Model VB as a very distinguished from the environment F1/F2. It would be good to 3D models were very similar to those of 2D sprites, but to capture the possibility of creating different characters (hair, body, mustache, face, skin, etc.).
Title: Re: 3d models development
Post by: Lexx on December 28, 2010, 04:57:54 pm
A model is worth nothing, if the animation is wrong. The model above would just look like the Van Buren models, if you take the Van Buren animations.

In short: Beside the models, also animations are needed to make it look more like the characters from the original game.
Title: Re: 3d models development
Post by: Gray on December 28, 2010, 05:01:03 pm
What do you think? IHMO this model is better than Van Buren. Why? Because it's more Fallout style, position etc.
I don't think that 3-feet wide shoulders is a major attribute of Fallout style, it's more a super-hero comics style. As for me, Fallout style consist of typical post-apocalyptical clothes and weapon styles.
VB models just looks a little more realistic.
Title: Re: 3d models development
Post by: wezu on December 28, 2010, 05:08:10 pm
What about those bloody animations, where limb are lost etc? Won't that be a problem with a continuous, soft skinned mesh?
Title: Re: 3d models development
Post by: Gray on December 28, 2010, 05:23:59 pm
What about those bloody animations, where limb are lost etc? Won't that be a problem with a continuous, soft skinned mesh?
It's real. There will be no problems with mesh, because it's sliced to limbs
Title: Re: 3d models development
Post by: SmartCheetah on December 28, 2010, 05:26:27 pm
So we need some particle blood effect and animator who will take care of that (and other missing animations like shooting rifles etc.)
Title: Re: 3d models development
Post by: Gray on December 28, 2010, 06:50:19 pm
So we need some particle blood effect and animator who will take care of that (and other missing animations like shooting rifles etc.)
Gari4eng said that he made some animations (walk, run, shoot, etc.), but I haven't seen it yet.

P.S. Anybody knows how to manage this?
(http://img141.imageshack.us/img141/3517/screen28122010223128.jpg)
Upper arms has base skin instead of current.
Title: Re: 3d models development
Post by: Kamilos93 on December 28, 2010, 08:52:02 pm
Good but 3D need bullet animation or something because shots don't look good...
Title: Re: 3d models development
Post by: SmartCheetah on December 28, 2010, 09:04:33 pm
Gari4eng said that he made some animations (walk, run, shoot, etc.), but I haven't seen it yet.

P.S. Anybody knows how to manage this?
(http://img141.imageshack.us/img141/3517/screen28122010223128.jpg)
Upper arms has base skin instead of current.
It's probably because prison suit was made only for white inmates - therefore it's not changing with skintones. I'm not sure on that one so can't really tell, but it's quite possible (only IF model is "segmentated")
Title: Re: 3d models development
Post by: Lexx on December 28, 2010, 09:29:08 pm
Must be a problem with the texture of the armor (in the files. Maybe some references). In FOnline: 2238, we don't have these problems with 3d models, if I remember correct.
Title: Re: 3d models development
Post by: Menempo on December 29, 2010, 03:46:54 am
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model  with the Standard Dual Layered Shoulder plates?
Title: Re: 3d models development
Post by: Graf on December 29, 2010, 08:50:41 am
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model  with the Standard Dual Layered Shoulder plates?
You're right. As for me, I've never mentioned that...
(http://images4.wikia.nocookie.net/__cb20090131163623/fallout/images/3/34/T-51b_Power_Armor.png) vs (http://img600.imageshack.us/img600/6474/powerarmormodernized.png)
Title: Re: 3d models development
Post by: Gray on December 29, 2010, 10:25:59 am
It's probably because prison suit was made only for white inmates - therefore it's not changing with skintones. I'm not sure on that one so can't really tell, but it's quite possible (only IF model is "segmentated")
In the Van Buren demo it works correctly. I can't prove it right now, but I sure remember that we are starting thr game wearing the prison suit. Anyone can download that demo and see it.
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model  with the Standard Dual Layered Shoulder plates?
They are dual already. I have some plans for the VB PA, but all of them require some time. I can't split. And still I haven't find fully functional 3DS MAX Portable. Without it I lose half of the time.
Title: Re: 3d models development
Post by: Wilk on December 29, 2010, 02:20:23 pm
In the Van Buren demo it works correctly. I can't prove it right now, but I sure remember that we are starting thr game wearing the prison suit. Anyone can download that demo and see it.

Indeed, it's work correctly in VB tech demo, I play it not long ago and textures looks like that :
(http://images3.wikia.nocookie.net/__cb20080717154035/fallout/images/6/6e/F3pris.png)
Not my Pic but this is how suit looks like in VB.

Ps. Is the 3d graphics development tracker on wikia Up to date?
I can try to do some basic model if you want and textures for them.
Title: Re: 3d models development
Post by: Gray on December 29, 2010, 03:23:40 pm
Indeed, it's work correctly in VB tech demo
Yes it is. And not only with default skin, but with all of them:
(http://img841.imageshack.us/img841/4884/30938680.png)
Title: Re: 3d models development
Post by: wezu on December 29, 2010, 10:42:38 pm
Tint map, vertex color or seperate textures... well maybe a texture format with indexed colors (like in gif), but for 3d I've only seen this used once (neverwinter nigths1). 
Title: Re: 3d models development
Post by: Johnnybravo on December 29, 2010, 11:46:31 pm
Preset textures would be more than enough, you don't really want green and blue skinned monsters running around
Title: Re: 3d models development
Post by: SmartCheetah on December 30, 2010, 01:01:15 am
Thanks guys. I was sure it's generic model for one skin only, but you proved I was wrong :3
In this case I have no idea what's the problem. Probably something script related.
Title: Re: 3d models development
Post by: Gray on December 30, 2010, 09:48:33 am
Tint map, vertex color or seperate textures...
It uses multitextured material, separated by UVW map. I've made Metal Armor the same way, and we found this bug during a test. But the Prison Suit is a standard model, it should work correctly without any shaman dances.
Title: Re: 3d models development
Post by: bikkebakke on December 30, 2010, 09:55:24 am
It uses multitextured material, separated by UVW map. I've made Metal Armor the same way, and we found this bug during a test. But the Prison Suit is a standard model, it should work correctly without any shaman dances.
Needs more cowbell then!
Title: Re: 3d models development
Post by: Gray on December 30, 2010, 12:25:45 pm
Shaman dances takes effect!
(http://img408.imageshack.us/img408/5011/screen30122010140205.jpg)
Enabling subset 7 makes upper arms from the critter appears. But it intersect with upper arms from the body model. If I'll cut the arms from body, it will work correctly, but it's one-way ticket.
Title: Re: 3d models development
Post by: Gray on January 05, 2011, 01:50:28 pm
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model  with the Standard Dual Layered Shoulder plates?
(http://img143.imageshack.us/img143/6059/panew01.png)
(http://img87.imageshack.us/img87/9963/screen05012011181538.png)
Is it look better now? It's still uncomplete, I just want to know your opinions, should I continue working in this direction?
Title: Re: 3d models development
Post by: Johnnybravo on January 05, 2011, 09:40:03 pm
It looks good from front, but backside is still looking weird and unfinished.
There is not much you can do with helmet right now, but you could change torso to be a little bulky, so that there is no visible seam between helmet and breastplate on his back.
I'm also not sure with those hoses on the helmet, could've they be bigger?
Also that filter on the mouth is looking somewhat small and way too light, checkout big renders like
(http://xboxoz360.files.wordpress.com/2008/12/fallout1_01.jpg)
Absence of that nightvision also makes some difference, but I understand it's just a detail.

Lighting is a bit off, but guess it'll need some engine update to get it working as on sprites.

Also is the size of model intentional? It looks smaller than original.
Title: Re: 3d models development
Post by: bikkebakke on January 05, 2011, 10:04:20 pm
It's a good model but I have to agree to make it a bit bulkier (reduce the space between helmet and armor). Just have to say that the buttocks looks a bit like a big diaper >_>


//this is what I want to change the most atm
(http://img205.imageshack.us/img205/9963/screen05012011181538.png) (http://img205.imageshack.us/img205/9963/screen05012011181538.png)
Title: Re: 3d models development
Post by: Ganado on January 05, 2011, 10:10:56 pm
Quote from: Gray
(http://img87.imageshack.us/img87/9963/screen05012011181538.png)
I've noticed something, but this isn't just with this model, but it is especially noticeable with this comparison. All of the 3D models seem to be "leaning over" as if they are about to fall over, especially when you see it with original sprite, which is standing upright. Or is it just me? The 3D models just seem to be at an uneven angle with the ground.
Title: Re: 3d models development
Post by: bikkebakke on January 06, 2011, 02:11:17 am
well, my guess is that they are photoshopped in atm, so it might be due to that (the weird angle i mean).
Title: Re: 3d models development
Post by: Ganado on January 06, 2011, 02:12:40 am
well, my guess is that they are photoshopped in atm, so it might be due to that (the weird angle i mean).

Well even on TLA they look leaned-over when you zoom in. It's not a big issue though.
Title: Re: 3d models development
Post by: bikkebakke on January 06, 2011, 02:54:20 am
oh, ok. Not the biggest issue ;) but would be nice if they could polish it later on, when the big problems are out of the way :P
Title: Re: 3d models development
Post by: Graf on January 06, 2011, 09:42:53 am
well, my guess is that they are photoshopped in atm, so it might be due to that (the weird angle i mean).
I doubt that this screen-shot are made in Photoshop, since it's much easier to make in the game.
Title: Re: 3d models development
Post by: raynor009 on January 06, 2011, 10:40:44 am
That wheel thingy makes it apear like its glued in the suit
Title: Re: 3d models development
Post by: bikkebakke on January 06, 2011, 10:43:55 am
That wheel thingy makes it apear like its glued in the suit
It's just "painted" on the model (texture) to save polys i guess, won't be an issue when looking from ingame.
Title: Re: 3d models development
Post by: Rascal on January 06, 2011, 11:00:22 am
he looks like a retared midget :F
Title: Re: 3d models development
Post by: Johnnybravo on January 06, 2011, 12:19:35 pm
Well even on TLA they look leaned-over when you zoom in. It's not a big issue though.
That's because Fallout is isometric view, 3d can't be rendered like that so easy.
2d appears as it was representing static 3d space, however it's completly flat, just imagine there were models on floor

Workaround would be either to ajdust 2D ( kinda like D2 did ), or change perspective correction for model rendering.
 I suppose it's possible to transform those to look correct - in fact currently things look like they all share common viewpoint, which is wrong for Isometric background.
EDIT: Also will you readjust CA?
(http://img52.imageshack.us/img52/6521/ca11.png)
Is quite good model, but texture shouldn't really have any specular term of reflection, and mainly it's supposed to be dark green
Title: Re: 3d models development
Post by: SmartCheetah on January 06, 2011, 03:24:12 pm
That's because Fallout is isometric view, 3d can't be rendered like that so easy.
2d appears as it was representing static 3d space, however it's completly flat, just imagine there were models on floor

Workaround would be either to ajdust 2D ( kinda like D2 did ), or change perspective correction for model rendering.
 I suppose it's possible to transform those to look correct - in fact currently things look like they all share common viewpoint, which is wrong for Isometric background.
EDIT: Also will you readjust CA?
(http://img52.imageshack.us/img52/6521/ca11.png)
Is quite good model, but texture shouldn't really have any specular term of reflection, and mainly it's supposed to be dark green

Quote
Combat armor was designed to sheath the human body as completely as possible in high durability armor. The primary skin of combat armor is composed of complex polymers and ceramics. This hard armor was manufactured as specific plates. The plates were manufactured with a matte-finish olive drab coloring suitable for woodland and/or urban camouflage. These plates are affixed to a flexible body suit interwoven with thermal-dissipative membranes and bulletproof material.
Yeah - they shouldn't be reflective at all. It's camouflage, right? Have anyone seen reflective camo?:P It's easy to adjust so I see no problem with that. It can use a little bit of dark green as well to stop looking too "olive".
Title: Re: 3d models development
Post by: Alvarez on January 06, 2011, 04:45:32 pm
Could the high-poly versions of these models be rendered in sprites for other Fallout mods?
Title: Re: 3d models development
Post by: Gray on January 06, 2011, 06:42:42 pm
(http://media.giantbomb.com/uploads/0/1288/272980-power_armor_large.jpg)
(http://img341.imageshack.us/img341/9258/panew02.png)
Enjoy (http://rapidshare.com/files/441139942/T-51b.rar)
Title: Re: 3d models development
Post by: Johnnybravo on January 06, 2011, 10:29:01 pm
Thanks, much better now.
Title: Re: 3d models development
Post by: wezu on January 07, 2011, 10:41:55 am
That's because Fallout is isometric view, 3d can't be rendered like that so easy.
2d appears as it was representing static 3d space, however it's completly flat, just imagine there were models on floor
I don't think that is true. 3d can be rendered by any hardware in a non-perspective view, and its even a tiny bit faster.
Looking at the screens I'd say that it's not isometric at all. In isometry pararell lines should stay that way, and if you look at the tiles on the floor you'll see they are tilted.

Still the camera settings sean a bit off, and the model could be slimer at the waste and thicker at the hips and arms... Even if that's not how people look IRL.
Title: Re: 3d models development
Post by: Surf on January 07, 2011, 10:44:48 am
I like that no one even bothered to adjust the 3d models to Fallout tiles and general scenery stuff. While this is the most important thing, yet this thread is about making the coolest Brotherhood Powerarmor and the like.
Title: Re: 3d models development
Post by: Andr3aZ on January 08, 2011, 04:10:02 pm
thats because everybody wants a fancy dress. but i think it can be difficult to create neat 3d scenery objects without having the whole map looking weird.
Title: Re: 3d models development
Post by: Graf on January 08, 2011, 08:29:55 pm
but i think it can be difficult to create neat 3d scenery objects without having the whole map looking weird.
I'm strongly disagree with your points. Check this (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Ffallout-nevada.ucoz.ru%2F) and you, most probably, will change your opinion.
Title: Re: 3d models development
Post by: bikkebakke on January 08, 2011, 08:46:09 pm
I strongly disagree with your points. Check this (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Ffallout-nevada.ucoz.ru%2F) and you, most probably, will change your opinion.

it's all about the textures :P... well mostly, since they are static you can make them blend in very well.

(http://fallout-nevada.ucoz.ru/_si/0/35926385.jpg)
//disregard the weird clipping at the 2 lower pictuers, but I think that model blends in really well.
Title: Re: 3d models development
Post by: Lexx on January 08, 2011, 10:26:04 pm
I doubt Surf Solar's comment was about creating new scenery, but making the characters fit more to the existing scenery.
Title: Re: 3d models development
Post by: Andr3aZ on January 08, 2011, 11:28:27 pm
I'm strongly disagree with your points. Check this (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Ffallout-nevada.ucoz.ru%2F) and you, most probably, will change your opinion.

Got a point there buddy! I think if the whole summary of objects fit well together there is no problem with what is 3d modeled and what is original 2d Fallout graphics.

I doubt Surf Solar's comment was about creating new scenery, but making the characters fit more to the existing scenery.

Another point. Having great modeled 3d PC and NPC models is good but it could look weird if each has a style that looks too unique comparing to the other models.

So basically: A harmonic style of 3d models which blend in good with the original art could look very good. I only think its hard to pull off. Kudos to the hard working modelers
 



Title: Re: 3d models development
Post by: bikkebakke on January 09, 2011, 12:09:58 am
So basically: A harmonic style of 3d models which blend in good with the original art could look very good. I only think its hard to pull off. Kudos to the hard working modelers

Ye, I think there should be some restriction when it comes to colors (skincolor and clothes color, if clothes can have different colors that is), just so there ain't 30 people and no one shares any distinct similarity.

I just hope someone will make like a new set of starting clothes xD (i dont wanna be a bluesuit dammit!).
Title: Re: 3d models development
Post by: SmartCheetah on January 09, 2011, 12:25:19 am
Imho there should be few or more various colours for some basic clothes while for armors like CA/Leather armor/metal armor - ONLY few varieties. You know - black CA, green CA, camouflage CA. It was military equipment so I don't see any point in making pink CA's.
And for metal armor? Like I said some time ago - rusty Metal Armor, normal, scratched and so on.
Title: Re: 3d models development
Post by: bikkebakke on January 09, 2011, 12:36:11 am
Imho there should be few various colours for some basic clothes while for armors like CA/Leather armor/metal armor - only few varieties. You know - black CA, green CA, camouflage CA. It was military equipment so I don't see any point in making pink CA's.
And for metal armor? Like I said some time ago - rusty Metal Armor, normal, scratched and so on.

I fully agree on that :P
Title: Re: 3d models development
Post by: Johnnybravo on January 09, 2011, 03:05:47 am
Since fallout sprites are already just model renders, point of creation 3d models for actor is to add more framerate (edit: to animations ofc) and allow to easy modification.
EDIT: anyway this thread is derailed, and would be nice to remove unrelated posts, including this one.
Title: Re: 3d models development
Post by: Gray on January 09, 2011, 03:40:41 am
Imho there should be few or more various colours for some basic clothes while for armors like CA/Leather armor/metal armor - ONLY few varieties. You know - black CA, green CA, camouflage CA. It was military equipment so I don't see any point in making pink CA's.
And for metal armor? Like I said some time ago - rusty Metal Armor, normal, scratched and so on.
http://rapidshare.com/files/441556544/CA_MA_Textures.rar (http://rapidshare.com/files/441556544/CA_MA_Textures.rar)
Unleash your imagination, don't limit yourself.
Title: Re: 3d models development
Post by: Surf on January 09, 2011, 04:30:24 am
I doubt Surf Solar's comment was about creating new scenery, but making the characters fit more to the existing scenery.

Exactly. ;)
Title: Re: 3d models development
Post by: SmartCheetah on January 09, 2011, 03:30:01 pm
http://rapidshare.com/files/441556544/CA_MA_Textures.rar (http://rapidshare.com/files/441556544/CA_MA_Textures.rar)
Unleash your imagination, don't limit yourself.

Will do sir, but it will take time. I'm still at "I totally need more practice" step :P
Title: Re: 3d models development
Post by: Eternauta on January 10, 2011, 03:42:56 am
I like that no one even bothered to adjust the 3d models to Fallout tiles and general scenery stuff. While this is the most important thing, yet this thread is about making the coolest Brotherhood Powerarmor and the like.

Of course, the whole 3d stuff is like "Thanks, FOnline devs, for pimpin' ma char!". The price of customization, I guess. Once all the models are done, I do not think any more time wll be spent to adjust them to the scenery and all that.
Title: Re: 3d models development
Post by: Lexx on January 11, 2011, 05:56:27 am
This 100% depends on community work. Nobody in the (core-)dev team is working on creating 3d models and animations, as nobody from us has high enough skills or time for it.
Title: Re: 3d models development
Post by: lasallerocker on January 12, 2011, 07:08:52 am
so, all of the 3D work implimented into the game is based on the community and what it produces...? Then scenery isn't out of the option to be implimented into the game correct? ( E.G. buildings).
Title: Re: 3d models development
Post by: Lexx on January 12, 2011, 04:59:17 pm
It is, because we only use character models and equipment. Transforming everything into 3d is not our target.
Title: Re: 3d models development
Post by: killer1001 on January 12, 2011, 11:26:19 pm
probably the only thing worth making 3D was the character. but of course if u change the character then u have to modify all the weapons too so it can be adapted to the type of character u have(e.g. bulkier chars would carry the heavier guns more confortably like at the height of their waist and skinnier chars would carry them with a little dificulty)
Title: Re: 3d models development
Post by: Graf on January 13, 2011, 11:49:25 am
probably the only thing worth making 3D was the character. but of course if u change the character then u have to modify all the weapons too so it can be adapted to the type of character u have(e.g. bulkier chars would carry the heavier guns more confortably like at the height of their waist and skinnier chars would carry them with a little dificulty)
Sure. But who would make animations for them? I'm going to make only basic missing animation if everything will be fine.
Title: Re: 3d models development
Post by: SmartCheetah on January 13, 2011, 02:51:40 pm
Someone should totally summarize what is missing(to make "basic" items+animations complete)
Later on we can mess with other features like coloured items, new clothes/armors, improved animations and so on.
Title: Re: 3d models development
Post by: Pudzian_Koks on January 13, 2011, 03:54:28 pm
When models will be done? Any nformations about progress of models humans, weapons and other?

Do you want add new clothes etc?
Title: Re: 3d models development
Post by: runboy93 on January 13, 2011, 04:14:26 pm
When models will be done? Any nformations about progress of models humans, weapons and other?

Do you want add new clothes etc?
Just check older posts and wiki site about 3d models.
That should give you enough information.
Title: Re: 3d models development
Post by: Graf on January 13, 2011, 04:47:05 pm
Someone should totally summarize what is missing(to make "basic" items+animations complete)
Any nformations about progress of models humans, weapons and other?
Weapons - 83/99
Incomplete or missing:
1. Avenger Minigun (Texture for VB model are required)
2. Light Support Weapon
3. Rocket Launcher
4. M3A1 "Grease Gun" SMG
5. Desert Eagle .44
6. Desert Eagle (Exp. Mag.)
7. YK42B Pulse Rifle
8. Gatling Laser
9. M72 Gauss Rifle
10. Combat Shotgun
11. Brass Knuckles
12. Mega Power Fist
13. Power Fist
14. Club
15. Sharpened Spear (Texture for regular spear are required)
16. 10mm pistol

Note, that every weapon should be attached to the bones. But, at this point, it was not done for any model, except VanBuuren ones.

Armors

Robe - 0% Not started
Leather Armor - 20% draft geometry is almost complete, texture required.
Metal Armor - 80% Unexpectable bugs with multi-textured materials (solvable); Male-Fat, Male-Wire, Female-Fat, Female-Wire and Female-Strong adjustments required.
Tesla Armor - 100% (texture required)
Combat Armor - 100%
Combat Armor MK2 - 100% (texture required)
Brotherhood Armor - 100% (texture required)
Power Armor - 100%
Advanced Power Armor - 90% Final-quality texture required; probably female model adjustment

Critters

Brahmin - [missing]
Super Mutant - [missing]
Rad Scorpion (Large and small) - [missing]
Molerat - [missing]
Pigrat - [missing]
Gecko - [missing]
Fire Gecko - [missing]
Golden Gecko - [missing]
Vannamingo (Alien) - [missing]
Centaur - [missing]
Floater - [missing]
Mantis - [missing]
Ant - [Done (VB)]
AntQueen - [Done (VB)]
Bat - [Done (VB)]
Beetle - [Done (VB)]
Centipede - [Done (VB)]
Cougar - [Done (VB)]
Cow - [Done (VB)]
Deathclaw - [Done (VB)]
Desert Stalker - [Done (VB)]
Dog - [Done (VB)]
Gila - [Done (VB)]
Mantrap - [Done (VB)]
Rad Toad - [Done (VB)]
Rat - [Done (VB)]
Thorn Slinger - [Done (VB)]
Wasp Giant - [Done (VB)]
Weedling - [Done (VB)]
Ghoul - [Done]

Title: Re: 3d models development
Post by: killer1001 on January 13, 2011, 09:06:33 pm
what about ghouls? u can never have enough of those :)
Title: Re: 3d models development
Post by: Graf on January 13, 2011, 09:59:30 pm
In fact, ghouls are humans with a different skin and animation. Actually, I forgot to add them to the list.
http://www.fonline.ru/forum/attachment.php?attachmentid=6728&stc=1&d=1278271893
Title: Re: 3d models development
Post by: raynor009 on January 14, 2011, 04:59:13 pm
That ghoul looks like a zombie.
Title: Re: 3d models development
Post by: Gray on January 14, 2011, 06:55:28 pm
Armors

Robe - 5%?
Leather Armor - 0%
Metal Armor - 100%
Tesla Armor - 100% (texture required)
Combat Armor - 100%
Combat Armor MK2 - 100% (texture required)
Brotherhood Armor - 100% (texture required)
Power Armor - 100%
Advanced Power Armor - 100%?
A little correction:
Robe - 0% Not started
Leather Armor - 20% draft geometry is almost complete, texture required.
Metal Armor - 80% Unexpectable bugs with multi-textured materials (solvable); Male-Fat, Male-Wire, Female-Fat, Female-Wire and Female-Strong adjustments required.
Advanced Power Armor - 90% Final-quality texture required; probably female model adjustment
Title: Re: 3d models development
Post by: Greencell on January 14, 2011, 08:03:59 pm
Weapons - 83/99

Brahmin - [missing]
Super Mutant - [missing]
Small Rad Scorpion - [missing]
Large Rad Scorpion - [missing]
Molerat - [missing]
Mutated molerat - [missing]
Gecko - [missing]
Vannamingo (Alien) - [missing]
Centaur - [missing]
Floater - [missing]
Mantis - [missing]
Ant - [Done (VB)]
AntQueen - [Done (VB)]
Bat - [Done (VB)]
Beetle - [Done (VB)]
Centipede - [Done (VB)]
Cougar - [Done (VB)]
Cow - [Done (VB)]
Deathclaw - [Done (VB)]
Desert Stalker - [Done (VB)]
Dog - [Done (VB)]
Gila - [Done (VB)]
Mantrap - [Done (VB)]
Rad Toad - [Done (VB)]
Rat - [Done (VB)]
Thorn Slinger - [Done (VB)]
Wasp Giant - [Done (VB)]
Weedling - [Done (VB)]
Ghoul - [Done]



and the small deathclaw??
i think it is just 2d in the game.
Title: Re: 3d models development
Post by: Graf on January 14, 2011, 08:33:53 pm
A little correction:
Robe - 0% Not started
Leather Armor - 20% draft geometry is almost complete, texture required.
Metal Armor - 80% Unexpectable bugs with multi-textured materials (solvable); Male-Fat, Male-Wire, Female-Fat, Female-Wire and Female-Strong adjustments required.
Advanced Power Armor - 90% Final-quality texture required; probably female model adjustment
fixed.
and the small deathclaw??
i think it is just 2d in the game.
Small deathclaw is just a scaled to 0,3 or so model of an adult DeathClaw. There is no need to make another model for it. Though regular DeathClaw model may requre some retexture to completely fit the game.
Title: Re: 3d models development
Post by: Gray on January 14, 2011, 09:46:42 pm
fixed.Small deathclaw is just a scaled to 0,3 or so model of an adult DeathClaw.
Don't forget to speed up walk animation, otherwise it will "skiing"
Title: Re: 3d models development
Post by: Greencell on January 15, 2011, 01:57:22 am
fixed.Small deathclaw is just a scaled to 0,3 or so model of an adult DeathClaw. There is no need to make another model for it. Though regular DeathClaw model may requre some retexture to completely fit the game.

oh. cause you wrote radscorpion and small radscorpion, so i thought this are 2 different models too
Title: Re: 3d models development
Post by: Jimmy BoyX on January 16, 2011, 09:44:10 am
Hello. I have idea for future models/clothes for our FOnline.

(http://www.specops.pl/vortal/taktyka_czarna/uzbrojenie_at/pl_AT_shotgun.jpg) I want have SWAT or something like that costume :)
(http://bartheq.com/zdjecie/1823/bartheqcom-Antyterrorysta.jpg)

I know that there is no such outfit in FOnline but I'd like have this model. Of course, everything in the atmosphere of Fallout.

Second idea for model is it.

(http://www.tech2.com/media/images/2008/Aug/img_80411_stalker_cs.jpg)

If all of the original models will be done is start to do these. I hope that someone will try to make similar models for the anti terrorist and the stalker.
Title: Re: 3d models development
Post by: killer1001 on January 16, 2011, 10:01:56 am
theres no point in doing that. it will just slow down the 3d development. the game has flaws because of things that are added to the game instead of making the original game better by upgrading the original stuff from the game...
Title: Re: 3d models development
Post by: Gray on January 16, 2011, 11:54:14 am
I know that there is no such outfit in FOnline but I'd like have this model. Of course, everything in the atmosphere of Fallout.
Fallout has a retro-futuristic universe, so all this outfits mismatches the atmosphere.
Combat armor is a special forces outfit, analogy of SWAT.

BUT. If you are really want something like this to be included - just make it.
Title: Re: 3d models development
Post by: SmartCheetah on January 16, 2011, 01:43:27 pm
Fallout has a retro-futuristic universe, so all this outfits mismatches the atmosphere.
Combat armor is a special forces outfit, analogy of SWAT.

BUT. If you are really want something like this to be included - just make it.
This explains simply everything about stalker/SWAT uniform. Also you should take in mind that people will make items they like so it will be better to try making it yourself.
Title: Re: 3d models development
Post by: LagMaster on January 16, 2011, 01:53:30 pm
Let's just do what there is allready, and add something else after,ok?
Title: Re: 3d models development
Post by: Jimmy BoyX on January 16, 2011, 02:47:12 pm
Let's just do what there is allready, and add something else after,ok?
Yes, I wrote later do these models if orginaln models will be done.
Title: Re: 3d models development
Post by: raynor009 on January 17, 2011, 10:30:15 pm
Cant wait to show my 3D modding skills after this is done.
Title: Re: 3d models development
Post by: Graf on January 18, 2011, 07:42:50 am
You can use combat armor or metal armor which is already available to public, to show us your skills. But, please no pink combat armor :P
Title: Re: 3d models development
Post by: Gray on January 18, 2011, 06:44:44 pm
Cant wait to show my 3D modding skills after this is done.
You can show your skills right now and make a robe or leather armor.
Title: Re: 3d models development
Post by: Greencell on January 18, 2011, 08:52:42 pm
my own try of m60:
(http://img684.imageshack.us/img684/4098/m60zi.jpg)
276 tris
Title: Re: 3d models development
Post by: killer1001 on January 18, 2011, 09:25:14 pm
you dont have to especify every gun in the game. sure it is more realistic, but its not unecessary.
Title: Re: 3d models development
Post by: Graf on January 18, 2011, 10:08:33 pm
my own try of m60:
(http://img684.imageshack.us/img684/4098/m60zi.jpg)
276 tris
Nice one. Could you try to make some of these?

Quote from: me
Incomplete or missing:
1. Avenger Minigun (Texture for VB model are required)
2. Light Support Weapon
3. Rocket Launcher
4. M3A1 "Grease Gun" SMG
5. Desert Eagle .44
6. Desert Eagle (Exp. Mag.)
7. YK42B Pulse Rifle
8. Gatling Laser
9. M72 Gauss Rifle
10. Combat Shotgun
11. Brass Knuckles
12. Mega Power Fist
13. Power Fist
14. Club
15. Sharpened Spear (Texture for regular spear are required)
16. 10mm pistol
Title: Re: 3d models development
Post by: Gorlak on January 19, 2011, 01:29:49 am
Some knuckles ?
(http://thumbnails6.imagebam.com/11574/a9b964115739033.jpg) (http://www.imagebam.com/image/a9b964115739033)
Title: Re: 3d models development
Post by: bikkebakke on January 19, 2011, 01:31:37 am
Some knuckles ?
(http://thumbnails6.imagebam.com/11574/a9b964115739033.jpg) (http://www.imagebam.com/image/a9b964115739033)

both spiked and brass, really nice. Tricount?

Looks like it could be a bit steep, but it could be very easily altered I guess.
Title: Re: 3d models development
Post by: Gorlak on January 19, 2011, 01:32:20 am
Yes, way too high for what they are : 400
Title: Re: 3d models development
Post by: bikkebakke on January 19, 2011, 01:40:36 am
Yes, way too high for what they are : 400

could be  easily fixed then if one got the time :P

Do we need the holes? Could they just be painted on with texture (these small weapons will never be at such a close-up that we will se any great difference.

Same goes for the lower part I guess, can save a lot of tris there and still make them look good with a good texture.
Title: Re: 3d models development
Post by: Karpov on January 22, 2011, 09:39:37 pm
Hi, It's been a long time since my last post. Back then I was working on a whole new character model but I had no way to test it so I ended up dropping it. Now with the release of the SDK I am able to test it properly , so I started working on it again. The idea was to test what can or can't be done, I made some animations, the leather jacket to test the body attachments and e few different textures to test the subsets and skins. I am trying now to create the rest of the animations, then I will see what to do next.
There is a video of course, here is what I have so far.

http://www.youtube.com/watch?v=Pa28wV9sEEE (http://www.youtube.com/watch?v=Pa28wV9sEEE)
http://www.youtube.com/watch?v=3llbb4n95ns (http://www.youtube.com/watch?v=3llbb4n95ns)

In case you are asking, I could not use these animations on the VB models , they don't seem to be compatible :-\


Title: Re: 3d models development
Post by: Graf on January 22, 2011, 09:47:19 pm
This is an awesome work, dude! These 3D models are finally looks very much like in F1 and F2. Keep it up. The only one question - does new animations require changing of existing 3D models of armor?(metal armor, combat armor etc)
P.S. Your avatar made me laugh  ;D
Title: Re: 3d models development
Post by: Amrok on January 22, 2011, 10:28:41 pm
Very nice work Karpov.
As Graf said, on the rail of F1&F2. A very good point in my mind.
Just too much speed in the spear attack animation.

I hope the community will follow you on this way.
Title: Re: 3d models development
Post by: bikkebakke on January 23, 2011, 12:01:13 am
I'm very impressed, they look really good, actually I think the spear animation speed should be reduced just a bit, not too much :P Spears are fast weapons, but that animation is just a bit too fast >_<

Who else but the chinese can demonstrate my point Spear-fight ftw (http://www.youtube.com/watch?v=jHStrI4jlQA)
Title: Re: 3d models development
Post by: SmartCheetah on January 23, 2011, 12:47:06 am
Omfg Karpov, that's the best thing I've seen in so much time. Your models and animations easily beat everything done in Van Buren. Keep it up and I'm sure devs will decide to implement them, not those from VB.
Title: Re: 3d models development
Post by: Lexx on January 23, 2011, 12:53:09 am
We will take what looks best. But keep in mind, that with new models, all body attachments (hair, beards) have to be readjusted to fit again.

The second video looks even better than the first one. Also I like how the spear is visible on the back.
Title: Re: 3d models development
Post by: bikkebakke on January 23, 2011, 01:02:39 am
Also I like how the spear is visible on the back.

Ye, that is a really nice thing, this is why I like 3D implementation ;) We will actually see the difference between weapons visually (not just by sprite images in inventory and by description) :P
Title: Re: 3d models development
Post by: avv on January 23, 2011, 01:08:19 am
Is there a way to make those models fatter, slimmer or be slouch?
Title: Re: 3d models development
Post by: Karpov on January 23, 2011, 02:01:58 am
Thanks for the support, I might post again if I make any progress.

Graf: The existing models would need to be adapted, that's true, soft parts like clothes that are close to the body and have to deform with it must be extrapolated from this character mesh to avoid overlapping, but rigid parts like shoulderpads and chestplates should be easier to adapt.

bikkebakke: I can easily slow it down, but I am making animations frame by frame from the original sprites, so I rarely have to adjust speed.

avv: Yes, you can tweak the main mesh , if you don't add any polygon then the bone weights and the texture maps will stay the same, but in that case you would need to model all attachments for that kind of body.

Lexx: You are right about that , all armors need to be done , but like you said before, animations are the most important part, we can always add hairstyles and beards later.


Update:  New video showing a close up on the character, and some new animations, still in progress. (video is streched :/)
http://www.youtube.com/watch?v=dMkdabWbvaI (http://www.youtube.com/watch?v=dMkdabWbvaI)
That's it for now , I won't be home next week so that may slow down the process.

Title: Re: 3d models development
Post by: Amrok on January 24, 2011, 07:01:33 pm
Nice one again.
In the same way than weapon_in_hand animation, weapon_visible, I ever wished to see one specific for aimed shoot.
I think it could really be a important feature, for an immersiv as a tactical point of vue.
Title: Re: 3d models development
Post by: Crazy on January 24, 2011, 07:02:41 pm
If shooting animation are good, I found a bit weird walking/running animations.
Title: Re: 3d models development
Post by: Lexx on January 24, 2011, 07:03:23 pm
There should be an option in the gamefiles to activate specific frame-skipping (right now, I don't know where exactly it was). This allows the animation to not look that smooth anymore and more in common like the original 2d animations.

/Edit: Karpov, your stuff looks really good. Also you are doing some really good progress there.
Title: Re: 3d models development
Post by: Graf on January 24, 2011, 08:11:40 pm
Lexx, definitely there is such option, but what's the reason of moving back in time to 14 fps (As I remember old animations has 14 frames per second) with nice new models? You need only a few hours to get used to new models and then you will not want to even look at old models.
Title: Re: 3d models development
Post by: kttdestroyer on January 24, 2011, 08:27:58 pm
Best one i have seen so far  :) however, in my opinion they are a bit too smooth, especially running, looks unrealistic becouse of this. Also, if it would be possible to manage the transitions between diffrent animation a bit more smoothly somehow that would be perfect, right now looks a bit jumpy between them.  8)
Title: Re: 3d models development
Post by: skejwen on January 25, 2011, 01:34:35 am
Lexx, definitely there is such option, but what's the reason of moving back in time to 14 fps (As I remember old animations has 14 frames per second) with nice new models? You need only a few hours to get used to new models and then you will not want to even look at old models.

most animations have 8 frames iirc ;)

Title: Re: 3d models development
Post by: Graf on January 25, 2011, 09:14:47 am
most animations have 8 frames iirc ;)
That's even worse. So please don't use that "feature" with cutting frames.
Title: Re: 3d models development
Post by: runboy93 on January 25, 2011, 10:59:48 am
Nice video Karpov.
This is how new models should look.
Loved also pistol taking off holster and put back.
Title: Re: 3d models development
Post by: marcek1989 on January 25, 2011, 11:33:59 am
Thanks for the support, I might post again if I make any progress.

Graf: The existing models would need to be adapted, that's true, soft parts like clothes that are close to the body and have to deform with it must be extrapolated from this character mesh to avoid overlapping, but rigid parts like shoulderpads and chestplates should be easier to adapt.

bikkebakke: I can easily slow it down, but I am making animations frame by frame from the original sprites, so I rarely have to adjust speed.

avv: Yes, you can tweak the main mesh , if you don't add any polygon then the bone weights and the texture maps will stay the same, but in that case you would need to model all attachments for that kind of body.

Lexx: You are right about that , all armors need to be done , but like you said before, animations are the most important part, we can always add hairstyles and beards later.


Update:  New video showing a close up on the character, and some new animations, still in progress. (video is streched :/)
http://www.youtube.com/watch?v=dMkdabWbvaI (http://www.youtube.com/watch?v=dMkdabWbvaI)
That's it for now , I won't be home next week so that may slow down the process.



Hey man you're my god! :) This model and animationa are great! Hey guys you should start working with that because it's better than Van Buren. It's similar to orginals models  :D Great work man. Keep your progress with that.
Title: Re: 3d models development
Post by: Jimmy BoyX on January 25, 2011, 11:47:05 am
Karpov your models are fucking awesome!!! I love it. I think we should start working with this stuff because this is like F1/F2 +3D ;)

KARPOV - OUR HERO AND GREAT AWESOME MAN!
Title: Re: 3d models development
Post by: Alvarez on January 25, 2011, 12:05:05 pm
Karpov, do you use the original Fallout colour palette in your textures or custom colours?
Title: Re: 3d models development
Post by: Pudzian_Koks on January 25, 2011, 12:29:17 pm
Lexx: You are right about that , all armors need to be done , but like you said before, animations are the most important part, we can always add hairstyles and beards later.
Right :) Do you planned make it for SDK? How can I help with it? Your model is more awesome than VB.
Title: Re: 3d models development
Post by: barter1113 on January 25, 2011, 01:11:55 pm
Omg is it the best news what I heard.

Karpov your model is fatnastic. When I was watching your movies I think this is orginal 2D sprites... but this is... 3D :). It's very goooooood progress of 3D development and now I think we can start working with this model because it is more more more fantasting, better, super (etc) than VB stuff.

Very good Karpov and keep working.
Title: Re: 3d models development
Post by: Solar on January 25, 2011, 01:32:39 pm
Very impressive, two thumbs up :)
Title: Re: 3d models development
Post by: Shangalar on January 25, 2011, 03:05:26 pm
Omg, I bring a rope to make you slave, and you will only work on that ! Schaaaaaaa ! Schaaaaaaaa ! You like the whip don't ya ?

Great job !
Title: Re: 3d models development
Post by: Kamilos93 on January 25, 2011, 03:15:04 pm
Love it.... You should upload model if animations done and other graphics should start make armors etc.

Van Buren sucks! Karpov rule!
Title: Re: 3d models development
Post by: SmartCheetah on January 25, 2011, 03:57:31 pm
I'll try to work with hairstyles when everything is ready. Have dozens of ideas for these.
Title: Re: 3d models development
Post by: Pudzian_Koks on January 25, 2011, 04:04:13 pm
How many animations needed? We have:
- walk
- run
- knockdown
- shot (pistol and rifle)
Title: Re: 3d models development
Post by: bikkebakke on January 25, 2011, 04:43:02 pm
How many animations needed? We have:
- walk
- run
- knockdown
- shot (pistol and rifle)
splattered (death)
normal death (~knockdown with blood)
melted to death
burned to death
use things
melee weapons (knuckle = just unarmed animation with knuckles equipped, spear, hammer, knife)
stand still animations! (scratch head)

any more?
Title: Re: 3d models development
Post by: Alvarez on January 25, 2011, 04:58:47 pm
-smoking
-injecting a needle
-drinking
-eating/taking pill
-idling
-post-production additional skill-based attack animations, perhaps?

What about females?
Title: Re: 3d models development
Post by: Pudzian_Koks on January 25, 2011, 06:07:40 pm
It some work but if we'll have more people we can do this faster. About smoking and other imo we should do basic animations and later add other. There is lots of work but these models are still better than VB so we shouldn't waste it because it looks like orginal.

Karpov please if you can let us know about progress etc.

By gamers for gamers - don't forget about it! :)
Title: Re: 3d models development
Post by: bikkebakke on January 25, 2011, 06:12:20 pm
Wish I knew anything about animation... or had the time to work >_< damn you school!
Title: Re: 3d models development
Post by: JarekBrowarek on January 25, 2011, 06:21:19 pm
Exelent work. I'm waiting for this. Good luck with work.
Title: Re: 3d models development
Post by: traderowski on January 25, 2011, 07:03:17 pm
This model looks just like the original. Let's do it with heart. We have time to make these 3D models, but please, I would like to see such a ready-made models in FOnline SDK. I keep my fingers crossed for you guys.

It is my wish... to have it :D
Title: Re: 3d models development
Post by: Karpov on January 25, 2011, 07:16:11 pm
First of all thank you so much.  I will try to answer your questions...

-There is an option in the config that skips frames, I have it set to 30 fps, you can set it on 20 fps , but that cuts frame in the animation and not in the character movement in space, so if you set it to low it looks weird.

-I know walking and running animations look strange also, this is because the engine moves the model with a continous speed, but when we walk we slow down each time one foot touches the ground, I know how to compensate it, but it takes time. Also I changed that "hopping" from the running anim that made him run like Buzz Lightyear. I will remake the walk loop later on.

-Someone asked about the palette. I made that texture you see in my character in full depth color, but applied the Posterize effect which limits a lot the colors, like if it was a very bad GIF compression.

-About the model file, I uploaded it in OBJ format, but please know that I am still changing the mesh so it may not be the final version of it. If you want to create any attachment you can use it as a guide, but try to respect the main edges/lines on the model as much as possible, otherwise it could experience a very annoying overlapping when I rig it to the character, rigid parts will do fine tough.  PM me if you want it.

-Someone asked about the female model. I started it long time ago. It has the same bone structure and in theory I should be able to use the same animations for both male and female. here is an image, not from game of course. Female Model (http://img39.imageshack.us/i/femalerg.jpg/)

-Animations so far: Walk, Run, Dodge, Punch, Spear Idle holster and hit, pistol holster shoot, rifle holster shoot. knockdown and getup.

I think that's all. As I said before I won't be home the whole next week. I hope that OBJ file works fine... Goodbye




Title: Re: 3d models development
Post by: Graf on January 25, 2011, 07:34:04 pm
I'll try to work with hairstyles when everything is ready. Have dozens of ideas for these.
Do you want to merge existing hairstyles with models? Cause we have quite nice VB hairstyles already.
Title: Re: 3d models development
Post by: Jimmy BoyX on January 25, 2011, 07:49:47 pm
Do you want to merge existing hairstyles with models? Cause we have quite nice VB hairstyles already.
Yup but we can make other, better hairstyles for new, better models who are likes orginals. We got better model than VB so why don't use it? I prefer Karpov's model. Why? Because position of standing is better, model is better, animations is better.
Title: Re: 3d models development
Post by: Lexx on January 25, 2011, 07:55:21 pm
Quote
but we can make other, better hairstyles for new, better models who are likes orginals.

The original game has like 5 hair styles. Bald, short, long, punk and tribal. VB has these too and various more.
Title: Re: 3d models development
Post by: traderowski on January 25, 2011, 08:00:45 pm
How can i opened upload hero.obj programme? :>
Title: Re: 3d models development
Post by: bikkebakke on January 25, 2011, 08:03:59 pm
The original game has like 5 hair styles. Bald, short, long, punk and tribal. VB has these too and various more.
thats 4 hairstyles >_> unless bald is a hairstyle
(but i get what you mean :P)
Title: Re: 3d models development
Post by: Jimmy BoyX on January 25, 2011, 08:07:55 pm
The original game has like 5 hair styles. Bald, short, long, punk and tribal. VB has these too and various more.

You don't understand me... I mean about hairstyles for Karpov's model. If animations done we can start making armors, hairstyles and other shit. :)
Title: Re: 3d models development
Post by: Lexx on January 25, 2011, 10:21:02 pm
No, you need a finished body model to go into detail with armors, etc. Animations aren't really needed for that.


But beside this, I'd love to see a FOnline-ified version of Fallout: New Vegas NCR soldier and ranger clothes.
Title: Re: 3d models development
Post by: Gray on January 25, 2011, 10:33:00 pm
In case you are asking, I could not use these animations on the VB models , they don't seem to be compatible :-\
I sure, I can manage this.
Title: Re: 3d models development
Post by: bikkebakke on January 25, 2011, 10:48:18 pm
But beside this, I'd love to see a FOnline-ified version of Fallout: New Vegas NCR soldier and ranger clothes.

Ah, ye they would be nice, so they could stand out a bit more than atm (brown armor >_>)

would also be neat if this one existed (or similar so there won't be any copyright issues).
(http://img340.imageshack.us/img340/2043/falloutnewvegasz.jpg)
But... that armor would mostly be eyecandy for me >_>

//the pic above is also ranger but I'm not 100% sure which armors Lexx meant, I thought of the basic ones:
(http://img411.imageshack.us/img411/9922/ncrrangers.png)
Title: Re: 3d models development
Post by: Lexx on January 26, 2011, 01:18:02 am
I mean them all, the normal soldier clothes type, the ranger and elite ranger. Though, simply taking the models and using them with our animations is a no-go. The models have to be created from scratch. First, because they are too high-poly and second, because they wouldn't fit the optical style anyway (bodytype, etc).
Title: Re: 3d models development
Post by: kttdestroyer on January 26, 2011, 02:07:08 am
Nice video Karpov.
This is how new models should look.
Loved also pistol taking off holster and put back.

Yeah, thats a very nice "detail", great stuff.
Title: Re: 3d models development
Post by: Alvarez on January 26, 2011, 08:58:47 am
I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.
I added a silly hat and some loopcuts (wasn't much faces added) and splashed a crappy erlkoenig paintjob on its vertici.

710 vertici, 1294 faces, triangulated quads at .obj export.
(http://img137.imageshack.us/img137/2430/crapvertexart.th.jpg) (http://img137.imageshack.us/i/crapvertexart.jpg/)

http://www.megaupload.com/?d=MB59V7VJ
Title: Re: 3d models development
Post by: Pudzian_Koks on January 27, 2011, 11:09:29 am
I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.
I added a silly hat and some loopcuts (wasn't much faces added) and splashed a crappy erlkoenig paintjob on its vertici.

710 vertici, 1294 faces, triangulated quads at .obj export.
(http://img137.imageshack.us/img137/2430/crapvertexart.th.jpg) (http://img137.imageshack.us/i/crapvertexart.jpg/)

http://www.megaupload.com/?d=MB59V7VJ
Did you use Karpov's model?
Title: Re: 3d models development
Post by: Stalojsky Vladimir on January 27, 2011, 11:55:56 am
http://www.youtube.com/watch?v=dMkdabWbvaI (http://www.youtube.com/watch?v=dMkdabWbvaI)
Whooooaa! Very good model... and these animation are great! Very good work.
Title: Re: 3d models development
Post by: Alvarez on January 27, 2011, 12:05:14 pm
Did you use Karpov's model?

I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.

(http://img146.imageshack.us/img146/764/ncrtrooper.th.jpg) (http://img146.imageshack.us/i/ncrtrooper.jpg/)
Title: Re: 3d models development
Post by: Hardcore on January 27, 2011, 03:06:49 pm
Ah, ye they would be nice, so they could stand out a bit more than atm (brown armor >_>)

would also be neat if this one existed (or similar so there won't be any copyright issues).
(http://img340.imageshack.us/img340/2043/falloutnewvegasz.jpg)
But... that armor would mostly be eyecandy for me >_>

//the pic above is also ranger but I'm not 100% sure which armors Lexx meant, I thought of the basic ones:
(http://img411.imageshack.us/img411/9922/ncrrangers.png)
Yep and  this (http://fallout.wikia.com/wiki/NCR_Ranger_combat_armor)
Title: Re: 3d models development
Post by: traderowski on January 27, 2011, 03:12:36 pm
Nice :P
Title: Re: 3d models development
Post by: SmartCheetah on January 27, 2011, 03:38:40 pm
I believe helmets should be modelled seperately to overlap character head just like hairstyles. Otherwise it will multiply player models to much bigger number and you wouldn't be able to take your hat off ;<
But it depends on Karpov vision of that model, how he want to handle it.
Title: Re: 3d models development
Post by: Alvarez on January 27, 2011, 04:00:37 pm
But it depends on Karpov vision of that model, how he want to handle it.

Exactly.
However, i made the hat as a separate vertex group, so you can take it off. What did concern me, is the polygon count of clothes - if i simple copy and upscale the body in order to sculpt clothing, i'll multiply polygoncount at least with 4/5. Because of that i deleted all invisible faces and sculpted the clothes on the original mesh - just needed to add a crosscut on the foot. (converted triangles to squares in order to do that)
Title: Re: 3d models development
Post by: pistacja on January 27, 2011, 06:03:33 pm
I've made a robe for Karpov's model. It's not the best, it has a crazy UV set and there's still room for reducing the poly-count - I'm just not the best at this sort of thing.

(http://img218.imageshack.us/img218/3852/scr1h.jpg)

(http://img232.imageshack.us/img232/7873/scr2m.jpg)

(http://img546.imageshack.us/img546/830/scr3t.jpg)

Download link:
http://www.megaupload.com/?d=7DV3ETS0

CC BY-NC 3.0
http://creativecommons.org/licenses/by-nc/3.0/


Polys: 516
Tris: 654
Verts: 540
Title: Re: 3d models development
Post by: SmartCheetah on January 27, 2011, 06:47:35 pm
Resolution of these textures?
Nvm. I've checked it myself *Lazy Cheetah.* 512x512 sounds fine
Well, I will try to improve them after I'll get my tools back. Anyway - good work lass! Keep it up ;3
Title: Re: 3d models development
Post by: pistacja on January 27, 2011, 06:55:19 pm
512x512 but they should look not much worse in 256x256
Title: Re: 3d models development
Post by: bikkebakke on January 27, 2011, 07:18:41 pm
512x512 but they should look not much worse in 256x256
the purple one shouldn't look that bad anyway, brownish robe might lose some details, but I don't know how detailed the model will be in-game anyway
Title: Re: 3d models development
Post by: Alvarez on January 27, 2011, 08:22:38 pm
Godspeed, Pistacja, nice work.
Isn't my field of proof, anyway...
Title: Re: 3d models development
Post by: adept on January 27, 2011, 10:03:31 pm
I think Karpov bought or stole or somewhere get these meshes. When I tried to recreate them - as though I have not tried I did it only one direction, while the other directions looks like shit. Also, these animations have a high framerate, I have a question - how? I thought he re-created them frame by frame... how he increased the number of frames?
 Plus, the mesh itself is an absolute copy of the original art... even critters face
So I think he got these meshes and animations in finished form.
Title: Re: 3d models development
Post by: SmartCheetah on January 28, 2011, 12:19:00 am
I think Karpov bought or stole or somewhere get these meshes. When I tried to recreate them - as though I have not tried I did it only one direction, while the other directions looks like shit. Also, these animations have a high framerate, I have a question - how? I thought he re-created them frame by frame... how he increased the number of frames?
 Plus, the mesh itself is an absolute copy of the original art... even critters face
So I think he got these meshes and animations in finished form.
You know how 3d animation works? Recreating frame by frame makes model go a certain path it follows - that's why you see that "flow" and high framerate. Compare it to original for once more and think. Also take into consideration new things like spear on back et cetera.
He was making GREAT models for weapons before that one. Maybe he stole them too? >.>
(http://images2.memegenerator.net/ImageMacro/4489299/NIGGA-PLEASE.jpg?imageSize=Large&generatorName=XZIBIT)
Title: Re: 3d models development
Post by: White150 on January 28, 2011, 07:23:15 am
You know how 3d animation works? Recreating frame by frame makes model go a certain path it follows - that's why you see that "flow" and high framerate. Compare it to original for once more and think. Also take into consideration new things like spear on back et cetera.
He was making GREAT models for weapons before that one. Maybe he stole them too? >.>
(http://images2.memegenerator.net/ImageMacro/4489299/NIGGA-PLEASE.jpg?imageSize=Large&generatorName=XZIBIT)
+1
Karpov's model is great and I don't interesting how he made this - this looks like orginal = I'm happy.
Title: Re: 3d models development
Post by: wezu on January 28, 2011, 10:52:01 am
I think Karpov bought or stole or somewhere get these meshes. When I tried to recreate them - as though I have not tried I did it only one direction, while the other directions looks like shit. Also, these animations have a high framerate, I have a question - how? I thought he re-created them frame by frame... how he increased the number of frames?
 Plus, the mesh itself is an absolute copy of the original art... even critters face
So I think he got these meshes and animations in finished form.
You're not making much sens.
What's with the directions? Its a 3d model it can be viewed at any direction.
The number of frames? That's interpolation for you. You set up some key frames and the modeling soft makes the rest of the frames.  From 14 key frames you can make 100 frames and still have the same time of the animation, hell you can make 5 frames and still run it smooth at 30fps with infraframe blending.
They look like the original art? Hell! That was the point!!!

If the mesh IS the original mesh used to render the spirits, then he must be part of the team that made fallout in the first place, and that can't be bad.

Goddamit, respect the work of others and don't call them a thief, if they make something that you could never do!
Title: Re: 3d models development
Post by: adept on January 28, 2011, 12:01:41 pm
I have a feeling that the above written about the reconstruction animations have never done this. A copy of the model can be made at least having a picture in front and in profile. We do not have. If we do just focusing on one image in a certain direction, we fail the other direction.
 And another thing, look at this
(http://piczasso.com/i/pnalp.bmp)
exactly the same meshes, even his face and eyebrows. Why it was necessary to reproduce the eyebrows?
 Do not be surprised if soon will be recreated supermutants or ghouls
I'm not saying that's bad,  just curious to know where to get these meshes .... if I'm right of course
Title: Re: 3d models development
Post by: Alvarez on January 28, 2011, 12:06:18 pm
Won't you all just stop to feed the fucking troll? First post=provocation, isn't that obvious?
Unless of course you're aware of it and are just brownnosing.  ;D
Title: Re: 3d models development
Post by: Haraldx on January 28, 2011, 01:18:29 pm
That guy named Adept just fails with each post.
Title: Re: 3d models development
Post by: roleplayer on January 28, 2011, 03:03:08 pm
Don't answer for trolls.

Karpov rocks!!! I can't wait to see these models in SDK and 2238 servers. Fucking awesome. :D
Title: Re: 3d models development
Post by: Boczek_Jajcarz on January 29, 2011, 07:38:11 pm
Great Karpov.
Title: Re: 3d models development
Post by: Alvarez on February 01, 2011, 01:22:19 pm
Nice work, what can i say? Critisize the 3d artists here so they gets fed up and stop posting?
And where's baaelSiljan again?
Title: Re: 3d models development
Post by: Karpov on February 01, 2011, 07:29:54 pm
Hello everyone, I am back home.
-I have seen the NCR armor Alvarez, but I was not able to import the file, check it again because it seems to be not right, 1kb against the 100kb of my file  :-\  if you can try .3ds format. The mesh looks very good  , that's what I meant about "extrapolating".
-I prepared the mesh so that it can bend correctly with animations, elbows and knees and all of the joints have "cuts". Body atachments need to move exactly with that mesh to avoid clipping, a very difficult task  :-\ ... but as I said before, that is only soft parts, like clothes. That why I use textures and not models to create the clothes that fit to the body.
-Robes look like this
(http://img715.imageshack.us/img715/9670/3dsmax2011020114005838a.gif)
even though it can not be seen here ,clipping still occurs, perhaps it can be fixed by hiding all that is behind the robes ...

-I created the mesh from scratch, by positioning the bone structure in the Idle position and inserting polygons over it, the rest just came with time. Just realised that the first file I have is from May 2010  :o so I have been working on it for a long time.  ;D

New anims, holstering big guns. there is no video this time, but everybody knows that animation  ;) I used the only big weapons I had, and it works fine, don't know about others...
 (http://img201.imageshack.us/img201/4587/bigguns.jpg)
Maybe when I make the shooting animation I will post a video.

One thing: when I run with the flamer in hand the guy just holds it like a pistol and it looks kinda weird, so I have to make a "running_with_big_gun" animation, any suggestions? I will see if I can do something about it.

Ok, I think that's all. Bye
Title: Re: 3d models development
Post by: bikkebakke on February 01, 2011, 07:41:54 pm
Ye, there should be a big-gun running, would look weird if they wield 2-handed guns with only 1 hand when running. Can't wait for your shooting ani. video ;)
Title: Re: 3d models development
Post by: Crazy on February 01, 2011, 07:44:00 pm
One thing: when I run with the flamer in hand the guy just holds it like a pistol and it looks kinda weird, so I have to make a "running_with_big_gun" animation, any suggestions? I will see if I can do something about it.

Ok, I think that's all. Bye

When running, automatic animation with gun in back? Or if you are really motivated, you can make it with the guy wielding it with both hands.
Title: Re: 3d models development
Post by: Eternauta on February 01, 2011, 07:51:01 pm

 (http://img201.imageshack.us/img201/4587/bigguns.jpg)


This looks way better than the bent over models we can see on TLA.
Title: Re: 3d models development
Post by: SmartCheetah on February 01, 2011, 07:56:53 pm
Running with weapons animations? Yes please.
It might look quite "nice and realistic" when big gun will be laying on the shoulder while running. I don't see it happening to run with something like that in normal position without hurting your legs or being seriously slowed down. But I believe it's up to you and your imagination Karpov :P
Title: Re: 3d models development
Post by: Pudzian_Koks on February 01, 2011, 08:08:21 pm
Great progress ;]
Title: Re: 3d models development
Post by: Alvarez on February 01, 2011, 08:19:11 pm
I exported it to Autodesk fbx, it seems another export options were broken.

http://www.megaupload.com/?d=AGU3G7E8
Title: Re: 3d models development
Post by: Sarakin on February 01, 2011, 08:26:42 pm
One thing: when I run with the flamer in hand the guy just holds it like a pistol and it looks kinda weird, so I have to make a "running_with_big_gun" animation, any suggestions? I will see if I can do something about it.

Ok, I think that's all. Bye
I think everytime you want to run somewhere, the guy should holster his weapon, animation will start, that forces you to wait there for some time (0.5sec ?), just like firing animation. Same should apply on arriving to desired hex, animation for unholstering will start. This should concern only really big weapon, so using light, fast weapons such as FN FAL, AK47 will be more viable.
Walking should be done without holstering, which makes walking usable in combat.
Title: Re: 3d models development
Post by: Lexx on February 02, 2011, 12:47:33 am
Great progress again.

Btw. something I noticed on your flamer a while ago: Your version only has one "gas tank" on top of it. But on the original critters you can see two tanks, if you take a closer look.
Title: Re: 3d models development
Post by: Karpov on February 02, 2011, 01:39:12 am
Great progress again.

Btw. something I noticed on your flamer a while ago: Your version only has one "gas tank" on top of it. But on the original critters you can see two tanks, if you take a closer look.

Yes, now I see what you mean. I don't remember if I did it on purpose or not  ;D  I will try and fix that.

New video here, Alvarez made this NCR uniform, I did some quick texturing with NewVegas textures for testing purposes. It works fine, without clipping even if I leave the model below, but of course I disable invisible parts to lower the polycount. So don't worry about that Alvarez ;)

http://www.youtube.com/watch?v=waQy8FH_JMA (http://www.youtube.com/watch?v=waQy8FH_JMA)

no running animation yet, maybe tomorrow.  Bye
Title: Re: 3d models development
Post by: Cryofluid on February 02, 2011, 09:03:43 am
Wow, this gives a bunch of fresh air in the game  :D => well done guys!
Title: Re: 3d models development
Post by: Gray on February 02, 2011, 12:41:03 pm
This looks way better than the bent over models we can see on TLA.
I can make models looks anyway, but I'm restricted by present animations. SDK has only VB animations - my models are looks like VB models.
no running animation yet, maybe tomorrow.  Bye
Wait, base model has running animation... Does it mean, that you are animating each model separately? Don't you use a skeleton animation?
Title: Re: 3d models development
Post by: SmartCheetah on February 02, 2011, 02:20:46 pm
Question:
What are you going to do with skin tones/hairstyles? Making each model of armor for seperate skin tone might be a long process of texturing. In that case people shouldn't make anything like "NCR ranger suit" right now without having lets say - few different skin tones to work with. Hairstyles might be seperated models but I think few of them should be just textured on players head so we've got next dozen of skins to make. Same applies to beard/moustache. Prove me I'm wrong. I'm not too much into that kind of stuff.

Anyway:
I will try to make few "Naked" bald guy textures(with underwear you dirty cats!:>) in different skintones to be some kind of "base" for future works. Maybe it will be helpful, maybe not. Always some practice.
Title: Re: 3d models development
Post by: Jimmy BoyX on February 02, 2011, 03:02:40 pm
I can make models looks anyway, but I'm restricted by present animations. SDK has only VB animations - my models are looks like VB models.Wait, base model has running animation... Does it mean, that you are animating each model separately? Don't you use a skeleton animation?
VB models aren't "falloutish". Models look suck when stayind and running. I think SDK should have Karpov models when it will be done.

Karpov again great work. Cool.
Title: Re: 3d models development
Post by: Haraldx on February 02, 2011, 03:31:22 pm
I think running animations should be according to the holding weapon.
Clubs, knives, spears, pistols, SMGs: The same running animation like if you were unarmed.
Sledgehammers, rifles, shotguns, laser rifles etc.: The character holds his weapon in both hands and has it near his body.
Heavy guns (flamers, plasma rifles, miniguns, rocketlaunchers etc.): The character tries to pull the weapon up, but due to it's weight, the character holds it low.
Title: Re: 3d models development
Post by: Karpov on February 02, 2011, 03:44:27 pm
Wait, base model has running animation... Does it mean, that you are animating each model separately? Don't you use a skeleton animation?

No no no, it would be a crazy thing to do  ;D. I am saving animations in separate files and not putting all toghether like the VB model. That way is a lot easier to work, I can have many different files, like Spear_animations.x, Walk.x, Pistol_animations.x , they are all very light in kilobytes and they load when the game starts, so there is no problem. I use skeleton animation with a nice tool that lets me ,load ,save and mix animations , then exports to the standard bone system that the game uses.

Question:
What are you going to do with skin tones/hairstyles? Making each model of armor for seperate skin tone might be a long process of texturing. In that case people shouldn't make anything like "NCR ranger suit" right now without having lets say - few different skin tones to work with. Hairstyles might be seperated models but I think few of them should be just textured on players head so we've got next dozen of skins to make. Same applies to beard/moustache. Prove me I'm wrong. I'm not too much into that kind of stuff.

Anyway:
I will try to make few "Naked" bald guy textures(with underwear you dirty cats!:>) in different skintones to be some kind of "base" for future works. Maybe it will be helpful, maybe not. Always some practice.

Answer: Right now the clothes I am using are the skin tone, like body painting  :). But yes, you can add the leather jacket over the bald naked guy, like I did in the first video, or add it over the dressed up one, and the clothes/skin below remains the same. Before that first video, the guy had the jacket but he was still in underwear, so I added a different texture to the subsets I needed, pants , shoes, and shirt. You can PM if you want base texture to make others.

I think running animations should be according to the holding weapon.
Clubs, knives, spears, pistols, SMGs: The same running animation like if you were unarmed.
Sledgehammers, rifles, shotguns, laser rifles etc.: The character holds his weapon in both hands and has it near his body.
Heavy guns (flamers, plasma rifles, miniguns, rocketlaunchers etc.): The character tries to pull the weapon up, but due to it's weight, the character holds it low.

Good Idea, maybe spear too, they are quite heavy, I could make him run like the spearmen in many RTS games.
Title: Re: 3d models development
Post by: Alvarez on February 02, 2011, 04:02:09 pm
video!

The animation and texture looks totally awesome, that makes me a happy modeler, Karpov!  ;D ;D ;D
Did the mesh deform correctly?
Title: Re: 3d models development
Post by: Eternauta on February 02, 2011, 04:38:21 pm
VB models aren't "falloutish". Models look suck when stayind and running. I think SDK should have Karpov models when it will be done.

Karpov again great work. Cool.

+1 !

Go Karpov! Your work is really nice looking!
Title: Re: 3d models development
Post by: runboy93 on February 02, 2011, 04:44:30 pm
Nice work as always :)
Liked much that NCR armor on video.
Title: Re: 3d models development
Post by: Karpov on February 02, 2011, 06:20:49 pm
Thank you.
Alvarez, the mesh deformed correctly  over the original mesh, no overlapping, but I hid the polygons below it anyway, to prevent the engine from rendering them, just left hands feet and head from the character. The texture was a quick mapping to the texture from New Vegas, but I think it would be better to create a new one. Can you add ammo pouches on the waist? nothing too detailed, just some box around the belt, would look nice.

I have a problem with running animation, it looks silly the way I did it, and the weight of the weapon would be so difficult to bear that way. Take a look
http://www.youtube.com/watch?v=Agl-GpnMGRg (http://www.youtube.com/watch?v=Agl-GpnMGRg)
Perhaps If he carried it vertically... any idea?
Title: Re: 3d models development
Post by: Eternauta on February 02, 2011, 06:24:58 pm
Although I personally never had the chance to run around with a Plasma rifle, I do not think your animation is silly. Just my opinion.
Title: Re: 3d models development
Post by: Lexx on February 02, 2011, 06:30:24 pm
It's still a bit stiff. :p
Title: Re: 3d models development
Post by: Alvarez on February 02, 2011, 07:19:30 pm
Perhaps is there a possibility to swing the arm (weapon) from side to side, or rather pressing it to the body, pointing the tip up over the left shoulder, with the right elbow dramatically pointed forward?
(upper body slightly swinging from side to side)


http://www.megaupload.com/?d=VBCWX17T
Also, pouches added. Karpov, could you upload your base female model, tool? I'll try to work out how UVwrap runs properly, but anyone is welcome to do the textures as well.

Our lovable ninja nurse Pistacja, perhaps? Your robe texture looked pretty good.
Title: Re: 3d models development
Post by: bikkebakke on February 02, 2011, 07:50:03 pm
Ye, he should swing a bit with his arms, his upper body is too stiff. But it do look nice.
Title: Re: 3d models development
Post by: Haraldx on February 02, 2011, 07:58:29 pm
Yes for arm swinging!
Title: Re: 3d models development
Post by: Graf on February 02, 2011, 07:58:56 pm
Looks funny, just like if he will be running with a spear in a hands.  I think, that this problem could be easily solved: his arms should be moving while he is running. Check this video (http://www.youtube.com/watch?v=yXipPgJqaZ4) at ~30th second to understand what I mean.
upd: just like it was suggested before me.
Title: Re: 3d models development
Post by: bikkebakke on February 03, 2011, 01:29:24 am
ur link is broken graf, remove the extra "ttp//".
Title: Re: 3d models development
Post by: Gray on February 03, 2011, 07:00:33 am
I will try to make few "Naked" bald guy textures(with underwear you dirty cats!:>) in different skintones to be some kind of "base" for future works. Maybe it will be helpful, maybe not. Always some practice.
Why not to use VB textures? They got 18 skin tones and fully unwrapped.
I think running animations should be according to the holding weapon.
Clubs, knives, spears, pistols, SMGs: The same running animation like if you were unarmed.
Sledgehammers, rifles, shotguns, laser rifles etc.: The character holds his weapon in both hands and has it near his body.
Heavy guns (flamers, plasma rifles, miniguns, rocketlaunchers etc.): The character tries to pull the weapon up, but due to it's weight, the character holds it low.
Good Idea, maybe spear too, they are quite heavy, I could make him run like the spearmen in many RTS games.
I have some experience in running with various weapons. Pistols and SMG are really light enough to run as usual.
Assault rifles may be hold by one hand, but this hand is not swinging on the run, it's pinned to the waist.
Heavy weapons like machine gun should be hold by both hands, pinned to the abdomen.

UPD. Took an attempt to work with Karpov's model
(http://img138.imageshack.us/img138/4659/karpovca01.png)
Should I proceed?

P.S. Karpov, check PM for the archive.
Title: Re: 3d models development
Post by: pistacja on February 03, 2011, 03:53:24 pm
Also, pouches added. Karpov, could you upload your base female model, tool? I'll try to work out how UVwrap runs properly, but anyone is welcome to do the textures as well.

Our lovable ninja nurse Pistacja, perhaps? Your robe texture looked pretty good.

Thanks, and sure if you have a model I can bake some textures for it. If it has UVs the even better.
I wouldn't mind making the base(nude) texture for the female model, I even got some nice live size reference for that ;)
Title: Re: 3d models development
Post by: Karpov on February 03, 2011, 04:44:38 pm
Hello.
About the female model, I have never, not even once tested it in game, and it was not made looking at the sprites for recreating the original Fallout model, it was just an experiment for "femalizing" the other model. So I would not recommend to work on it yet.

Gray, the Combat armor is absolutely beautiful. I worked perfectly. http://www.youtube.com/watch?v=CViY3am8_SA

Here is another video of the big gun animation. http://www.youtube.com/watch?v=AUdYbNPXjlQ
 I added that swaying effect, looks better, I guess, but I'm not very convinced.I tried to make him raise the weapon to the shoulder, but the transition from idle anim to the running anim is way to fast, there is no way anyone can raise such a heavy weapon that fast, so it looks bad. Anyway, I don't want to get stuck here, so I will move on. 
  Before I forget, someone made that cool M60 model I used, I can't credit him/her because I don't know who has.

Ok, next I will test how weapon animations work, I need to figure it out. Then some essential animations I missed, like Use and Taking Damage.
Bye
Title: Re: 3d models development
Post by: Gray on February 03, 2011, 05:02:23 pm
Gray, the Combat armor is absolutely beautiful. I worked perfectly. http://www.youtube.com/watch?v=CViY3am8_SA
Outstanding.
Your models are much easier to work with. Tomorrow I'll try Metal Armor.
Title: Re: 3d models development
Post by: Lexx on February 03, 2011, 05:53:16 pm
Running around with M60 looks better than with the flamer. :p I agree that these animations still need some work. Combat Armor looks great.
Title: Re: 3d models development
Post by: avv on February 03, 2011, 06:21:31 pm
Running with the big guns would look more natural if the char carried the gun sideways close to the body.

Like in this (http://farm2.static.flickr.com/1435/672801498_426e38bff1.jpg?v=0) picture.
Title: Re: 3d models development
Post by: Crazy on February 03, 2011, 06:38:12 pm
Wow, model with combat armor look really awesome. but animation is still weird ;p
For the big gun running: he look like he was charging with bayonet... Try like avv said, Should look more natural.
Title: Re: 3d models development
Post by: Surf on February 03, 2011, 06:50:35 pm
The combat armor looks good but is a bit too bright and the "shine" is a bit too much, imo.
Title: Re: 3d models development
Post by: Crazy on February 03, 2011, 06:57:37 pm
The combat armor looks good but is a bit too bright and the "shine" is a bit too much, imo.

Didn't he said he is bad at texture and asking someone to retexture it? ;p
Title: Re: 3d models development
Post by: Solar on February 03, 2011, 07:00:31 pm
Really nice to see such progress. Keep it up everyone :)
Title: Re: 3d models development
Post by: Pudzian_Koks on February 03, 2011, 07:30:26 pm
Omg Combat Armor looks awesome! I love it.

Can someone texturing other armors, maybe MA, PA, APA from VB to Karpov model? I really enjoy to see Karpov model with combat armor. Again awesome progress  :) I cant wait to see it on 2238 and SDK.
Title: Re: 3d models development
Post by: Alvarez on February 03, 2011, 07:33:41 pm
The animation looks now much better, and the CA looks pretty sweet, too.
I'll see what can be done with UV, have to work it out first, too...

Now that i notice it again... Solar, where does your avatar comes from?
Title: Re: 3d models development
Post by: kttdestroyer on February 03, 2011, 07:59:46 pm
Gray, the Combat armor is absolutely beautiful. I worked perfectly. http://www.youtube.com/watch?v=CViY3am8_SA
In my opinion it looks to shiny, somehow plastic. And its a bit too fat around stomach, and too tight on the top. But great progress  ;)

Here is another video of the big gun animation. http://www.youtube.com/watch?v=AUdYbNPXjlQ
In my opinion he looks like sneaking a bit, i think it would be better if he held weapon some other way like you said. I think having it on the side is good idea. This animation could work as sneaking animation with few changes though?  :)

Great work eitherway!
Title: Re: 3d models development
Post by: Haraldx on February 03, 2011, 08:35:59 pm
Outstanding work! On both, the CA and the big guns running animation.
Title: Re: 3d models development
Post by: pistacja on February 03, 2011, 08:45:46 pm
The animation may seam odd because in some places the foot slides on the ground where it should not.
(http://img138.imageshack.us/img138/2865/walkb.gif)

The run animation looks strange because the original run animation from fallout IS strange.

Falloutish:
(http://img835.imageshack.us/img835/7474/runfo.jpg)

Real World:
(http://img696.imageshack.us/img696/2992/runbnw1.jpg)

There may be another issue. These are two frames, one after another, you can see the character changed position but he did not change his pose, one more key frame might be needed here.
(http://img3.imageshack.us/img3/3937/run2x.jpg)  
(http://img51.imageshack.us/img51/1088/run1v.jpg)

I'm not criticising, I'm just trying to help.
Don't shot!
Title: Re: 3d models development
Post by: Solar on February 03, 2011, 08:47:53 pm
Now that i notice it again... Solar, where does your avatar comes from?

Its part of a painting thats hanging in my living room, of a Vault Dwelleress holding a YK32 Pistol :)


Pistacja is right, the leading leg on the run comes up too high, which makes it look a little odd.
Title: Re: 3d models development
Post by: TheGreenHand on February 03, 2011, 09:25:56 pm
I just wanted to say that this stuff is really looking great.  It's nice to see that after 30 pages about weapon models, we're getting into player models (that's not a criticism, it's all great work).  Anyway, I can't wait to see this stuff in game, it looks like it's getting close-ish to completion...?  It's like waiting for Christmas, kind of.
Also, is it possible to use the van buren models and Karpov's models?  It'd be a little more customization, you can pick either at character creation.  I'm not sure if its possible though.
Title: Re: 3d models development
Post by: Karpov on February 03, 2011, 09:55:29 pm
I just wanted to say that this stuff is really looking great.  It's nice to see that after 30 pages about weapon models, we're getting into player models (that's not a criticism, it's all great work).  Anyway, I can't wait to see this stuff in game, it looks like it's getting close-ish to completion...?  It's like waiting for Christmas, kind of.
Also, is it possible to use the van buren models and Karpov's models?  It'd be a little more customization, you can pick either at character creation.  I'm not sure if its possible though.

Thanks GreenHand, I am sure it can be done because that's the way I have it now in the SDK, I even had some fun hitting some Van Buren characters  ;D

And pistacja, thank you for that very precise GIF you prepared, it sure will help. You are right about the double frame, that's where the animation loops, so I may have to delete first or last frame to make it smooth. You must have 10 Perception  ;) . Running animation in the original game does the same thing with the leg, it is a bit "cartoonish", but I guess lowering it a bit would not be bad.

I'll see if I can manage to fix that, should not be a problem.
Title: Re: 3d models development
Post by: Gray on February 04, 2011, 06:31:43 am
Can someone texturing other armors, maybe MA, PA, APA from VB to Karpov model?
I'm on it.
The animation may seam odd because in some places the foot slides on the ground where it should not.
(http://img138.imageshack.us/img138/2865/walkb.gif)
The problem is hiding in animation speed. It's quite difficult to synchronize it with character movement speed. Speed up it too much - the character will slide, slower - it's "skiing".
But it's need to be done.
The precise method is to align the step length and time with character's movement speed.
In my opinion it looks to shiny, somehow plastic.
According the background, it's made of plastic and ceramic. Additionally, the texture is included in SDK, it's just a picture. You are free to make the better one. At this moment, this is the best we have, and it's much better then I can do.
And its a bit too fat around stomach, and too tight on the top.
It seems so to me too, but I may be sure of it only after seeing the model in the game. I can reshape it, but my work is not the final step of model integration. It depends of Karpov. If it takes a lot of additional work - it's not appropriate to reshape it each time somebody note a flaw.
Title: Re: 3d models development
Post by: Jimmy BoyX on February 04, 2011, 08:31:58 am
Wow, very nice combat armor. Good guys.
Title: Re: 3d models development
Post by: killer1001 on February 04, 2011, 09:18:34 am
what if the BG run would be on the waist level but not on the side. if you can make it run with the weapon in front of him, then i guess it could be cool. the only problem is the minigun and RL since they are the different BG weapons.
Title: Re: 3d models development
Post by: Gray on February 04, 2011, 09:19:15 am
I've decided to fix CA, it was a draft, I wasn't even sure it works.
(http://img40.imageshack.us/img40/5597/karpovca02.png)
Tighten it on the waist, enlarged chest plates, fixed some UVWs on the body and attaches.
New arc: http://rapidshare.com/files/446106969/Karpov_CA.rar (http://rapidshare.com/files/446106969/Karpov_CA.rar)
Anyone who want may edit a texture or even paint a new one, I'll accept any help.
MA, PA, APA are on the queue.
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 09:43:00 am
Before I forget, someone made that cool M60 model I used, I can't credit him/her because I don't know who has.
We all have to say thanks to this guy (http://www.fonline.ru/forum/member.php?u=12252) from russian community for that awesome model.
Title: Re: 3d models development
Post by: Amrok on February 04, 2011, 10:36:21 am
Running with the big guns would look more natural if the char carried the gun sideways close to the body.

Like in this (http://farm2.static.flickr.com/1435/672801498_426e38bff1.jpg?v=0) picture.

Negativ, M249 cannot be considered as a standart for "big gun" (~6-7kg only).
When you have to run with heavy gun, you need to keep both hand close your body :
 - left hand near his shoulder
- right hand just up the belt level.
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 11:01:17 am
Negativ, M249 cannot be considered as a standart for "big gun" (~6-7kg only).
When you have to run with heavy gun, you need to keep both hand close your body :
 - left hand near his shoulder
- right hand just up the belt level.
I agree with your points, but both m249 and m60 weights about 10 (http://en.wikipedia.org/wiki/M249_light_machine_gun)-10.5 kg (~23 lb) (http://en.wikipedia.org/wiki/M60_machine_gun). Both are machine guns. (http://en.wikipedia.org/wiki/Light_machine_gun), so they definitely could be considered as a big gun.
Title: Re: 3d models development
Post by: avv on February 04, 2011, 12:05:14 pm
Real World:
(http://img696.imageshack.us/img696/2992/runbnw1.jpg)

Wanted to adress this aswell but couldn't find a good pic. In fallout the chars kick their legs way too up, almost knee-high, while in the pic shown by pistacja that is totally not the case.
Title: Re: 3d models development
Post by: Alvarez on February 04, 2011, 01:14:36 pm
The Fallout style was supposed to be comic-/cartoon-like, so the movements and proportions were exxagerated, to compensate the lack of details in size.
Title: Re: 3d models development
Post by: avv on February 04, 2011, 01:24:26 pm
The Fallout style was supposed to be comic-/cartoon-like, so the movements and proportions were exxagerated, to compensate the lack of details in size.

You're right. The main character looks like a greek statue, he shoots pistols and smgs carelessly with one hand and rifles always from the hip. It's another story whether this style should be continued or not.
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 01:30:33 pm
It's another story whether this style should be continued or not.
It should be continued. Otherwise, it will be another VanBuren not Fallout 2 models/animations.
Title: Re: 3d models development
Post by: Surf on February 04, 2011, 01:32:27 pm
You're right. The main character looks like a greek statue, he shoots pistols and smgs carelessly with one hand and rifles always from the hip. It's another story whether this style should be continued or not.

Ofcourse it should be.
Title: Re: 3d models development
Post by: Solar on February 04, 2011, 01:36:30 pm
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.
Title: Re: 3d models development
Post by: Alvarez on February 04, 2011, 01:55:44 pm
Ofcourse it should be.

Certainly.

But there's a catch - original Fallout art were high-poly models, rendered into frameset animations - round forms, smudged with dithering, chopped into 10 frames.
Interplay modelers made a nice dish, framers threw it in blender, coders smeared this paste on bread and it tasted delicious.

3d models are built-in, they have smooth animation, clean edges, more realistic proportions: it looks a bit comically, when they run with legs high in the air, perhaps because the original lacked transition frames due to technical limitations and with smooth transition it's not really necessary to exxagerate.
I even wonder how was it back then, when Interplay released the Van Buren videos and what did the fans think, especially those who were averted with the 3d look? What aspect was alien, weird to them? Realistic movements?
Title: Re: 3d models development
Post by: avv on February 04, 2011, 02:05:02 pm
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.

Yes only the running needs some attention. Shooting guns carelessly just suits the slugmatch style of combat.
Title: Re: 3d models development
Post by: SmartCheetah on February 04, 2011, 02:40:30 pm
*Is making few basic skintones for naked bald guy.*
What'd you guys think. 6-8skintones will be good? I don't see real point in making more than 10 of them.

(Of course I'm saving hues number to match it with female base texture :P)

But there is another possibility. I might do 6-8 basic ones (Pale, normal, black, tanned etc.) + tatooed one for all of them. From original Fallouts perspective tattoos will be really small so it shouldn't matter whatever they will be. Probably some tribals. I can also try making two versions. Low tatooed guy + heavy tattooed guy for every skintone.
Later on I'll send some fruits of my work but first I need some feedback about tattoo idea.

I'm almost sure it can be done another way than basic skin(so you can have different tattoos on ye. Just seperate texture for tatoo - like for clothing) but question is - if there's need for that?

Many thanks for Karpov for pointing me few things and for all the great work he's doing!
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 03:28:57 pm
But there is another possibility. I might do 6-8 basic ones (Pale, normal, black, tanned etc.) + tatooed one for all of them. From original Fallouts perspective tattoos will be really small so it shouldn't matter whatever they will be. Probably some tribals. I can also try making two versions. Low tatooed guy + heavy tattooed guy for every skintone.
Later on I'll send some fruits of my work but first I need some feedback about tattoo idea.
Slavers anyone?
Title: Re: 3d models development
Post by: Gray on February 04, 2011, 04:25:53 pm
But there is another possibility. I might do 6-8 basic ones (Pale, normal, black, tanned etc.) + tatooed one for all of them. From original Fallouts perspective tattoos will be really small so it shouldn't matter whatever they will be. Probably some tribals. I can also try making two versions. Low tatooed guy + heavy tattooed guy for every skintone.
Tribal and jakudza, as minimal.
And yes, 6 tones are more then enough. Pale, yellow, normal, red, tan, black.
Slavers anyone?
AFAIR, slaver tattoo is a small mark on a face.
Title: Re: 3d models development
Post by: Surf on February 04, 2011, 04:45:34 pm
It's just a small tattoo on the forehead, yes.
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 05:30:43 pm
But slavers got the tatoo! It would be cool to actually know who is a slaver, by just looking at the guys head! It would also make sense to add the reputation drop to those who shoot slaver players.
Title: Re: 3d models development
Post by: Alvarez on February 04, 2011, 05:40:23 pm
Yakuza tattoos are pretty big, but they are under their leatherjackets. And they wear hachimakis sometimes (headbands)
Title: Re: 3d models development
Post by: SmartCheetah on February 04, 2011, 05:50:17 pm
Ok, so I've just started working on tatooed skins as well. Pretty funny thing and I'm getting better at photoshop with this :P
Very early version of Yakuza tattoo(just one arm and upper chest). Still base skin tone, so don't look for any changes here. Making all skin tones is 30minutes of work anyway.
(http://i52.tinypic.com/2llkhtg.jpg)
Looks pretty messed up at long distances but I think it will do after adding more colour/burning it a bit.

But slavers got the tatoo! It would be cool to actually know who is a slaver, by just looking at the guys head! It would also make sense to add the reputation drop to those who shoot slaver players.

I believe most people will have hair so you wouldn't see anything at all :P


Edit: After looking at tribal guys in normal fallout I've started to burn muscles a little more. They will be much better visible from distance(Much closer to original)
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 05:51:39 pm
The arm/chest intersection needs some lil' tweaking. Otherwise - Excellent job!
Title: Re: 3d models development
Post by: Alvarez on February 04, 2011, 05:51:42 pm
Ok, so I've just started working on tatooed skins as well. Pretty funny thing and I'm getting better at photoshop with this :P
Very early version of Yakuza tattoo(just one arm and upper chest). Still base skin tone, so don't look for any changes here. Making all skin tones is 30minutes of work anyway.

Sweet!
Title: Re: 3d models development
Post by: traderowski on February 04, 2011, 07:09:58 pm
Awesome!
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 07:14:12 pm
I believe most people will have hair so you wouldn't see anything at all :P
Hm, maybe developers could add a script, that is changing hair-dress to the bald, when player are joining to the slavers? Seems like a reasonable addition to the slavers tattoo for me (Btw, Metzger are bald and almost all slavers over the wasteland are bald as well)
p.s. Nicely done, SmartCheetah.
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 07:28:15 pm
Oh well, was bored anyway, here's a WIP (Work In Progress) I thought you guys might like. Don't ask me about the poly count, Wings3D says so, not me. Avenger will be the same model, just different textures.
Known issues:
1. There is no handle (I don't know where is it connected so I will make it later)
2. No texture (I have textures, but the model isn't finished so I will make those UV maps etc. later)
HERE IT COMES!!!
(http://img9.imageshack.us/img9/8339/mingunside.jpg) (http://img9.imageshack.us/i/mingunside.jpg/)
(http://img694.imageshack.us/img694/7060/mingunupfront.jpg) (http://img694.imageshack.us/i/mingunupfront.jpg/)
Click the images for bigger resolution.
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 07:31:51 pm
Good work so far. Could you make a rotating barrels for it?
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 07:33:51 pm
I'm not an animator :P But I could try, I just wanna know is it worth to continue the work.
EDIT: I'm not sure FOnline engine can activate animations for items...
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 07:36:27 pm
Of course it is worth of continuing, because now we still don't have that gun and any missing models would be appreciated.
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 07:41:03 pm
Ok, that's cool, I just wanna know 1 thing - from where does the handle come from? In the original image you can't really see it.

EDIT: Holy god, Dal made a minigun with 437 polygons? My one has 4 times less and looks almost the same! I also NEVER knew a minigun would be so easy to model, when I was modelling like for 2 days I got a head-ache of the complexity.
Title: Re: 3d models development
Post by: Graf on February 04, 2011, 07:50:36 pm
Maybe this will help?
(http://img.redwolfairsoft.com/upload/product/img/CT-M134-L.jpg)
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 07:56:42 pm
Hmmm... not really, as the handle seems to be centered, while the Fallout 2 minigun has it's handle coming from the side. I'm not sure where to put it, I'm absolutely lost!
Title: Re: 3d models development
Post by: Karpov on February 04, 2011, 08:16:43 pm
If you look at the character sprite holding the minigun you can see the handle coming from the left side of the engine, and maybe you should make that part longer too.
 Yes it is posible to use animations in weapons, in fact that is what I was just trying to figure out. I was able to make the weapon eject the empty cases when shooting, I think it is posible to rotate the barrel in the minigun.
Here is a video http://www.youtube.com/watch?v=GfD8k2ehXE4 you have to look closely though.

Cool tattoo SmartCheetah. I think that if the slaver tattoo is just in the forehead maybe it could be attached as geometry.
Title: Re: 3d models development
Post by: SmartCheetah on February 04, 2011, 08:22:33 pm
Progress. Say hello to Mr. Wong.
(http://i52.tinypic.com/28uspwg.jpg)

Little more tweaks and voila. I've already placed him on more "yellow" skin + burned muscles a little to make them more visible from distance. Almost ready. Next in turn - Tribal tattoo. After tribal - skin tones for 'em.

Looks a little like some kind of Hippie blouse :P
Title: Re: 3d models development
Post by: Haraldx on February 04, 2011, 08:27:38 pm
Progress. Say hello to Mr. Wong.
(http://i52.tinypic.com/28uspwg.jpg)

Little more tweaks and voila. I've already placed him on more "yellow" skin + burned muscles a little to make them more visible from distance. Almost ready. Next in turn - Tribal tattoo. After tribal - skin tones for 'em.

Looks a little like some kind of Hippie blouse :P
AWESOME  :o

If you look at the character sprite holding the minigun you can see the handle coming from the left side of the engine, and maybe you should make that part longer too.
 Yes it is posible to use animations in weapons, in fact that is what I was just trying to figure out. I was able to make the weapon eject the empty cases when shooting, I think it is posible to rotate the barrel in the minigun.
Here is a video http://www.youtube.com/watch?v=GfD8k2ehXE4 you have to look closely though.

Cool tattoo SmartCheetah. I think that if the slaver tattoo is just in the forehead maybe it could be attached as geometry.


AWESOME  :o Also, if you use YouTube HD (720p) then it's easier to see the bullets.
Oh, yeah, by the way thanks for the info, I don't have any BG char, that's why I don't know. I will continue my work tomorrow, it's getting late in my country.
Title: Re: 3d models development
Post by: kttdestroyer on February 04, 2011, 08:30:29 pm
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.

Maybe there should be a diffrent animation for aimed shots and for single shots/bursts?
Title: Re: 3d models development
Post by: LagMaster on February 04, 2011, 08:40:57 pm
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.
probably if you try to make it the super-mutant FoT version running: it looks more organized and more natural
Title: Re: 3d models development
Post by: killer1001 on February 04, 2011, 09:36:26 pm
you only need now is the fire effect from the gun karpov :D. it looks awesome.

i was also thinking of the BG running. if u see how GTA 3 moves with minigun, i think you'll understand my point. it is just an idea.
Title: Re: 3d models development
Post by: Jimmy BoyX on February 04, 2011, 09:43:14 pm
Hey man how can I add this model to my own SDK?

How much progress is complete? What we need to do?
Title: Re: 3d models development
Post by: Gray on February 05, 2011, 06:58:00 am
But slavers got the tatoo! It would be cool to actually know who is a slaver, by just looking at the guys head! It would also make sense to add the reputation drop to those who shoot slaver players.
It's too small to see it even with overzoom.
Yakuza tattoos are pretty big, but they are under their leatherjackets. And they wear hachimakis sometimes (headbands)
2D jakudzas are wearing leather jackets and we can't change this. 3D allow us to take off the jackets from some of them ;) Here it is the real profit of 3D.

Oh well, was bored anyway, here's a WIP (Work In Progress) I thought you guys might like. Don't ask me about the poly count, Wings3D says so, not me. Avenger will be the same model, just different textures.
Known issues:
1. There is no handle (I don't know where is it connected so I will make it later)
2. No texture (I have textures, but the model isn't finished so I will make those UV maps etc. later)
Something wrong with proportions. The body is too short, it should be at least 40 centimeters long.
And I'm not sure of the geometry of body. IMO, it's more likely to a tube then to a chamferbox.
Maybe this will help?
(http://img.redwolfairsoft.com/upload/product/img/CT-M134-L.jpg)
Hmmm... not really, as the handle seems to be centered, while the Fallout 2 minigun has it's handle coming from the side. I'm not sure where to put it, I'm absolutely lost!
(http://img198.imageshack.us/img198/948/minigun2.gif)
The handle is attached to the left side, but it's definitely centered. You need to hold the axis to carry such a weight, otherwise it will twist your hand off.

My own progress:
(http://img211.imageshack.us/img211/6246/karpovma01.png)
http://rapidshare.com/files/446287834/Karpov_MA_male.rar (http://rapidshare.com/files/446287834/Karpov_MA_male.rar)
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 10:34:32 am
It's too small to see it even with overzoom.2D jakudzas are wearing leather jackets and we can't change this. 3D allow us to take off the jackets from some of them ;) Here it is the real profit of 3D.
Something wrong with proportions. The body is too short, it should be at least 40 centimeters long.
And I'm not sure of the geometry of body. IMO, it's more likely to a tube then to a chamferbox. Bla bla bla bla bla bla bla bla bla.
OK, thanks for all the info. Just a little more tweaking and that little toy can sing!
My own progress:
(http://img211.imageshack.us/img211/6246/karpovma01.png)
http://rapidshare.com/files/446287834/Karpov_MA_male.rar (http://rapidshare.com/files/446287834/Karpov_MA_male.rar)
EDIT: AWESOME   :o
Title: Re: 3d models development
Post by: traderowski on February 05, 2011, 10:42:26 am
Omg I want it on sdk  ;D Awesome, awesome, great, super, extra, cool  ;D I LOVE IT
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 11:22:07 am
Please go here, to take a look at my upgraded CZ53! http://www.moddb.com/members/haraldx/images/a-project-for-fonline-22382#imagebox

If it's all right, I will start making UV maps and such stuff for it.
Title: Re: 3d models development
Post by: Gray on February 05, 2011, 11:49:13 am
Please go here, to take a look at my upgraded CZ53! http://www.moddb.com/members/haraldx/images/a-project-for-fonline-22382#imagebox
Move the fire control handle to the back position. Like this:
(http://www.bizarrecreations.com/games/the_club/minigun_enemy.png)

large image, helpfull (http://fc02.deviantart.net/fs14/f/2007/045/9/f/Vindicator_Minigun_from_SR_by_biometal79.jpg)
Real minigun (http://www.guncopter.com/images/gallery/uh-1n-minigun.jpg)
Various weapons handling (http://www.heromachine.com/blog/wp-content/uploads/2007/12/hm25-firearms.gif)
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 12:00:39 pm
Yeah, I thought about that too, because then the arms would have to be very close each other which definitely doesn't make sense. I'm quite worried I will have to make the round thingy actually flat, or else I can't really put it on the end. Should I make it flat?
Title: Re: 3d models development
Post by: Gray on February 05, 2011, 12:06:43 pm
Yeah, I thought about that too, because then the arms would have to be very close each other which definitely doesn't make sense. I'm quite worried I will have to make the round thingy actually flat, or else I can't really put it on the end. Should I make it flat?
Put the handle on a bracket like this:
(http://www-roc.inria.fr/gamma/OBJECTS/SCHNAUZER/WEAPONS/3dm-minigun.jpeg)
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 12:10:41 pm
Hmmm... that can work out! Be right back in 5 minutes!
Title: Re: 3d models development
Post by: Lexx on February 05, 2011, 12:38:03 pm
I want to remember everyone that various models are done already.
http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker

Though I don't know who has all the files.
Title: Re: 3d models development
Post by: killer1001 on February 05, 2011, 12:56:37 pm
IMO the ones that need a little more work are the .223 Pistol and the 14mm Pistol. other than that its awesome  :)
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 12:57:41 pm
Hmmm... Having some trouble with the bracket, can't make it look smooth and not destroy the original model. I found a little way to reduce some 2 or 3 useless polygons, I'm quite confused, I will complete the Minigun later.
Title: Re: 3d models development
Post by: Gray on February 05, 2011, 01:34:52 pm
I want to remember everyone that various models are done already.
http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker

Though I don't know who has all the files.
Wakizashi is still missing? I got a katana model made about 10 years ago for another game.
(http://img819.imageshack.us/img819/6749/katanac.png)
I can shrink it to wakizashi in 5 minutes, it will be about 150 triangles. What will you say?
Title: Re: 3d models development
Post by: SmartCheetah on February 05, 2011, 02:14:45 pm
I think Skejwen should know where these models are :P Btw: Great work on metal armor and minigun so far.
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 03:57:01 pm
(http://img821.imageshack.us/img821/4006/suggestioni.jpg) (http://img821.imageshack.us/i/suggestioni.jpg/)

I just did like this. It seemed bit easier to me, and it looks better than the original. Working right now on textures and UV maps. I don't know about the rotating barrel but I will figure it out after messing with the textures. I have to say, 128x128 is quite disappointing as a minigun needs more than that. I have made it to somehow actually get 128x128 just for the barrel, the mainframe I think will need another 128x128... It's getting harder each minute.
Title: Re: 3d models development
Post by: Crazy on February 05, 2011, 04:29:32 pm
Can't you use the gatling laser model to help you? It look good.
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 05:06:56 pm
Can't you use the gatling laser model to help you? It look good.
Gatling laser - waiting for correction.

If I try to make something like used for the Gatling Laser my minigun would probably be refused too.
Title: Re: 3d models development
Post by: Crazy on February 05, 2011, 05:09:49 pm
Why the hell is that refused?
Title: Re: 3d models development
Post by: Lexx on February 05, 2011, 06:07:15 pm
My guess is that it doesn't fit with the inventory graphic.
Title: Re: 3d models development
Post by: Haraldx on February 05, 2011, 07:51:46 pm
My guess is that it doesn't fit with the inventory graphic.
Yeah, it has that big box under the firing control handle and some other minor stuff that isn't fitting.
EDIT: I'm still having little problem with my Minigun. I did the texture for the barrel, looks quite good (tho the 128x128 textures are extremely dissapointing), but then I realized, there is no space for the mainframe of the minigun... Wait, I think I just got an idea. However, I still want to ask this - is it possible to have 1 texture file for the mainframe and another 1 for the barrel?
Title: Re: 3d models development
Post by: Graf on February 05, 2011, 08:13:16 pm
I want to remember everyone that various models are done already.
http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker

Though I don't know who has all the files.
According to Skejwen, models that are marked as "WAITING FOR UPLOAD/CORRECTION" are missing, since they was never sent to him. Moreover, it's almost a year past since the time, when these models were done, so many of them are lost... or just users who made them didn't appeared here for a looong time.

We have all models, except those mentioned here:

1. Avenger Minigun and regular minigun
2. Light Support Weapon
3. Rocket Launcher
4. Desert Eagle (Exp. Mag.)
5. YK42B Pulse Rifle
6. Gatling Laser
7. M72 Gauss Rifle
8. Combat Shotgun
9. Brass Knuckles
10. Mega Power Fist
11. Power Fist
12. Club
13. Sharpened Spear (Texture for regular spear are required)
14. 10mm pistol
Title: Re: 3d models development
Post by: SmartCheetah on February 05, 2011, 08:16:31 pm
I've sent my 10mm pistol. No idea why it's "waiting for upload". Bad thing is that I don't have it anymore so if no one downloaded it - it's probably lost.
Title: Re: 3d models development
Post by: Pudzian_Koks on February 05, 2011, 10:36:12 pm
@SmartCheetah, I like you texture with tatoo :) Very nice.

Again good progress brothers ^_^
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 11:16:05 am
Wiki hasn't been updated for about 7 months I think or even more. Cheetahs 10mm pistol is uploaded like 5 months ago. Where is Skej anyway? I haven't seen him on the forums for a quite long time.

EDIT: SmartCheetah, I still have your models, well atleast some - the spears, 10mm pistol and knife. If you want I can reupload them.
Title: Re: 3d models development
Post by: pistacja on February 06, 2011, 01:04:41 pm
I've made the Grease Gun and Desert Eagle. Quick and dirty, texture is 128x128. It's not perfect, but it should do for now.
(http://img716.imageshack.us/img716/3720/ggunscr.jpg)

(http://img573.imageshack.us/img573/452/deaglescr.jpg)

http://www.megaupload.com/?d=EL96EMP9
Title: Re: 3d models development
Post by: headshot on February 06, 2011, 01:10:56 pm
Nice one, pistacja, but your M3A1 looks more like MP-38 Schmeisser, although this two submachine guns are very similar in appearance.
Title: Re: 3d models development
Post by: pistacja on February 06, 2011, 01:27:49 pm
I've used this a reference:
http://www.deactivated-guns.co.uk/deactivated-guns/allied-deactivated-guns/deactivated-rare-fully-strippable-m3a1-grease-gun/prod_796.html

I've only made the ammo clip shorter (as it looks shorter on the fallout icons), I didn't make the thing around the trigger and the stock (if that's what it's called).
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 01:29:02 pm
Great job! The poly count is also very satisfying and it looks good!
EDIT: I just crashed Wings3D With my UV map for the mainframe. This is getting ridiculously hard.
EDIT2: You can always check my progress on Moddb, I will post new stuff there from time to time
Title: Re: 3d models development
Post by: SmartCheetah on February 06, 2011, 01:42:43 pm
Yep. Truely awesome work. Things are coming pretty quick lately.
@Pistacja - Are you going to work on base female mesh+texture?
Edit: Ah. I thought you are going to improve size of breasts a little  ;D Anyway - Cheetah's still trying to make some decent tribal tattoo >.>
Title: Re: 3d models development
Post by: pistacja on February 06, 2011, 01:52:06 pm
Making the female mesh might be bit too much for me, but I could work on its textures once the mesh is done... but then again when I look at Karpov work I don't think his texture would need any improvements.
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 02:17:55 pm
Texture for the barrel of my minigun is finished, however I feel it needs tweaking. Go to my Moddb profile to take a look.
Title: Re: 3d models development
Post by: SmartCheetah on February 06, 2011, 02:44:15 pm
(http://i55.tinypic.com/wv5153.jpg)

I don't like Tribal tattoos >:( They look dull and have no soul. Still - from distance it looks ok.

@Down: Yeah. I'll probably rework some of them to be more like those spiral lines(I had in mind tribal tattoo, not tattoo for tribals but it can work both ways). That tribal dragon on the back sucks as well as thing on his chest so I'm gonna change it. Making it totally simplified will look bad on the distance. Btw: This screen is terribly compressed.
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 02:54:37 pm
I think it looks great! However, it needs to be more tribal - the tattoos look very proffesional, tribals are mostly dumb and not very good at art, they draw stickmen, instead of people, they draw a box with 4 sticks under it to draw a dog.
Title: Re: 3d models development
Post by: Gray on February 06, 2011, 04:39:51 pm
I've made the Grease Gun and Desert Eagle. Quick and dirty, texture is 128x128. It's not perfect, but it should do for now.
This is the sample of really good low-poly game model. Such a thorough optimization. Simply excellent.
Title: Re: 3d models development
Post by: LagMaster on February 06, 2011, 05:27:12 pm
hmmm, creating 3D images looks superbly awsome and sounds important

can you give me a link to a softwhere i can get for free and full(in PM of course)

i am looking forward to work here
Title: Re: 3d models development
Post by: Karpov on February 06, 2011, 06:23:28 pm
Hello people. Just seen pistacja models, they are nice.  Haraldx minigun also good improvement. You may want to change the barrels color, looks rusty.
I just created a few animations:  knife swing and holster, taking damage, use and pickup. I also added a ponytail to the character for testing purposes.
Added the metal armor, but without the pants textures, I have to add that later. Walk anim was redone, but still need tweaking.
quick Video: http://www.youtube.com/watch?v=dzJ294fx0e0

I prepared this table with the animations I have and the ones I don't.

(http://img824.imageshack.us/img824/8734/animtable.png)

Green is what is done
Yellow is usable but not finished
Red is missing
Grey means it uses a similar animation from other set, mostly from Unarmed. These can be done specifically for each weapon later.
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 06:36:31 pm
Looks great, Karpov! I think Hammer "Holster/Unholster" anims can be the same as Rifle ones. Whadya think?
Haraldx minigun also good improvement. You may want to change the barrels color, looks rusty.
Thanks for the feedback, and yeah, nothing is final (well except the model) :P I'm gonna use a darker version of the brown metal for the barrel. Currently it's definitely too bright.

EDIT: You can see a video having the minigun viewed in 360o right here: http://www.youtube.com/watch?v=FZLChEZ8_WQ
EDIT2: It also contains the new texture I made. It's a combination of darker brown and green.
EDIT3: You can ofcourse take a look at that video on my Moddb profile page.
Title: Re: 3d models development
Post by: headshot on February 06, 2011, 07:31:19 pm
Rust and dirst makes the model more "falloutish". Otherwise .. it looks like a cut from other game.
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 07:34:24 pm
Rust and dirst makes the model more "falloutish". Otherwise .. it looks like a cut from other game.
... is that good?
Title: Re: 3d models development
Post by: Graf on February 06, 2011, 07:39:57 pm
If you'll be capable to apply an inventory icon as texture, it would be much better. Check m60 which was posted by me, to see how it works.
Title: Re: 3d models development
Post by: Haraldx on February 06, 2011, 08:10:08 pm
If you'll be capable to apply an inventory icon as texture, it would be much better. Check m60 which was posted by me, to see how it works.
Not really possible, as Minigun is full of specular and other lighting effects. Therefore, I can't use the textures found on the inventory icon.
Title: Re: 3d models development
Post by: Karpov on February 06, 2011, 08:30:37 pm
Well...you are right, but the models in-game don't have any specular right now, so it could be a good idea.
 
  I need to ask something about animations. Have you seen the Idle anim in SMG and maybe Rifles too, they look like the guy is reloading. What if maybe they were meant to be a reloading animation which was not included in the game? What do you think, should I use them as reload anims? Bad thing is that I can't make the guy throw the magazine in the SMG anim because not all smg have it in the same place (for example p90).
  If not I will do the original reload anims which are nothing but the beggining of the shooting animation.
Title: Re: 3d models development
Post by: Lexx on February 06, 2011, 08:31:47 pm
On the server right now, we use the idle animations as reloading animations. So new idle animations wouldn't hurt anyone. (e: No wait, we don't. But I think it was meaned to be like that once. Anyway, the rest is still valid. Own reloading- and idle-animations don't hurt anyone.)
Title: Re: 3d models development
Post by: pistacja on February 07, 2011, 10:33:20 am
I can make the missing unarmed weapons, but I'm wondering if they should be made with or without the hand or both?
And can I use the alpha channel for transparencies? 
Title: Re: 3d models development
Post by: Gray on February 07, 2011, 11:00:00 am
(http://img829.imageshack.us/img829/6845/karpovpa01.png)
http://rapidshare.com/files/446642980/Karpov_PA_male.rar (http://rapidshare.com/files/446642980/Karpov_PA_male.rar)
(http://img23.imageshack.us/img23/8881/wakizashi01.png)
116 triangles.
http://rapidshare.com/files/446696069/Wakizashi.rar
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 05:24:12 pm
Wow, I wish I was doing so good as you Gray... I'm just having problems. News as always on Moddb. P.S. Ignore the horrible texture, my UV map isn't even arranged on the 128x128 plane.
Title: Re: 3d models development
Post by: LagMaster on February 07, 2011, 05:48:13 pm
i made some club, is my first try
made it with wings: http://www.megaupload.com/?d=TNLR161L
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 06:19:13 pm
i made some club, is my first try
made it with wings: http://www.megaupload.com/?d=TNLR161L
Make it a little more fat, make the shorter cylinder a little more short and remove that circle above all that stuff. (Go to "Windows" and open outliner to delete that circle)
Title: Re: 3d models development
Post by: Gray on February 07, 2011, 06:27:33 pm
Wow, I wish I was doing so good as you Gray...
What's the problem?
(http://img193.imageshack.us/img193/4586/minigun01.png)(http://img155.imageshack.us/img155/152/minigun02.png)
40 minutes, 360 triangles. Just do the same.
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 06:42:37 pm
*Facepalm* Wow, I guess I'm just epic failer of the month. Damn Wings3D, I don't get it, wheres the problem in making a UV map for a god damn 8 edge plane.
Title: Re: 3d models development
Post by: LagMaster on February 07, 2011, 06:48:30 pm
k, made new version, here: http://www.megaupload.com/?d=P4BC2P6V

also can you give me something else than wings? it looks old and is hard to use

something that is simmilar to UDK, i made a level there and i am kinda used with it
Title: Re: 3d models development
Post by: Karpov on February 07, 2011, 07:01:17 pm
Haraldx, can't you detach that rebel polygon from the object? maybe that way you could map it.
And maybe you would need to cut here:
(http://img684.imageshack.us/img684/2483/slicex.jpg)


So, I was feeling creative today, so I made a little scene for the Power Armor, hope you like it.  ;D

http://www.youtube.com/watch?v=uTKVL3JrUqI

The guy was scaled up a bit by console command.

Some close up.
(http://img528.imageshack.us/img528/9708/34707174.th.jpg) (http://img528.imageshack.us/i/34707174.jpg/)

Title: Re: 3d models development
Post by: SmartCheetah on February 07, 2011, 07:09:04 pm
I was sick from too much alcohol yesterday and today so no progress here :< 'gonna make something later or tomorrow. Anyway - Great job all of you guys. Really, I'm impressed that this project has got back it's wings ^&^ Thanks to Karpov and rest of you guys(and gals!)

First in line: finish tribal tattoo and then make all those skintones. Later on I'll work on clothes/hairstyles or whatever you want me to.
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 07:19:28 pm
Karpov, great as always. What do you mean by rebel polygon? Tried also what you said, still fricking nothing!
Cheetah, I wish I could get drunk, that goddamn UV map is getting me mad!
LagMaster, Wings is one of the easiest programs you will get. Use mostly "Extrude", "Scale Axis", "Scale Uniform" and "Move" if you need to make something more round, select an edge and use "Bevel". "Inset is also quite good, but using it frequently makes whole lots of polygons.
EDIT: LagMaster, I made a 3/4 minute tutorial on how to make that club. Uploading it right now on YouTube.
Title: Re: 3d models development
Post by: SmartCheetah on February 07, 2011, 07:28:41 pm
Karpov, great as always. What do you mean by rebel polygon? Tried also what you said, still fricking nothing!
Cheetah, I wish I could get drunk, that goddamn UV map is getting me mad!
LagMaster, Wings is one of the easiest programs you will get. Use mostly "Extrude", "Scale Axis", "Scale Uniform" and "Move" if you need to make something more round, select an edge and use "Bevel". "Inset is also quite good, but using it frequently makes whole lots of polygons.
EDIT: LagMaster, I made a 3/4 minute tutorial on how to make that club. Uploading it right now on YouTube.
Remember about making Hard Edges. It makes a lot of difference on some models with sharp edges.
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 07:36:45 pm
LagMaster, watch this video, you will learn a bit: http://www.youtube.com/watch?v=_-d9gSvfOcI

EDIT: I have to say, version 1.4 sucks ***. Version 1.2 was better, but it didn't have so many features and had tendency to crash.
EDIT2: the model is nowhere near finished as shown in the video, but atleast it shows some basics.
Title: Re: 3d models development
Post by: pistacja on February 07, 2011, 07:39:38 pm
I know nothing of wings, but maybe that polygon is flipped(wrong normal)... or that polygon is not there at all?
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 07:50:22 pm
Flipped, you say? I can get it into UV mapping, but when I try to unfold it, the program says "Uknown error: badarith" I'm pretty much ****** in this situation I think. I can cut it into 1000 pieces, but I can't even get one of the pieces UV mapped.
Title: Re: 3d models development
Post by: SmartCheetah on February 07, 2011, 08:43:16 pm
Flipped, you say? I can get it into UV mapping, but when I try to unfold it, the program says "Uknown error: badarith" I'm pretty much ****** in this situation I think. I can cut it into 1000 pieces, but I can't even get one of the pieces UV mapped.
You have probably been messing with deleting lines? When I tried decreasing poly count by deleting lines at some point model crashed and same error appeared every time I tried to UV map. Wrong sector was just untexturable. If I Remember good there is  "repair" tool in Wings3d (But I'm not sure :P)

Here comes the little preview of few base skins:
(http://i56.tinypic.com/v7cemr.png)
I'll send them ASAP to Karpov to see how they look in action and with Hair.
Title: Re: 3d models development
Post by: Pudzian_Koks on February 07, 2011, 09:00:50 pm
Hey guys - again awesome projects I saw :) Very good for all :)

I'll try make a model but I would know what is it needed? Maybe I make a weapon, item or something like this?


(my level is newbie - I'm learning :))
Title: Re: 3d models development
Post by: Jimmy BoyX on February 07, 2011, 09:06:39 pm
Hmmm PA looks great but what about APA? Is it texture for APA or not yet?
Title: Re: 3d models development
Post by: Surf on February 07, 2011, 09:10:47 pm
Nice Cheetah! Everything looks good, but only the Clear Skin from the black guy is a bit too dark imo.
Title: Re: 3d models development
Post by: Haraldx on February 07, 2011, 09:12:46 pm
SmartCheetah - Yay for non-racist game! When the 3D models will be implented, I will play as a black guy (even if I'm white in real life). Great job.

Gonna check for that repair tool too.
Title: Re: 3d models development
Post by: SmartCheetah on February 07, 2011, 09:23:08 pm
Nice Cheetah! Everything looks good, but only the Clear Skin from the black guy is a bit too dark imo.
I wanted him to look just like native Africans :D No problem with changing it, so will correct it later.

Hey guys - again awesome projects I saw :) Very good for all :)

I'll try make a model but I would know what is it needed? Maybe I make a weapon, item or something like this?


(my level is newbie - I'm learning :))
If you're starting with 3d models I believe Wings 3d will be the best thing to learn basics. After getting some basics you should move to Blender or 3d's MAX. There are plenty of tutorials on youtube and various sites, concerning modelling + texturing.

http://www.youtube.com/results?search_query=wings+3d+tutorial&aq=f
http://www.youtube.com/results?search_query=blender+tutorial&aq=f

http://www.youtube.com/watch?v=MvO0F2xbZa4 -> this guy has nice tutorials but he makes pretty high poly models.

http://xavier.pl/grafika/blender-tutorial-modelowanie-pionka-szachowego/ <- great step by step Blender tutorial for Polish people(In this case - you :P)

http://www.obsidiandawn.com/ - Good textures base for Photoshop. Many useful materials and things you can use on your UV map. I don't recommend using textures straight from photographies 'couse of static lighting on these. You can find texture handpainting tutorials on youtube and various websites.
Title: Re: 3d models development
Post by: Karpov on February 07, 2011, 11:13:35 pm
OK, very nice work SmartCheetah. I added as many as I could, there was not enough space for one of the sets. Changed the black skin texture to give it a bit more of shine. Also changed the face of both asian and black. I wont test all of them in game, just two, here is the vid: http://www.youtube.com/watch?v=KINxRMH5Cfg
 First the character creation screen, then asian and african in game with the tattoos.

PD: I am sorry Cheetah but I never made the hair, just the ponytail.
Title: Re: 3d models development
Post by: Solar on February 07, 2011, 11:34:42 pm
Everything looks great. Impressive how well they fit with the original models really.
Title: Re: 3d models development
Post by: TheGreenHand on February 08, 2011, 04:35:41 am
Looks great, I can't wait.  Quick question.
In the old 3D videos from cvet, there were 2 armor slots, one for body and one for head.
Will we have the helmets separate from body armors or will we just still have the one armor slot?
The two slots would help with more customization. 
Just curious.
Title: Re: 3d models development
Post by: Surf on February 08, 2011, 04:41:13 am
Yes, there will be seperate helmet slots.
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 07:42:36 am
Hmmm PA looks great but what about APA? Is it texture for APA or not yet?
Nope ::)
UWV map matches PA, so anybody may help. I've made the third ugly painting, shameful to show.
http://www.youtube.com/watch?v=uTKVL3JrUqI

The guy was scaled up a bit by console command.
PA is made with 105% scale as normal (it's over 10 cm taller then all others). Scaling it with a console command affects the head too, so it may be noticeable when helmet is off.
In the old 3D videos from cvet, there were 2 armor slots, one for body and one for head.
Will we have the helmets separate from body armors or will we just still have the one armor slot?
All helmets are removable, all armor models made with normal heads, so... to use or not to use - that is the question.
Title: Re: 3d models development
Post by: Janusz2238 on February 08, 2011, 09:10:48 am
Maybe it will be usefull: http://projectmessiah.com/x6/shop.html (messiahStudio5  for 10$)
Title: Re: 3d models development
Post by: LagMaster on February 08, 2011, 09:36:37 am
(http://img155.imageshack.us/img155/1756/strawhatscreen.png)
a straw hat(i saw on the wiki)
http://www.megaupload.com/?d=2DOKESLI (made in 3Dsmax)

http://www.fo2238.fodev.net/wiki/Strawhat

it still needs a texture
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 10:28:08 am
http://www.fo2238.fodev.net/wiki/Strawhat
Weight 1555 grams. Lead-covered anti-radiation straw hat ;D
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 01:07:06 pm
There is a 3d model for it already.
Title: Re: 3d models development
Post by: LagMaster on February 08, 2011, 02:00:28 pm
There is a 3d model for it already.
so can we invent some new helmets? like metal helmets or others such?
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 02:29:15 pm
Of course, but - like in this example - if there is a straw hat already, there is no need for another one that looks kind of the same.
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 02:40:43 pm
so can we invent some new helmets? like metal helmets or others such?
Of course, but - like in this example - if there is a straw hat already, there is no need for another one that looks kind of the same.
There is only motorcycle helmet left :)
I'd say, just don't build something fantasy-like. Protective headwear isn't a simple thing. It's much easier to find something suitable then to build it home-made. There may be a lot of various headwear: builder helmets, football and hockey helmets, police helmets, etc.
And don't forget about non-protective hats, caps, etc.
Title: Re: 3d models development
Post by: bikkebakke on February 08, 2011, 03:15:13 pm
We need sunglasses!
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 03:18:20 pm
A pair of police glasses is in the game already. But glasses are barely visible.
Title: Re: 3d models development
Post by: SmartCheetah on February 08, 2011, 03:23:13 pm
We totally need a cowboy & gangster hats :P But I think first of all people should work on hairstyles and missing things, later on moving to "additional stuff".
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 03:26:30 pm
I'd say characters and animations have to be done first. :p Also particle effects are still missing (weapon muzzle flashes, gore / death effects, etc)
Title: Re: 3d models development
Post by: Spy on February 08, 2011, 04:01:15 pm
I got a question.I made a sword and i want to texture it how do i do it? i got Autodesk 3D's Max 2010 and i got photoshop to.
Title: Re: 3d models development
Post by: kttdestroyer on February 08, 2011, 04:06:55 pm
I wonder, is it possible to make transitions when character turns around? it looks very jumpy (it looked also very jumpy in 2D) when character changes running directions.

Great progress! The PA looks some what small in comparence to old 2D one... But maybe it looks better?

The metal armor pants look a bit too one coloured though, maybe some material texture on them?  :)
Title: Re: 3d models development
Post by: LagMaster on February 08, 2011, 05:16:17 pm
We need sunglasses!
http://www.megaupload.com/?d=ICDSHY3F
add a texture to those
Title: Re: 3d models development
Post by: Haraldx on February 08, 2011, 05:22:34 pm
Mind to give screenshots/video instead of uploading all the time a model file? + Wings can't open .max :P
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 05:25:58 pm
I got a question.I made a sword and i want to texture it how do i do it? i got Autodesk 3D's Max 2010 and i got photoshop to.
Open material editor, roll down to maps and load your texture as a diffuse map. After that, apply "unwrap UVW" modifier and press "edit" to tweak texture coordinates.
I wonder, is it possible to make transitions when character turns around? it looks very jumpy (it looked also very jumpy in 2D) when character changes running directions.
It's technically impossible, because the game don't provide any time to rotation. So called, "legacy of the original".
Title: Re: 3d models development
Post by: Karpov on February 08, 2011, 05:30:57 pm
I think the leather armor guy in Fallout wears glasses, at least he has two darker pixels in his eyes. I have seen those from van buren, maybe I could test them some time.

About the power armor, I have an idea: the bone structure can be changed so that the head stays the same and make the shoulders more broader, but all animations would need to be exported again with the new skeleton, anyway, I have to do the same thing with the female model if I want to use the same animations.

The pants in the metal armor had a nice texture that Gray sent me, but I was too lazy to add it. What I wanted to do was to leave the pants that the character already was wearing, like Tycho wears brown pants and with the leather armor but you have different ones with the same armor.

The other day I found out I was missing Dodge animations in my list  >:(

One last thing. I think I will temporaily disable the "weapon in hand" when player runs, uses and some other anims, and leave them as it is in the original game. Just for now.
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 05:41:20 pm
I think the leather armor guy in Fallout wears glasses, at least he has two darker pixels in his eyes.
Barely
(http://www.fo2238.fodev.net/wiki/images/4/42/Hmjmpsaa_sw.gif) (http://www.fo2238.fodev.net/wiki/images/9/95/Hmlthraa_sw.gif) (http://www.fo2238.fodev.net/wiki/images/4/46/Hmmaxxaa_sw.gif) (http://www.fo2238.fodev.net/wiki/images/a/aa/Hmmetlaa_sw.gif)
Leather jacket guy just have flat face.

UPD. OMG!!! I've noticed something in that sprites!!! You should see it.
(http://img694.imageshack.us/img694/5633/spritefail.png)
See that seam? It means that Black Isle haven't even use all-of-a-piece models for sprite rendering. They was composed of small parts even not linked with each other! What a slipshod...
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 06:26:09 pm
Well, that wasn't needed. :p You can barely see it in the game and it's just a few frames.
Title: Re: 3d models development
Post by: bikkebakke on February 08, 2011, 07:22:41 pm
I can fix texture for glasses :P (even if it is like totally useless! still i think its cool >_>) got 3ds max so i can view.
Title: Re: 3d models development
Post by: kttdestroyer on February 08, 2011, 07:29:16 pm
coordinates.It's technically impossible, because the game don't provide any time to rotation. So called, "legacy of the original".
Hmm... Maybe this should be worked on? i dont know how hard it is, but, it would not only be a nice balancing feature it would also make the game look a lot better (it was pointless and impossible to do it in 2D, becouse the animations were not 3D, but now if 3D comes then... There is a purpose for it i believe).
Title: Re: 3d models development
Post by: Haraldx on February 08, 2011, 07:41:52 pm
A little by-product. Much lower poly count than the one posted in wiki and has a correct texture. Take a look here, on Moddb: http://www.moddb.com/members/haraldx/images/another-project-for-fonline
Title: Re: 3d models development
Post by: bikkebakke on February 08, 2011, 07:56:27 pm
A little by-product. Much lower poly count than the one posted in wiki and has a correct texture. Take a look here, on Moddb: http://www.moddb.com/members/haraldx/images/another-project-for-fonline

Think that one looks perfect, low poly too, just toss on a simple texture :P


//IF by some chance the sunglasses where to be implemented I got them with a very simple texture >_>
Title: Re: 3d models development
Post by: Haraldx on February 08, 2011, 07:59:17 pm
Bikkebakke, it's already textured  ;D
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 08:02:09 pm
Hmm... Maybe this should be worked on? i dont know how hard it is, but, it would not only be a nice balancing feature it would also make the game look a lot better (it was pointless and impossible to do it in 2D, becouse the animations were not 3D, but now if 3D comes then... There is a purpose for it i believe).
There is no time reserved for changing directions. To time at all. Even if somebody will make an animation, it would be played instantly (in 0 seconds).
Well, that wasn't needed. :p You can barely see it in the game and it's just a few frames.
I know people, who is praying on each pixel of this sprites claiming them perfect. And now I see such a bug, not a lone wrong pixel, the whole odd line. I had the similar suspicions about APA sprite, but not about classical ones. I am just astonished.
A little by-product. Much lower poly count than the one posted in wiki and has a correct texture. Take a look here, on Moddb: http://www.moddb.com/members/haraldx/images/another-project-for-fonline
Great.
Title: Re: 3d models development
Post by: pistacja on February 08, 2011, 08:04:34 pm
Brass and spiked knuckles are more or less done. Can't see any more triangles that I can cut.
(http://img199.imageshack.us/img199/5434/sknuckscr.jpg)
(http://img819.imageshack.us/img819/4769/bknuckscr.jpg)
I'll add a download link later (or tomorrow).
Title: Re: 3d models development
Post by: Haraldx on February 08, 2011, 08:07:35 pm
I think you can make the finger holes with 5 edges instead of 6, it will save some polys. Otherwise it looks perfect!
BTW: Gray, you can also see the legs is a different model. For the bluesuit it's the white blue pixels of its knee.
EDIT: Karpov, do you need the club I made? I can send it to you.
Title: Re: 3d models development
Post by: kttdestroyer on February 08, 2011, 08:22:56 pm
There is no time reserved for changing directions. To time at all. Even if somebody will make an animation, it would be played instantly (in 0 seconds).I know people,

Thats what i am saying, that there should be a time ;) like 1 or 0.5 seconds.
Title: Re: 3d models development
Post by: traderowski on February 08, 2011, 08:24:37 pm
Hey guys could someone upload model with animations and all textures? :P Sorry for spaming but I want watch it in Blender or other 3D graphic program.
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 08:50:18 pm
Brass and spiked knuckles are more or less done. Can't see any more triangles that I can cut.
(http://img199.imageshack.us/img199/5434/sknuckscr.jpg)
(http://img819.imageshack.us/img819/4769/bknuckscr.jpg)
I'll add a download link later (or tomorrow).

Too many polygons. It's such a small weapon, you don't need to model any holes for the fingers at all. Either do it with some alpha texture or don't do it at all, as you will never see this details in players hands.
Title: Re: 3d models development
Post by: Karpov on February 08, 2011, 09:05:12 pm
They are very nice models, I reall like the way you painted the round edges. If the polygons are too high maybe it could be used as "item on ground" model , and another one, maybe without the back part, for the in hand model. And yes, my character does not even have fingers  ;D, just a lonely thumb and the rest all toghether.

I don't need the club yet, I am working with sledgehammer anims now, for which I have already a model. You can send it to me if you want to anyway, I know I won't lose it  ;D

PS: I wanted to ask something but I just forgot, I'll be back when I remember... :P
Title: Re: 3d models development
Post by: Haraldx on February 08, 2011, 09:28:05 pm
Ok, I will send the club to you later, Karpov.

Heh, took a look at my model again - it looks perfectly round while it's just a simple cylinder with 6 edges  ;D This time I did better, it's nearly perfect... goddamn, it's just a club >.<
Title: Re: 3d models development
Post by: Graf on February 08, 2011, 09:56:10 pm
I've found a nice model of Mid-Western Power Armor model and I think it would be nice to see that model ingame... though I'm not discussed copyright with author yet.
BTW, if I understood correctly, it has about 1500 polys and it could be easily reduced to somewhat about 900. How do you think, maybe we could use this?
(http://www.imagepost.ru/thumbs/580/midw.png) (http://www.imagepost.ru/?v=580/midw.png)


Title: Re: 3d models development
Post by: Surf on February 08, 2011, 10:15:17 pm
The tactics armors were incredibly ugly.
Title: Re: 3d models development
Post by: Gray on February 08, 2011, 10:21:48 pm
I think you can make the finger holes with 5 edges instead of 6, it will save some polys.
Or even replace them by texture with alpha channel. It will save about 100 tris as minimal.
Pretty model, you are awesome modeller Pistacja, but the optimization is imperative. Such a small object can't have more then 100-150 triangles, because even with overzoom every hole will be 2-3 pixels wide.
I've found a nice model of Mid-Western Power Armor model and I think it would be nice to see that model ingame... though I'm not discussed copyright with author yet.
BTW, if I understood correctly, it has about 1500 polys and it could be easily reduced to somewhat about 900. How do you think, maybe we could use this?
I'm afraid, it will not be accepted by community, because it's "infidel"
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 10:30:20 pm
Fallout: Tactics isn't that bad, but the armor still is ugly.
Title: Re: 3d models development
Post by: bikkebakke on February 08, 2011, 10:37:40 pm
BLASPHEMY!

FoT armors me gusta >_>
Title: Re: 3d models development
Post by: SmartCheetah on February 08, 2011, 10:38:45 pm
Can someone take care of 3d model tracking site? It's kinda outdated and I don't see Skejwen anywhere around. *Wink wink.*
Personally I liked the FT Power Armor look(on sprites) but it doesn't fit fallout for me... Something more connected to science-fiction with space marines and stuff :P
Title: Re: 3d models development
Post by: Surf on February 08, 2011, 10:40:32 pm
BLASPHEMY!

FoT armors me gusta >_>


They aren't the FO1/2 styles retrofuturistic shaped armors, they look too generic and "badass". That's why it won't really fit. ;)
Title: Re: 3d models development
Post by: Karpov on February 08, 2011, 11:10:54 pm
I don't like the power armor, the metal and much less the leather armor from Tactics, but I think the environmental armor was really nice.

Ok, I made some new anims: knife thurst, throw, and sledgehammer holster and swing. Last one goes for the author of the hammer , TheBob/ahBobSaget/Gorlak  I don't know how to call him.
Also a new hairstyle, not very polygon efficient though  :). Hope you like it.

http://www.youtube.com/watch?v=QEWZtrijUbs

Bye.

Title: Re: 3d models development
Post by: Surf on February 08, 2011, 11:16:35 pm
It looks really good Karpov! Gotta say I was more then skeptical at this 3d stuff, especially because these Van Buren Models/Stances look just so bad. But you managed to almost mimicry the original ones, that's good! Personally, I would love to see some sort of dithering filter layed over the 3d models so they look a bit better compared and well fit in to the rest of the enviroment, but thats maybe just me. :)
Title: Re: 3d models development
Post by: Lexx on February 08, 2011, 11:42:10 pm
but I think the environmental armor was really nice.

Yes it was and I doubt someone would go rampage, if we get a similar armor into FOnline.
Title: Re: 3d models development
Post by: Alvarez on February 09, 2011, 12:32:33 am
What's exactly bad on the Midwestern PA, except for badassery and generic look?
Maybe because they look too much like Predators and not knights?

Edit: Wait, shit, i know: they look exactly like Enclave Advanced PAs from the Spawn Of Beth. Midwestern PAs must be their direct predecessors.
Title: Re: 3d models development
Post by: Graf on February 09, 2011, 09:17:59 am
Yes it was and I doubt someone would go rampage, if we get a similar armor into FOnline.
It seems that no one didn't made an environmental armor yet. The only thing I've managed to find is that concept of 3D model.
(http://www.imagepost.ru/thumbs/581/800px_Environmental_armour_PfT2Csm2Cbm_3d_model.jpg) (http://www.imagepost.ru/?v=581/800px_Environmental_armour_PfT2Csm2Cbm_3d_model.jpg)
Though for me it looks quite similar to mid-western power armor, so someone could make EA from PA later.

P.S. So, we won't be using this PA?
Title: Re: 3d models development
Post by: LagMaster on February 09, 2011, 09:19:38 am
an enviro-armor will be good for glow trips, i need to learn to make skeletal meshes
Title: Re: 3d models development
Post by: Solar on February 09, 2011, 10:02:46 am
What's exactly bad on the Midwestern PA, except for badassery and generic look?
Maybe because they look too much like Predators and not knights?

Edit: Wait, shit, i know: they look exactly like Enclave Advanced PAs from the Spawn Of Beth. Midwestern PAs must be their direct predecessors.

I see nothing wrong with it as a BoS answer to APA. Obviously you have the retro future look on the normal PA as the classic look from pre-war tech, but if APA exists then Mid Western isn't so far wrong.

Maybe I'm biased because I think it looks cool ;)

But anyway, 10 Solar points for whoever makes real Caesars Legion Armour! (American Football pads and helmets - not the faux roman stuff from FNV)
Title: Re: 3d models development
Post by: SmartCheetah on February 09, 2011, 02:31:30 pm
Well, I see nothing wrong in implementing Fallout Tactics Power Armor as well, but it's up to devs and modellers. Would be funny to see few of those in game. Something like "experimental power armor suit" not as good as APA. Environmental armor is ok. No problems with that.
Nice hairstyle Karpov :D Something like short dreadlocks.
What about standard F1/F2 like hair? They should be modelled or just textured? :P Also - ideas about other ones? Long hair, mohawk, longer mohawk, short hair, receding, ponytail, longer dreadlocks? How much can we implement?
Title: Re: 3d models development
Post by: Lexx on February 09, 2011, 02:44:51 pm
But anyway, 10 Solar points for whoever makes real Caesars Legion Armour! (American Football pads and helmets - not the faux roman stuff from FNV)

Though we can't use it, due to timeline issues and the worldmap position.

Quote
Well, I see nothing wrong in implementing Fallout Tactics Power Armor as well,

I see no sense in it, as our BoS uses T-51b and players most likely will not get power armor anyway. So even if the model would exists, we would have no use for it. Especially because our worldmap doesn't show the mid-western area as well.
Title: Re: 3d models development
Post by: Karpov on February 09, 2011, 03:04:12 pm
Hi, I just remembered what I wanted to ask yesterday  ;D. Could someone tell me the name of the FRM with the kick animation? I can't seem to find it.

Hair must be modeled, it is the only way you can change it's colour. Right now in SDK there are 26 different hairstyles with 10 colours, what I don't know if they can be used for both male and female models. Also there is an additional ponytail that can be attached to any of the hairstyles, but I don't see any sense in this when you can create a hairstyle with the ponytail already on it.
Title: Re: 3d models development
Post by: Lexx on February 09, 2011, 03:14:06 pm
AR is kick. All unarmed animations are under A.
Title: Re: 3d models development
Post by: Karpov on February 09, 2011, 03:51:52 pm
AR is kick. All unarmed animations are under A.

Thank you
Title: Re: 3d models development
Post by: pistacja on February 09, 2011, 03:57:22 pm
I've patched up the holes, but left the texture as it is, if it's 5 pixel then no-one will see if it's black or transparent, and if someone wants it transparent then just change all black into alpha.  Brass knuckles ended up with 68 tris, 36 verts and the spiked with 76 tris, 40 verts. Textures (128x128) and the "hi" poly version also included:

http://www.megaupload.com/?d=LFBR7EZG

Now the power fist... hmm... can be tricky.
Title: Re: 3d models development
Post by: Karpov on February 09, 2011, 05:34:28 pm
Ok, kick done
(http://img141.imageshack.us/img141/8870/fonline2011020913171129.gif)
I have no idea what that green thing on the floor is.

pistacja , if you want to try the power fist maybe I can lend you a hand...literally. That part of the mesh is very simple if you manage to cover it all with the power fist then it will be fine, just like the gloves in the power armor.

Edit: here is the hand, if you duplicate it and apply the Push modifier slightly it should cover it all, from there you can do whatever you need to do.
       http://www.mediafire.com/?1eb0d7ds84u2a28

And the head if someone wants to try hairstyles.
       http://www.mediafire.com/?zv3d8tiv9lk75kq
Title: Re: 3d models development
Post by: Solar on February 09, 2011, 06:05:11 pm
Though we can't use it, due to timeline issues and the worldmap position.

I see no sense in it, as our BoS uses T-51b and players most likely will not get power armor anyway. So even if the model would exists, we would have no use for it. Especially because our worldmap doesn't show the mid-western area as well.

Well, since Caesars legion are now running round dressed as Romans for some reason, the American Football uniformed gang can be called what you like. I propose the Solarites!

Quote
I see no sense in it, as our BoS uses T-51b and players most likely will not get power armor anyway. So even if the model would exists, we would have no use for it. Especially because our worldmap doesn't show the mid-western area as well.

NPCs to show high status, Devs to look cool in - the uses are endless!


But in reality the really useful things would be uniform types so we can actually build an identity to some of the world groups. The NCR Armour already is great for that.
Title: Re: 3d models development
Post by: Lexx on February 09, 2011, 06:10:06 pm
Quote
NPCs to show high status

Makes no sense. Westside BoS doesn't even have such armors. They most likely have been developed by the mid-western BoS.

About the football stuff: I have nothing against armors out of football gear (like in Mad Max 2 & 3, as example), but a kind of carbon copy of the Legion with different name is a bit silly and uncool.
Title: Re: 3d models development
Post by: Solar on February 09, 2011, 06:19:43 pm
Not as a copy no, I'll see if I can get on IRC later and show you a concept of something. Perhaps a fusion of Khan and Legion early discarded concepts would throw out something really nice.

About Mid Western Armour, it could well have been developed in the core region, but it doesn't really matter - in the end there is an endless list of more useful things than many different types of PA. PA and APA are enough to give BoS and the Enclave their correct feel.
Title: Re: 3d models development
Post by: Ztormi on February 09, 2011, 06:21:05 pm
Ok, kick done
(http://img141.imageshack.us/img141/8870/fonline2011020913171129.gif)
I have no idea what that green thing on the floor is.


Does anyone else think that character's head is out of proportions and too large, almost like double the size of head of human being.
Easy to compare with this gif too.
Title: Re: 3d models development
Post by: headshot on February 09, 2011, 06:23:34 pm
Agree with Lexx. FO: 2238 "plot" is placed in West Coast and it's related to Fallout 1 and 2. As we know, Fallout Tactics isn't part of the official Fallout canon, so I'd like to see good old T-51b as the Brotherhood Paladin's armor.
Quote from: Fallout wiki
Because of some inconsistencies with previous Fallout games, Fallout Tactics: Brotherhood of Steel is not considered part of the official Fallout canon except for its pivotal events.

Title: Re: 3d models development
Post by: Spy on February 09, 2011, 06:26:36 pm
looks like collor coruption just like you see in Windows 7
Title: Re: 3d models development
Post by: Gray on February 09, 2011, 06:32:46 pm
Does anyone else think that character's head is out of proportions and too large, almost like double the size of head of human being.
Easy to compare with this gif too.
Maybe too wide
Title: Re: 3d models development
Post by: Eternauta on February 09, 2011, 06:35:31 pm
I was reading about the football-related armor so I thought I might suggest a new kind of armor which was originally thought for raiders:

Quote
As an old Fallout concept art suggests, tire armor was going to be used by Khans, but they were replaced by leather armor in the actual game

(http://images.wikia.com/fallout/images/2/28/FB8_Khan_Tire_Armor_concept_art.png)

http://fallout.wikia.com/wiki/Tire_armor
Title: Re: 3d models development
Post by: headshot on February 09, 2011, 07:05:13 pm
And it's Mark II version (http://www.ciss.pl/Pictures/allegro/CarParts/Opony/michelin.gif)

And seriously, I don't think it would be a good idea. But... heck it looks so Mad Maxish.
Title: Re: 3d models development
Post by: Lexx on February 09, 2011, 07:09:22 pm
Considering old concept arts, the Khans should have looked much more like mongols, even though it doesn't make that much sense. :>
Title: Re: 3d models development
Post by: pistacja on February 09, 2011, 07:18:40 pm
First shot at power fist.... failed :P

http://img840.imageshack.us/img840/6052/pfistfail.jpg

I'm gonna try with that hand of Kaprovs model.
Title: Re: 3d models development
Post by: Lexx on February 09, 2011, 07:41:20 pm
Does anyone else think that character's head is out of proportions and too large, almost like double the size of head of human being.
Easy to compare with this gif too.

Yes, looks too big to me too. Could be because Fallout's critter don't have "normal" proportions either - theory is, that they have been adjusted to look better in the games trisometric perspective.
Title: Re: 3d models development
Post by: Solar on February 09, 2011, 08:17:20 pm
I was reading about the football-related armor so I thought I might suggest a new kind of armor which was originally thought for raiders:

(http://images.wikia.com/fallout/images/2/28/FB8_Khan_Tire_Armor_concept_art.png)

http://fallout.wikia.com/wiki/Tire_armor

Ah yes, thats what I was thinking indeed.

Or more specifically:

(http://th02.deviantart.net/fs70/PRE/i/2010/225/d/3/Dust_Raider_by_Vonmurder.jpg)

A Gang populated by tire armour, old football padding and with a hth bias (as the khans were meant to have)
Title: Re: 3d models development
Post by: Lexx on February 09, 2011, 08:29:26 pm
This indeed looks pretty good. Kind of a "light tire armor".
Title: Re: 3d models development
Post by: Haraldx on February 09, 2011, 08:37:09 pm
Oh well, I figured out ~60 polygons is way too much for a dynacord stick (See wiki, VanBuren model has ~60 polygons) so I made my one.
Can be viewed here: http://www.youtube.com/watch?v=SVQTnCFvQ48
Title: Re: 3d models development
Post by: Graf on February 09, 2011, 08:48:14 pm
del
Title: Re: 3d models development
Post by: kttdestroyer on February 09, 2011, 10:31:41 pm
I don't like the power armor, the metal and much less the leather armor from Tactics, but I think the environmental armor was really nice.

Ok, I made some new anims: knife thurst, throw, and sledgehammer holster and swing. Last one goes for the author of the hammer , TheBob/ahBobSaget/Gorlak  I don't know how to call him.
Also a new hairstyle, not very polygon efficient though  :). Hope you like it.

http://www.youtube.com/watch?v=QEWZtrijUbs

Bye.



Nice!  ;)

However, the throwing stance i think is on wrong side no? I mean, if you throw a knife like that you fall to the grund? I think the torso should bend more to left then to right if any? And the hand that releases the knife should be more in center? Well, thats what i think anyways  ;)
Title: Re: 3d models development
Post by: Greencell on February 09, 2011, 10:39:30 pm


(http://th02.deviantart.net/fs70/PRE/i/2010/225/d/3/Dust_Raider_by_Vonmurder.jpg)



is this from the same picture as your avatar? Who has drawn these?
They are just awesome!!

P.S: Karpov you made a really good job! i like your models very much and think this is
exactly how fonline should look like. But imo there is something wrong with the kicking
leg of your kick-animation. the original critter make his leg more "straight". its hard to explain
but maybe you understand. Good job anyway!
Title: Re: 3d models development
Post by: Gray on February 09, 2011, 10:52:13 pm
P.S: Karpov you made a really good job! i like your models very much and think this is
exactly how fonline should look like.
His animations are much more precious then any model. There are some good modellers here, but without animations all our models worth less then nothing. Karpov is the only good animator we have.
Title: Re: 3d models development
Post by: Karpov on February 09, 2011, 11:23:55 pm
Thank you. I am still learning, I have not much experience with animations, but I feel like it is easier (and faster) to me now than it was when I started.

You know I am aware of the throwing animation thing, but check this out:
 (http://img200.imageshack.us/img200/1039/throwp.png)
Any normal human standing on the planet Earth would fall to the ground due to it's gravitational attraction if he tried this  ;D
  I think 3d and the 30 fps I am using for animations evidences a lot more this kind of things.

About the kicking leg: it may just be the frame skip in the gif, it does not play the frame in wich the leg is fully straight. Check this image. http://img62.imageshack.us/img62/9173/straightj.jpg

Title: Re: 3d models development
Post by: Solar on February 09, 2011, 11:53:48 pm
is this from the same picture as your avatar? Who has drawn these?
They are just awesome!!

The same guy, yup. This is why I got him to do my Vault Dweller ;)

I'd post the full version of mine, but its on my computer, which is sitting unassembled in my house, waiting for me to move in
Title: Re: 3d models development
Post by: Gray on February 10, 2011, 01:56:37 am
Untextured and dirty, but it's 3:50 AM and I'm just falling.
(http://img703.imageshack.us/img703/6976/pulserifle01.png)
Polycount is appalling - 684... but damn, it's YK42B!
Title: Re: 3d models development
Post by: kttdestroyer on February 10, 2011, 02:32:50 am
You know I am aware of the throwing animation thing, but check this out:
 (http://img200.imageshack.us/img200/1039/throwp.png)
Any normal human standing on the planet Earth would fall to the ground due to it's gravitational attraction if he tried this  ;D
  I think 3d and the 30 fps I am using for animations evidences a lot more this kind of things.

I see, indeed the original  ;) The question is, what is better in some cases, stick to the original or make adjustments? Eitherway i think you have choosen the most resonable path, to stick to the originals first. When the new models look like originals i guess one can think of adjustments. The throwing model then looks good as compared to 2D one if you look from that perspective. Cant wait for another update.  8)
Title: Re: 3d models development
Post by: Surf on February 10, 2011, 02:37:53 am
Quote
The question is, what is better in some cases, stick to the original or make adjustments?

It was already said that we stick to the originals as good as possible. The original models animations are rather cartoony and not hardcore realistic.
Title: Re: 3d models development
Post by: SmartCheetah on February 10, 2011, 03:05:10 am
Character head is indeed little to wide. I realized that when making 'da skins. But It's probably no problem to adjust it a little.

Great job on kicking animation Karpov. The kick animation itself is a little silly thing. Especially for people who trained some kind of martial arts(Muay Thai and BJJ here :>). Traderowski? :D Guys who made that had totally no idea how real high kicks should look like in action. That's why original fallout graphics had their own "comics" style which can be hardly defined as "realistic".
Title: Re: 3d models development
Post by: Karpov on February 10, 2011, 03:27:10 am
Ok, next time I export the model I will remember to scale down the head. I never noticed that before, but I have seen how the shoulders in the original seemed wider, now it makes sense.

If I wanted to make the throwing more realistic I think that having the right foot to move forward and touch the ground right after that frame would do it, that's what anyone would do, it is a reflex. But I don't want to  ;), at least not now.

I don't know anything about martial arts, but if you do, maybe some time we can do some other animations for unarmed attacks. I have seen, in Fallout 2, you had different types of attacks, though I never knew what was the difference, there was even one that consumed 9ap if I remember correctly.

Gray, you can save a few polygons from that little yellow things, just make them more planar and texture, even at full zoom you wont notice the difference.

I was thinking, Pistols and SMG animations are mostly the same, aren't they? just need a burst anim and it will be ready.
Title: Re: 3d models development
Post by: Gray on February 10, 2011, 05:44:53 am
Gray, you can save a few polygons from that little yellow things, just make them more planar and texture, even at full zoom you wont notice the difference.
Yeah, I know, they are 120 polys each. I can replace them by 8-polys cones... but damn, it's a YK42B! ;)
It worth that, besides, it barely will be a common weapon.

I was thinking, Pistols and SMG animations are mostly the same, aren't they? just need a burst anim and it will be ready.
Sure they are.
Title: Re: 3d models development
Post by: traderowski on February 10, 2011, 09:00:33 am
Some kicks what I found on you tube:
Taekwon-Do style (I love it)
1. http://www.youtube.com/watch?v=mEZ6Ycv49XA
2. http://www.youtube.com/watch?v=JFAyRNpCSfs&feature=related
3. http://www.youtube.com/watch?v=rQ9X-9N3wkg&feature=channel

Muay Thai style
1. http://www.youtube.com/watch?v=4YpCcJ2SnDs

+Bonus "LOU KING" (fail low kick :D) http://www.youtube.com/watch?v=G9j8VI1VqQc

I think if all animatons done maybe Karpov make new animations for unarmed, shot etc?
Title: Re: 3d models development
Post by: pistacja on February 10, 2011, 10:32:13 am
Sadly I have to give up on the power fist, I'll be gone for some time and won't have a chance to make them. I've spent 3-4 hours on this and have nothing to show. I think the best we can get for the fists is a black bloob for the power fist and a black blob with green bits for the mega power fist.
Title: Re: 3d models development
Post by: avv on February 10, 2011, 11:30:52 am
Sadly I have to give up on the power fist, I'll be gone for some time and won't have a chance to make them. I've spent 3-4 hours on this and have nothing to show. I think the best we can get for the fists is a black bloob for the power fist and a black blob with green bits for the mega power fist.

Couldn't the power fist mainly count on cool sounds than looks?
Title: Re: 3d models development
Post by: Jimmy BoyX on February 11, 2011, 08:09:00 am
Can't wait for these models can't wait,
Title: Re: 3d models development
Post by: Graf on February 11, 2011, 11:22:13 am
Thanks to Elmehdi, we now again have a models of:

- LSW
- Gauss pistol
- Gauss Rifle
- Pulse Rifle
- Pulse Pistol
- Bozar

So, I'm updating list of missing weapons:

Quote
We have all models, except those which is mentioned here:

1. Avenger Minigun and regular minigun
2. Desert Eagle (Exp. Mag.)
3. Gatling Laser
4. Combat Shotgun
5. Sharpened Spear  (http://www.mediafire.com/?38r57jeaya8j74b)(Texture for regular spear are required)
Title: Re: 3d models development
Post by: SmartCheetah on February 11, 2011, 03:12:39 pm
I believe Haraldx has mine 10mm pistol model.
Title: Re: 3d models development
Post by: Gray on February 11, 2011, 03:40:56 pm
Thanks to Elmehdi, we now again have a models of:

- LSW
- Gauss pistol
- Gauss Rifle
- Pulse Rifle
- Pulse Pistol
- Bozar

So, I'm updating list of missing weapons
Should I texture my Pulse Rifle or the Elmehdi's one will be used? They are equal, except LOD. My one is three times much with all merits and demerits of this.
Additionally, I'm worling on a Gatling Laser. Here it is untextured and unsmoothed:
(http://img831.imageshack.us/img831/7355/glaser.png)
Polycount about 300.
If there will be no remarks - I'll texture it and upload.
I've decided to give Haraldx a chance to finish his Minigun, but if he won't - I have one untextured.
Title: Re: 3d models development
Post by: Haraldx on February 11, 2011, 03:54:23 pm
Gray, if you want, you can try to fully texture my minigun. It's missing just only 1 thing - the texture for the frame. Maybe the handle isn't like yours, but other than that, it's almost complete. You can get the files for it here: http://www.2shared.com/file/cZWSeO5a/Minigun.html
Note: I added 3 extensions, in case some can't be opened with your program.

And I've said it about 3 times - Cheetahs pistol IS UPLOADED! Skej has it, the wiki is outdated. If you really want it, then here, take it, it's not mine anyways but Cheetahs: http://www.2shared.com/file/pbbeiC_b/10mmgun.html

Hmmm... I think there was pretty much more to say, but I can't remember what. I will post it later when I remember it.
Title: Re: 3d models development
Post by: Graf on February 11, 2011, 05:31:40 pm
Should I texture my Pulse Rifle or the Elmehdi's one will be used? They are equal, except LOD. My one is three times much with all merits and demerits of this.
It's not me, who should deside. But It's always better to have two models, than one or no one.
(http://www.imagepost.ru/images/603/246547.png)
Title: Re: 3d models development
Post by: Elmehdi on February 11, 2011, 06:09:54 pm
Should I texture my Pulse Rifle or the Elmehdi's one will be used? They are equal, except LOD. My one is three times much with all merits and demerits of this.

Well, 'waiting for correction' status means that these models weren't accepted, so feel free to remodel them :P.
Title: Re: 3d models development
Post by: Haraldx on February 11, 2011, 06:23:10 pm
Another little project I thought needs to be a little re-worked. The texture just turned out horrible! I guess it doesn't need much polyogns, as it will be a small object in the game: http://www.youtube.com/watch?v=FAoPzUt4BGg Video!
Title: Re: 3d models development
Post by: Gray on February 11, 2011, 08:17:04 pm
Well, 'waiting for correction' status means that these models weren't accepted, so feel free to remodel them :P.
I'm trying not to compete with active modellers with a view of efficiency.
Title: Re: 3d models development
Post by: LagMaster on February 11, 2011, 08:56:43 pm
made a spear, press the pic to download the spear for 3ds Max

(http://img593.imageshack.us/img593/3596/spearscreen.png) (http://www.megaupload.com/?d=Q0S0F492)
Title: Re: 3d models development
Post by: Gray on February 11, 2011, 09:49:18 pm
made a spear
Look closer at the spear picture. The "metal thing" is a head mount (more precisely it is one part). I've made a crude illustration how it made.
(http://img202.imageshack.us/img202/5571/spearx.png)
Title: Re: 3d models development
Post by: Haraldx on February 12, 2011, 10:30:19 am
made a spear, press the pic to download the spear for 3ds Max

(http://img593.imageshack.us/img593/3596/spearscreen.png) (http://www.megaupload.com/?d=Q0S0F492)
Metal texture doesn't look very good. The wood stick in one part where it seems black is somehow off - try to make it brown or something. "Metal thing" has wrong texture.
Title: Re: 3d models development
Post by: LagMaster on February 12, 2011, 10:31:52 am
Metal texture doesn't look very good. The wood stick in one part where it seems black is somehow off - try to make it brown or something. "Metal thing" has wrong texture.
there is no texture, i asked you to add one
it is just random color
Title: Re: 3d models development
Post by: Haraldx on February 12, 2011, 10:40:41 am
Oh... well that somehow explains something. You can get some pretty good textures at www.cgtextures.com It has many and varying textures.
Title: Re: 3d models development
Post by: Luther Blissett on February 12, 2011, 03:00:32 pm
I had a go at the power fist with, I'll admit, not the best of success.

What I found particularly difficult was :
a) The original image is so difficult to interpret
b) There's no real life equivalent to compare to (like with guns etc)

Anyway, here's my first attempt next to original :
(http://img171.imageshack.us/img171/2435/fistdiagram1.png)
Given its in-game size, I've kept the polys as low as humanly possible - should be about 62 triangles there.

It is of course, blocky, and likely inaccurate in places, but in game might not be so bad, if you look at this approximate diagram :
(http://img834.imageshack.us/img834/9302/fistdiagram2.png)

If it's of any use, the model is uploaded here, as Wings, 3ds, obj & texture :
http://www.megaupload.com/?d=81GA8ZUO (http://www.megaupload.com/?d=81GA8ZUO)

I tested it with Karpov's hand model - it will fit over it, though it'll need rotating and resizing, and possibly hollowing out, depending on how the models are meant to fit together.
Title: Re: 3d models development
Post by: Haraldx on February 12, 2011, 03:04:18 pm
I had a go at the power fist with, I'll admit, not the best of success.

What I found particularly difficult was :
a) The original image is so difficult to interpret
b) There's no real life equivalent to compare to (like with guns etc)

Anyway, here's my first attempt next to original :
(http://img171.imageshack.us/img171/2435/fistdiagram1.png)
Given its in-game size, I've kept the polys as low as humanly possible - should be about 62 triangles there.

It is of course, blocky, and likely inaccurate in places, but in game might not be so bad, if you look at this approximate diagram :
(http://img834.imageshack.us/img834/9302/fistdiagram2.png)

If it's of any use, the model is uploaded here, as Wings, 3ds, obj & texture :
http://www.megaupload.com/?d=81GA8ZUO (http://www.megaupload.com/?d=81GA8ZUO)

I tested it with Karpov's hand model - it will fit over it, though it'll need rotating and resizing, and possibly hollowing out, depending on how the models are meant to fit together.
.... Looks... perfect! 62 triangles? Are you joking me? I hope not! And it doesn't need hollowing - the powerfist model will just be put on top of the hand model. Hollowing will just add un-needed polygons. Way to go!
Title: Re: 3d models development
Post by: Luther Blissett on February 12, 2011, 04:06:34 pm
Awesome. Thanks :-)

If that one's okay then, I'll stick some spikes and some green bits on it and do the mega power fist later today as well.
Title: Re: 3d models development
Post by: LagMaster on February 12, 2011, 04:09:56 pm
Awesome. Thanks :-)

If that one's okay then, I'll stick some spikes and some green bits on it and do the mega power fist later today as well.
that will be awsome, also can you work out a bit on my spear?
Title: Re: 3d models development
Post by: Luther Blissett on February 12, 2011, 04:37:48 pm
that will be awsome, also can you work out a bit on my spear?

I can't open .max files - if you can re-export and upload it as a .3ds or .obj or something, then I'll have a look later on.
Title: Re: 3d models development
Post by: Karpov on February 12, 2011, 04:47:39 pm
Nice fist, can you straighten the fingers? it is needed to rig it to the character's hand.

Hi, I have been a little slow with this lately. New animation: Rocket launcher, just holster, walk and shoot. No "weapon on back", sorry, but that is not inside the animation, I can add that later. It takes some time to place it correctly, and I figured it was not actually needed. I changed the kick animation, someone pointed me a thing about it, and he was right, so I modified it. Also I changed the Walking animation, I think it looks better, but please let me know if you see something that can be changed.
  In the video I show some textures I had for the character.

http://www.youtube.com/watch?v=nVFOkYLeCyw

Oh, another thing, if someone wants to model the Rocket Launcher go ahead, that model was something I created as a guide for the animation and is not optimized.
Title: Re: 3d models development
Post by: Solar on February 12, 2011, 04:58:26 pm
Nice fist, can you straighten the fingers? it is needed to rig it to the character's hand.

Hi, I have been a little slow with this lately. New animation: Rocket launcher, just holster, walk and shoot. No "weapon on back", sorry, but that is not inside the animation, I can add that later. It takes some time to place it correctly, and I figured it was not actually needed. I changed the kick animation, someone pointed me a thing about it, and he was right, so I modified it. Also I changed the Walking animation, I think it looks better, but please let me know if you see something that can be changed.
  In the video I show some textures I had for the character.

http://www.youtube.com/watch?v=nVFOkYLeCyw

Oh, another thing, if someone wants to model the Rocket Launcher go ahead, that model was something I created as a guide for the animation and is not optimized.


Ah ha! The redshirt skin, finally! :)

I always look forward to the next youtube video
Title: Re: 3d models development
Post by: Ztormi on February 12, 2011, 05:29:16 pm
I'm an experienced 3d modeller myself and would like to help out a bit too.
Are there any basic guidelines for the models? Measures, texture resolutions and so on?
Or does someone just scale them and add to some sort of library from this thread?
Title: Re: 3d models development
Post by: marcek1989 on February 12, 2011, 05:40:43 pm
Awesome :) In 1:01 what is it? I like this yellow suit :) Very good job Karpov.
Title: Re: 3d models development
Post by: Luther Blissett on February 12, 2011, 05:48:38 pm
Nice fist, can you straighten the fingers? it is needed to rig it to the character's hand.[...]

Ah - the model's quite literally a fist-shaped solid block - i.e. unopenable, cannot move fingers etc. I sort of assumed it would be a non-moving object, which would fit over the hand, which wouldn't open / close etc.

I'll have to probably remake it, if it needs to be a flat hand to rig onto the main model. However, it shouldn't be too much trouble to do so, as the flat hand should be much easier to make and texture than the first attempt was.

Is it okay to make it with joined fingers (like a "mitten"), like the hand model you uploaded previously?

Title: Re: 3d models development
Post by: Graf on February 12, 2011, 06:51:47 pm
that will be awsome, also can you work out a bit on my spear?
You shouldn't create a new spear actually, you just have to make a new texture to the original model. (http://www.mediafire.com/?38r57jeaya8j74b)
Karpov, awesome as always. New textures made laugh :)
Title: Re: 3d models development
Post by: Karpov on February 12, 2011, 07:08:52 pm
Luther Blissett: Sure, just like a mitten, it will be fine. There is no need for separate fingers, just divide them into 2 or 3 parts for bending.

marcek: The yellow jumpsuit is something I have seen in this video: http://www.youtube.com/watch?v=dc6gvAzuipU
Last guy wears one, I suspect he was supposed to be Richard Grey, but they used the mutated form in the final game, or maybe I am wrong. Also, when I first played Fallout and had to look for Vault 15, I pictured in my head the guys from the other vault wearing a Red and yellow striped jumpsuit I don't know why, it was just my imagination  :) .

Ztormi: you can help if you want to model any weapon or body armor. For the weapons, scale is not important, I can change that with text input. Texture resolutions will probably be scaled to 128x128 for weapons and 256x256 for characters, but you can use bigger images , they are easier to work with, and the engine has no problem at all with that, even if size is not a power of 2. I can send you the character body model if you want to create some clothing/armor. Keep in mind that it has to be low polygon. PM me and I will send you what you need.
Title: Re: 3d models development
Post by: Pudzian_Koks on February 12, 2011, 07:24:13 pm
Again well done work. I love combat armor guy with sunglasses.
I cant wait for that so how much work is needed? When model will be done? What is list to do?
Title: Re: 3d models development
Post by: bikkebakke on February 12, 2011, 07:24:32 pm
1:03

lols  @ captain Picard :P
Title: Re: 3d models development
Post by: Solar on February 12, 2011, 07:31:54 pm
Quote
I suspect he was supposed to be Richard Grey, but they used the mutated form in the final game, or maybe I am wrong

Do you mean Kirk with the Phazer?
Title: Re: 3d models development
Post by: Gray on February 12, 2011, 07:59:34 pm
(http://img834.imageshack.us/img834/9302/fistdiagram2.png)
Inventory do not use 3D models, it have no sense. Just be sure that it's looking good in 400% zoom. And... great job :)
.... Looks... perfect! 62 triangles? Are you joking me?
Why not? It's just a hand ;)
And Karpov is right, it needs to be done with open palm. To say the truth, it is enough just to put this texture on the character's hand.
Title: Re: 3d models development
Post by: X_Treme on February 12, 2011, 08:01:04 pm
cpt kirk the yellow suit
Title: Re: 3d models development
Post by: Karpov on February 12, 2011, 08:09:00 pm
Oh you are right Solar, it is Captain Kirk.  ;D I though it was someone from Fallout, how did he end up there? haha. Maybe some kind of joke, just like I made Picard.

About the progress, hmm ok...
here I post my list updated. But these are only animations
(http://img593.imageshack.us/img593/9191/anims.png)

Graf knows about the missing weapon models, he posted a list not long ago.
 
About armors: I have leather jacket, metal armor, combat armor, and power armor. I will ask pistacja to fix something about the robes.
 That leaves leather armor to be done, combat leather jacket, and maybe the Advanced power armor. But that is only for male. I guess when female is ready I will ask the author of these armors to make them fit to the model, so that we don't have to create another one.

And clothing. I use textures for them, I need someone to make a generic, neutral clothing texture, so that It can be colored in different tones, and mix in the game. This is just for customization, and it has a low priority.


PD: the sunglases are high poly. I just added them to test. I will change them.
Title: Re: 3d models development
Post by: Lexx on February 12, 2011, 08:24:01 pm
Quote
I though it was someone from Fallout, how did he end up there? haha. Maybe some kind of joke, just like I made Picard.

Interplay made a Star Trek adventure game back in the days. It's most likely a model from there.
Title: Re: 3d models development
Post by: Ztormi on February 12, 2011, 08:37:48 pm
Thanks for the info!
I will give the rocket launcher a try. Screenshot coming soon.
Title: Re: 3d models development
Post by: LagMaster on February 12, 2011, 08:54:37 pm
Oh you are right Solar, it is Captain Kirk.  ;D I though it was someone from Fallout, how did he end up there? haha. Maybe some kind of joke, just like I made Picard.

About the progress, hmm ok...
here I post my list updated. But these are only animations
(http://img593.imageshack.us/img593/9191/anims.png)

Graf knows about the missing weapon models, he posted a list not long ago.
 
About armors: I have leather jacket, metal armor, combat armor, and power armor. I will ask pistacja to fix something about the robes.
 That leaves leather armor to be done, combat leather jacket, and maybe the Advanced power armor. But that is only for male. I guess when female is ready I will ask the author of these armors to make them fit to the model, so that we don't have to create another one.

And clothing. I use textures for them, I need someone to make a generic, neutral clothing texture, so that It can be colored in different tones, and mix in the game. This is just for customization, and it has a low priority.


PD: the sunglases are high poly. I just added them to test. I will change them.

we will need separate animations for reload, cuz now reload is using a part of the shoot animation

and i sugest to make caracters to hold the gun diferent, depending on the mode they are using, for example:
normal single mode can be like the way now, in FO 2D
aimed mode can be with the gun more close to the eye, like someone is ready to aim
burst mode can be something like getting prepared to hold something hard to control
reload can be a relaxed mode, or something
Title: Re: 3d models development
Post by: Ztormi on February 12, 2011, 09:41:54 pm
Havent done much low poly modelling so comments are welcome.


(http://img201.imageshack.us/img201/1260/rocketlaunchersmall.jpg)


(http://img715.imageshack.us/img715/4196/rocketwireframe.jpg)


Click for larger image (http://img24.imageshack.us/f/rocketlauncher.jpg/)

.max, .3ds, .obj + png texture
http://www.sendspace.com/file/xmk64m
Title: Re: 3d models development
Post by: Jimmy BoyX on February 12, 2011, 09:42:06 pm
IHMO wew animations look perfect and good. I'm very happy to see again new, good and great YouTube video news from Karpov.
Only 22 animations need to be done? Is it right or more animations need?
Title: Re: 3d models development
Post by: Haraldx on February 12, 2011, 09:46:46 pm
Havent done much low poly modelling so comments are welcome.


(http://img201.imageshack.us/img201/1260/rocketlaunchersmall.jpg)

(http://img715.imageshack.us/img715/4196/rocketwireframe.jpg)


Click for larger image (http://img24.imageshack.us/f/rocketlauncher.jpg/)

.max, .3ds, .obj + png texture
http://www.sendspace.com/file/xmk64m

Looks great, what's the polycount?
Title: Re: 3d models development
Post by: Ztormi on February 12, 2011, 09:58:47 pm
222 triangles
Title: Re: 3d models development
Post by: John Ryder on February 12, 2011, 10:01:07 pm
Why polycount matters if models aren't gonna be rendered but transformed to sprites?
Title: Re: 3d models development
Post by: Surf on February 12, 2011, 10:01:36 pm
Why polycount matters if models aren't gonna be rendered but transformed to sprites?

Uh, they get rendered.
Title: Re: 3d models development
Post by: Ztormi on February 12, 2011, 10:01:59 pm
Why polycount matters if models aren't gonna be rendered but transformed to sprites?
Afaik they are used for player models holding the gun.
Title: Re: 3d models development
Post by: Haraldx on February 12, 2011, 10:25:00 pm
Why polycount matters if models aren't gonna be rendered but transformed to sprites?
Congrats on epic failing... You obviously never encountered: Mature Deathclaw, ants, rats, desert stalker.
Title: Re: 3d models development
Post by: Karpov on February 12, 2011, 10:38:05 pm
Very good model indeed. Some ingame shots.
(http://img717.imageshack.us/img717/7553/rocketh.gif) (http://img708.imageshack.us/img708/1756/rocketz.th.jpg) (http://img708.imageshack.us/i/rocketz.jpg/)

Models are rendered in real time, so we need to make them low poly.

About animation list, the ones in red are essential and need to be done. The ones in grey can be added , but if they are not, then the game uses a similar animation, which is not always good  :P.
Title: Re: 3d models development
Post by: Solar on February 12, 2011, 10:42:33 pm
Very good model indeed. Some ingame shots.
(http://img717.imageshack.us/img717/7553/rocketh.gif) (http://img708.imageshack.us/img708/1756/rocketz.th.jpg) (http://img708.imageshack.us/i/rocketz.jpg/)

Models are rendered in real time, so we need to make them low poly.

About animation list, the ones in red are essential and need to be done. The ones in grey can be added , but if they are not, then the game uses a similar animation, which is not always good  :P.

Pft, pictures?! wheres the youtube video of a Paladin blowing up some poor tribals with it? hehe :)
Title: Re: 3d models development
Post by: Slaver Snipe on February 12, 2011, 10:46:12 pm
Seems like this is coming along nicely, KEEP UP THE GOOD WORK GUYS!
Title: Re: 3d models development
Post by: Alvarez on February 12, 2011, 10:51:38 pm
Congrats on epic failing... You obviously never encountered: Mature Deathclaw, ants, rats, desert stalker.

Congrats on falling on provocative question.

If the model is rendered in-game, would it lag the application or does the 3d perfomance depend only on client machine?
Will also the permanent change in character's model balk the performance as well?
What about mass events?

And, will the Fallout community profit from new models as well?

IMHO, those questions were implied.
Title: Re: 3d models development
Post by: Cryptopsy on February 12, 2011, 11:02:08 pm
Im probably gonna be banned for asking this, but does this mean Wipe is coming soon?
Title: Re: 3d models development
Post by: Lexx on February 12, 2011, 11:02:11 pm
Uhm, obviously it's rendered on clients side.

Quote
but does this mean Wipe is coming soon?

No.
Title: Re: 3d models development
Post by: bikkebakke on February 12, 2011, 11:19:06 pm
"soon" :)

//slightly off-topic, anybody got the link to the "soon" url? You know what I mean.
Title: Re: 3d models development
Post by: TheGreenHand on February 12, 2011, 11:27:09 pm
"soon" :)

//slightly off-topic, anybody got the link to the "soon" url? You know what I mean.

http://www.fo2238.fodev.net/wiki/Soon
Title: Re: 3d models development
Post by: Cryptopsy on February 12, 2011, 11:33:33 pm
Uhm, obviously it's rendered on clients side.

No.

Good.
Title: Re: 3d models development
Post by: John Ryder on February 13, 2011, 01:25:18 am
If the model is rendered in-game, would it lag the application or does the 3d perfomance depend only on client machine?
Will also the permanent change in character's model balk the performance as well?
What about mass events?

And, will the Fallout community profit from new models as well?

IMHO, those questions were implied.
Can't wait for massive lag events.
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 01:53:50 am
You can find massive lag events now, you will just get low fps events. Anyway if you have a good PC it should not be a problem.

Fooling around in the game I found this.
(http://img69.imageshack.us/img69/2258/la12.th.png) (http://img69.imageshack.us/i/la12.png/)
I changed the scale of the guys, so the ones in the left are shorter and the ones in the right are taller.
Do you think it would be an important feature for customization? I was thinking about, Small Frame and Bruiser

Quote from: Someone
Pft, pictures?! wheres the youtube video of a Paladin blowing up some poor tribals with it? hehe

here, tribals are always willing to test http://www.youtube.com/watch?v=iqMtA-Z_FIk
Title: Re: 3d models development
Post by: Surf on February 13, 2011, 01:58:58 am
Some variety is always welcome, why not. ;)
I maybe asked it before, but is it possible to apply some dithering filter later ingame to make the models a bit more "pixelated" so they don't clash with the scenery so much?
Title: Re: 3d models development
Post by: Lexx on February 13, 2011, 02:20:05 am
It is possible to add effect shaders, yes.
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 02:34:33 am
Yes, Lexx is right, shaders effects can be used to do Post Processing to the final image. We would need some programmer who knows how to compile a shader.
Title: Re: 3d models development
Post by: Surf on February 13, 2011, 02:34:40 am
Good, then I'm all happy. ;D
Title: Re: 3d models development
Post by: SmartCheetah on February 13, 2011, 02:48:40 am
Can't wait for massive lag events.
http://en.wikipedia.org/wiki/Lag
As Karpov said. It MIGHT make an FPS problem for people with slow machines. Nothing to do with lags as 3d changes are not server side but client side.
Title: Re: 3d models development
Post by: Crazy on February 13, 2011, 02:57:01 am
http://en.wikipedia.org/wiki/Lag
As Karpov said. It MIGHT make an FPS problem for people with slow machines. Nothing to do with lags as 3d changes are not server side but client side.

I wonder if we could have high poly models for those who have good computers.
Title: Re: 3d models development
Post by: ChikChik on February 13, 2011, 02:58:34 am
Fooling around in the game I found this.
(http://img69.imageshack.us/img69/2258/la12.th.png) (http://img69.imageshack.us/i/la12.png/)
I changed the scale of the guys, so the ones in the left are shorter and the ones in the right are taller.
Do you think it would be an important feature for customization? I was thinking about, Small Frame and Bruiser
But wait, i thought that small frame and bruiser suff is about body phisique, not just size.
Title: Re: 3d models development
Post by: Lexx on February 13, 2011, 03:10:20 am
I wonder if we could have high poly models for those who have good computers.

Possible. You just have to replace the models and textures.
Title: Re: 3d models development
Post by: Luther Blissett on February 13, 2011, 05:49:04 am
I redid the power fist(s) earlier - I know it was said earlier that the hand could just be retextured, but I'd already pretty much finished these, so thought I'd upload them anyway. I'd previously assumed the fist was to be heavily oversized (and solid), like this (sort of, but less... umm... He-Man-ish):
(http://img216.imageshack.us/img216/7928/fistoid1.jpg)
hence why I'd made it as a block - and also why I've remade the model to be larger than the standard hand.

Anyway if it's easier / better to just retexture the existing hand, then no worries. Shan't be offended if they're not used. If they're okay, they're both here :

(http://img825.imageshack.us/img825/7719/flatfists.png)
They should "fold up" into a fist which approximately matches the previous version.

Power Fist (wings, 3ds, obj, textures) :
http://www.megaupload.com/?d=JLBK12Z2 (http://www.megaupload.com/?d=JLBK12Z2)
86 polys

Mega Power Fist (wings, 3ds, obj, textures) :
http://www.megaupload.com/?d=WTPNVWP2 (http://www.megaupload.com/?d=WTPNVWP2)
128 polys :-(

Wasn't sure how many points of articulation were needed, so I went for three finger joints on each. Could save a lot of polys if less was needed.

Also, if the model will accept extra (non triangulated) vertices i.e.
(http://img31.imageshack.us/img31/3458/linkedk.png)
then could save many many more.

You shouldn't create a new spear actually, you just have to make a new texture to the original model. (http://www.mediafire.com/?38r57jeaya8j74b)[...]

I downloaded that, but the model file appeared to be empty i.e. it imported "correctly", but there was no model there - might be because I'm importing it into Wings3D or Blender, but neither came up with anything.
Title: Re: 3d models development
Post by: Surf on February 13, 2011, 05:50:39 am
Man, that's a pretty damn good model/texture work there! Good job!
Title: Re: 3d models development
Post by: Luther Blissett on February 13, 2011, 06:01:22 am
Many thanks :-)

If they're good enough for general approval, I'd be happy to try at a bit more modelling / texturing on anything else which needs doing.
Title: Re: 3d models development
Post by: Pudzian_Koks on February 13, 2011, 10:06:16 am
Some variety is always welcome, why not. ;)
I maybe asked it before, but is it possible to apply some dithering filter later ingame to make the models a bit more "pixelated" so they don't clash with the scenery so much?
IMO models are awesome now but it sounds good to see more, more falloutish but not recomended IMO ;)
Title: Re: 3d models development
Post by: Solar on February 13, 2011, 11:04:35 am
Quote
here, tribals are always willing to test http://www.youtube.com/watch?v=iqMtA-Z_FIk

*Evil laughter*
Title: Re: 3d models development
Post by: Gray on February 13, 2011, 11:10:30 am
Also, if the model will accept extra (non triangulated) vertices i.e.
(http://img31.imageshack.us/img31/3458/linkedk.png)
then could save many many more.
Speaking the power fist (as a part of character model), It will cause a bug when animated. So such type of optimization should be used very carefully. One triangle economy do not worth possible bugs.
If the model is rendered in-game, would it lag the application or does the 3d perfomance depend only on client machine?
Will also the permanent change in character's model balk the performance as well?
What about mass events?

And, will the Fallout community profit from new models as well?
3D rendering can't affect network speed and lags, it fully depends of client's PC performance.

About profit, customization and expansion abilities of 3D are a bit more then infinite.
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 11:39:21 am
(http://img825.imageshack.us/img825/7719/flatfists.png)

They are really great and impressive, I'm like, "woah!" (http://img816.imageshack.us/img816/5641/cheesy.gif) However, I think you should add more green lines/dots on mega powerfist, because I doubt difference will be visible at normal scale.

Also, there is thumb indeed, so how is it planned to make it fit to right hand/left hand? If it isn't planned, maybe making  similar fingers would be good?
Title: Re: 3d models development
Post by: Luther Blissett on February 13, 2011, 03:49:51 pm
Speaking the power fist (as a part of character model), It will cause a bug when animated. So such type of optimization should be used very carefully. One triangle economy do not worth possible bugs.

I guessed that it would - currently every vertex is triangulated on all sides, but just thought I should check, as it would have saved about 20-30 triangles on the mega fist.

[...] I think you should add more green lines/dots on mega powerfist, because I doubt difference will be visible at normal scale.

A good point. I've got no easy way of testing it at "game scale", so initially went with "as close as possible to the original model" - but it would be very easy to add some extra larger green light patches on it.

It's also probable that they're unnecessarily high-poly considering their in-game size. If you imagine they'd only be a handful of pixels big, they could be further optimised. How different would these look at game scale, I wonder :
(http://img703.imageshack.us/img703/9972/optimising.png)
Note that the two lower ones only have one point to bend at the knuckle, so might not be riggable, depending on how the skeleton is.

[...][...]Also, there is thumb indeed, so how is it planned to make it fit to right hand/left hand? If it isn't planned, maybe making  similar fingers would be good?

The models are all left hand, as that's what both the original graphic was, and what Karpov's hand model was - though it's quite likely in game that they'd all be right handed. Anyway, is a simple matter of flipping the model along X axis.
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 03:51:55 pm
Oh you're right, I've been stupid here. I thought powerfist was worn on two hands, which is not the case. Keep the amazing models incoming, this 26 tris model is great imo!
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 05:02:25 pm
I had to adjust the fist to fit the hand, but no major changes have been made.
(http://img717.imageshack.us/img717/6087/powerfist.png)

And no, it is not better to texture for two reasons: The first one is that , even if I can texture different parts of the body, both hands are using the same texture, so he would have two gloves, or, much worse, the other hand would be naked but not from the right skin tone. The second reason is the size, with the model you can see from far away that the guy is wearing a Power Fist, otherwise it would be just like the other hand, in which I painted a glove.

There is no video of the guy hitting some tribal, you have to wait for that.

Note that I re-exported the model with a smaller head.
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 05:17:07 pm
Looks great!

Here's what I've been up to. Color schemes can be changed etc if you have better ideas.
(http://img829.imageshack.us/img829/7500/envarmorrender.jpg)
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 05:21:00 pm
This is truly amazing. Do want! I've always thought this one was the best armor of FOT, it is also the only one that would look good in FOnline 2238 I think. Also, perfect textures job - come on, I bet you do have 20 slaves chained to 3D-making softwares in your basement :P

Looking forward for the video of how it does look in game!
Title: Re: 3d models development
Post by: X_Treme on February 13, 2011, 05:26:02 pm
oh my good, enviroment armor O.O

looks great!
Title: Re: 3d models development
Post by: Graf on February 13, 2011, 05:28:48 pm
Here's what I've been up to. Color schemes can be changed etc if you have better ideas.
Did you done it by yourself? That looks awesome!
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 05:31:05 pm
Did you done it by yourself? That looks awesome!
It's based on Karpov's male model. Added just the parts like helmet, shoulder and chest plates, boots and tanks. Then textured the whole body.
Title: Re: 3d models development
Post by: SmartCheetah on February 13, 2011, 05:32:45 pm
Wow. Excellent work guys! That's pretty big step! Ztormi - maybe you should think about makin' Advanced Power Armor as well? :D Someone made one but it wasn't textured or something(?) and you still had to fit it to the new Karpov's model. Great progress. For real.
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 05:40:43 pm
wow great! Looks really nice, you are good with textures as well. I hope I can rig all those parts to the character correctly. Nice work.
Title: Re: 3d models development
Post by: Graf on February 13, 2011, 05:49:33 pm
Wow. Excellent work guys! That's pretty big step! Ztormi - maybe you should think about makin' Advanced Power Armor as well? :D Someone made one but it wasn't textured or something(?) and you still had to fit it to the new Karpov's model. Great progress. For real.
APA isn't in highest priority. Leather Armor is more important now, coz this is the last armor, which wasn't even started.

It's based on Karpov's male model. Added just the parts like helmet, shoulder and chest plates, boots and tanks. Then textured the whole body.

Then probably you have to send this model to Karpov. Or you can put it to public access (which is better)
Title: Re: 3d models development
Post by: Lexx on February 13, 2011, 05:50:13 pm
Would love to see some enviromental armor ingame test video. :)
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 05:54:19 pm
Yea I sent the model to Karpov. He promised to rig the model. Thank god because it's the most frustrating part to do with the model  ;D
I think the pipes and hoses are pain in the arse to envelope so it might be a good idea to remove those if they cause too much nuisance...

Here's the zip file if anyone else wants to take a look at it.
http://www.sendspace.com/file/4e4sx7


I can start with the leather armor if it's ok, shouldn't take too long.

Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 06:49:00 pm
Here it is, worked just fine in the game. I had to add it by console because there is no such armor in the game. Ztormi, I know it is difficult to rig the character, but I have the bone structure prepared so that the automatic rigging stays pretty good, helps a lot.  I rigged the hose tip to the head and the rest to the chest, so that rotating the head does not affect the connection.

http://www.youtube.com/watch?v=9gjUataMPmE

I noticed some flaws in the way I rigged it , but I will fix them.
Title: Re: 3d models development
Post by: LagMaster on February 13, 2011, 06:59:28 pm
Here it is, worked just fine in the game. I had to add it by console because there is no such armor in the game. Ztormi, I know it is difficult to rig the character, but I have the bone structure prepared so that the automatic rigging stays pretty good, helps a lot.  I rigged the hose tip to the head and the rest to the chest, so that rotating the head does not affect the connection.

http://www.youtube.com/watch?v=9gjUataMPmE

I noticed some flaws in the way I rigged it , but I will fix them.

looks just like FoT Envy-armor, cool stuff

we still need a spear, no?
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 07:06:33 pm
Here it is, worked just fine in the game. I had to add it by console because there is no such armor in the game. Ztormi, I know it is difficult to rig the character, but I have the bone structure prepared so that the automatic rigging stays pretty good, helps a lot.  I rigged the hose tip to the head and the rest to the chest, so that rotating the head does not affect the connection.

http://www.youtube.com/watch?v=9gjUataMPmE

I noticed some flaws in the way I rigged it , but I will fix them.

Wow that's sick. Blends to the world better than I ever expected. Cheers! Great job.
Title: Re: 3d models development
Post by: Solar on February 13, 2011, 07:40:25 pm
Amazing stuff. I guess I better make up some stats for it ;)

So just LA from the common armours left to do? Anyone fancy making tyre armour or Football shoulder pads / helmet?  8)
Title: Re: 3d models development
Post by: LagMaster on February 13, 2011, 07:45:07 pm
http://www.youtube.com/watch?v=aVQfWOXMsIY
my first youtube vid!!!!!!!

check it's description for details

@Solar, you whant american footbal helmet?
Title: Re: 3d models development
Post by: Graf on February 13, 2011, 08:23:58 pm
Amazing stuff. I guess I better make up some stats for it ;)

So just LA from the common armours left to do? Anyone fancy making tyre armour or Football shoulder pads / helmet?  8)

Armors

Quote
Robe - completed by Pistacija (100%?)
Leather Armor - 20% draft geometry is almost complete, texture required.
Metal Armor - 80% Unexpectable bugs with multi-textured materials (solvable); Male-Fat, Male-Wire, Female-Fat, Female-Wire and Female-Strong adjustments required.
Tesla Armor - 100% (texture required)
Combat Armor - 100%
Combat Armor MK2 - 100% (texture required)
Brotherhood Armor - 100% (texture required)
Power Armor - 100%
Advanced Power Armor - 90% Final-quality texture required; probably female model adjustment

This is an month-old information, so maybe we have something new here?
Title: Re: 3d models development
Post by: Lexx on February 13, 2011, 08:28:18 pm
This is only for males, though. So far I haven't seen any work for females. :p
Title: Re: 3d models development
Post by: Solar on February 13, 2011, 08:37:42 pm
Quote
Armors

Armours. We didn't conquer 1/4 of the world to then have to spell words after the fashion of one of our colonies!

Quote
@Solar, you whant american footbal helmet?

Yup :)
Title: Re: 3d models development
Post by: bikkebakke on February 13, 2011, 08:47:07 pm
rofl solar

I presume that the enviromental armour will give the user some stats that will enable them to visit high radiation areas without having to devour 3 tons of rad-x before and 40 packets of rad-away after.
Title: Re: 3d models development
Post by: Graf on February 13, 2011, 08:48:52 pm
What's the difference between "ARMOR" and "ARMOUR"? I don't see any difference... coz english isn't my native language.
Title: Re: 3d models development
Post by: Surf on February 13, 2011, 08:50:06 pm
Armour is the british english word, Armor the american english.
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 08:50:53 pm
Armour is british, armor is from UK. -- damn Surf.
Quote
We didn't conquer 1/4 of the world to then have [...]
You only did thanks to opium business (http://armorgames.com/play/10496/high-tea), you british tea-addict.

Anyway back to topic gentlemen :P
Title: Re: 3d models development
Post by: Graf on February 13, 2011, 08:51:44 pm
Armour is the british english word, Armor the american english.
Hm, thanks :) Now I'm about to understand Solar's words :)
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 08:57:51 pm
Some progress on the leather armor.
If it looks ok I'll start texturing it.

(http://img89.imageshack.us/img89/1279/larender.jpg)
Title: Re: 3d models development
Post by: Graf on February 13, 2011, 09:01:06 pm
Some progress on the leather armor.
If it looks ok I'll start texturing it.
Oh my :) You're fast as a lightning ;)
Looks nice so far.
Title: Re: 3d models development
Post by: Alvarez on February 13, 2011, 09:03:00 pm
I wish MakeHuman had a low-poly character option...
A really practical tool for those who wants to learn modeling from different starting point.
Nice armor, Ztormi.

Btw, how about scaling the original model to female proportions? Shouldn't be that difficult, no? The only thing is missing is the female walk and idle animations, other can be borrowed for a start from male.
Title: Re: 3d models development
Post by: Luther Blissett on February 13, 2011, 09:33:18 pm
I had to adjust the fist to fit the hand, but no major changes have been made.

That's excellent. Is that model fine as is, or are there any changes you'd like?

If it's fine, I'll have a go at the combat shotgun next, unless that's already been taken.
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 09:37:53 pm
The power fist is good Luther, you can go for the Combat Shotgun.

Ztormi, Leather armor looks very good, just delete that tape from the leg, use texture instead.
Title: Re: 3d models development
Post by: Lexx on February 13, 2011, 09:49:15 pm
I presume that the enviromental armour will give the user some stats that will enable them to visit high radiation areas without having to devour 3 tons of rad-x before and 40 packets of rad-away after.

It will get some use in quests and areas like the glow, etc. It still can take some time though, but then again, 3d models will still need some time too.
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 10:06:38 pm
Alright, finished the texture. Let me know if there's anything wrong with it.
Personally I'm quite happy with the looks of the chestplate.  :)

(http://img193.imageshack.us/img193/1279/larender.jpg)
Title: Re: 3d models development
Post by: Michaelh139 on February 13, 2011, 10:08:01 pm
Alright, finished the texture. Let me know if there's anything wrong with it.
Personally I'm quite happy with the looks of the chestplate.  :)
It's perfect in my opinion.
Title: Re: 3d models development
Post by: Solar on February 13, 2011, 10:09:05 pm
Heh, you really don't waste any time :) Looks great.
Title: Re: 3d models development
Post by: Lexx on February 13, 2011, 10:10:44 pm
The shoulder pad area isn't 100% right. Check out this render image with the original leather armor (http://images.wikia.com/fallout/images/1/12/Fallout_GURPS.jpg).
Title: Re: 3d models development
Post by: Surf on February 13, 2011, 10:11:32 pm
It looks good, but the shoulder pads are a bit too big imo - also, he should have some "shirt" under it, the sleeveless armor looks somehow irritating (maybe I just remember it wrong, heh).
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 10:12:08 pm
Fast and great. What else!
Title: Re: 3d models development
Post by: Crazy on February 13, 2011, 10:12:15 pm
Leather armor look great! Maybe a bit more work on texture to fit better to original, but it's really good.
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 10:14:17 pm
The shoulder pad area isn't 100% right. Check out this render image with the original leather armor (http://images.wikia.com/fallout/images/1/12/Fallout_GURPS.jpg).
Hmm, I can try to make it look more like that. The problem is that the T-pose of the character makes it hard to use pad like that.
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 10:31:55 pm
Texture is good. About the shoulders, I think there is one upper pad , and another one that looks like a very short sleeve below it. Also try to make them more plannar, when I rig the character they will rotate with the arms, so they will stay in a 45° angle in idle position.

Check this picture too http://images.wikia.com/fallout/images/1/12/Leather_concept.jpg
Title: Re: 3d models development
Post by: None on February 13, 2011, 10:37:05 pm
Maybe the breast convex part should be scaled to shoulders. Otherwise great job, keep it up!
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 10:38:21 pm
Jeans should be brown, shouldn't they? We'll have enough green with CAs :P
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 10:41:54 pm
(http://www.fo2238.fodev.net/wiki/images/9/95/Hmlthraa_sw.gif)
No they are green.

Made a few fixes. Added small green sleeve thingys on the arms and rotated and scaled the pads. Obviously the t-pose render looks pretty dumb now but the pads should rotate with arms.

Maybe I'll send this to you so you can mess around with those with the rig?

(http://img443.imageshack.us/img443/3274/lafix.jpg)


edit: isometric render
(http://img689.imageshack.us/img689/7204/laisometric.jpg)
Title: Re: 3d models development
Post by: Izual on February 13, 2011, 10:43:26 pm
(http://www.fo2238.fodev.net/wiki/images/9/95/Hmlthraa_sw.gif)
No they are green.

Fine :P I was mislead by Cassidy's sprites:
(http://images1.wikia.nocookie.net/__cb20080517142426/fallout/images/thumb/e/e8/FO02_NPC_Cassidy.png/200px-FO02_NPC_Cassidy.png)
Title: Re: 3d models development
Post by: Surf on February 13, 2011, 10:44:32 pm
Can later be made for the LAmkII or such. ;)
Title: Re: 3d models development
Post by: Ghosthack on February 13, 2011, 11:08:53 pm
Great work Karpov, Ztormi and everyone else involved in 3D development.

The animations looks really good and true to the original frms  :)
Title: Re: 3d models development
Post by: Karpov on February 13, 2011, 11:19:48 pm
If shoulderpads are separated from the armor body then I can position them when I rig the character. But one thing, are those sleeves textured? they shouldn't, because we have different skin tones. Sorry, maybe I should have pointed that before. I really like the texture, you can really identify that armor from far away. You can paint some black gloves too, that one will be no problem because hands are a separated material ID, so it does not matter what skin tone you use.
Title: Re: 3d models development
Post by: Solar on February 13, 2011, 11:29:18 pm
Did I miss the LJ on the Karpov model? I don't recall seeing that
Title: Re: 3d models development
Post by: Ztormi on February 13, 2011, 11:31:44 pm
Yea they are textured and I was kinda expecting I can't texture the arms  :P
I'll try to figure out another way to do it. But I wouldn't like to model a sleeve part under the pad because you can barely see it anyway from the isometric perspective. I'll try to edit the pads a bit to make it look better.
Title: Re: 3d models development
Post by: Karpov on February 14, 2011, 12:37:49 am
There is a Material ID for short sleeves in the character, but I am afraid it is not short enough, and it would look like a T shirt below.

Solar ,the Leather Jacket I made it myself, some time ago. It was featured in the first video only, I could show it when I upload another one.
Here is a pic of the jacket, not in the game though. Just the jacket, I made this to let the player choose the clothing below, like Ian has blue pants and white shirt.

http://img16.imageshack.us/img16/8821/jackett.png
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 12:45:19 am
Stuff looks really good already. Especially the walking animation, etc.

What I noticed is, that the 3d models are much more smooth than the 2d critters. Guess this would require some additional shader placed over the whole thing to make it more sharp / with sharper edges.

(http://bildupload.sro.at/a/images/38-Bild1.png)

Also it's bigger than the original. ;)
Title: Re: 3d models development
Post by: Karpov on February 14, 2011, 01:16:37 am
That is really weird Lexx,  because I see it this way. Do you have antialiasing on? I don't

(http://img822.imageshack.us/img822/4369/mmmun.jpg)

The guy is bigger? never noticed before, but you can change it from text input.
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 01:25:17 am
Got "MultiSampling=-1" and "SoftwareSkinning=0" if I set SoftwareSkinning to 1 it looks similar to yours, but I don't have any shadows. If I set MultiSampling to 16, it looks a lot sharper and better (but not like yours :>). So I'll guess it's the texture that seems to be a bit too smooth in this case.
Title: Re: 3d models development
Post by: Karpov on February 14, 2011, 01:42:53 am
The problem is you are using van buren textures for the combat armor. Another thing I missed.  :P
Title: Re: 3d models development
Post by: Gray on February 14, 2011, 10:19:09 am
Alright, finished the texture. Let me know if there's anything wrong with it.
Personally I'm quite happy with the looks of the chestplate.  :)
http://img193.imageshack.us/img193/1279/larender.jpg (http://img193.imageshack.us/img193/1279/larender.jpg)
I'm glad that you guys haven't stop without me :)
Something not good with a shape of the chest. Make it more sloping, maybe.
If you want - I can help, I've made all other armors and know all possible troubles.
Made a few fixes. Added small green sleeve thingys on the arms and rotated and scaled the pads. Obviously the t-pose render looks pretty dumb now but the pads should rotate with arms.
(http://img689.imageshack.us/img689/7204/laisometric.jpg)
Does your model support different skin tones?
Title: Re: 3d models development
Post by: Ztormi on February 14, 2011, 01:13:13 pm
I think I know what's wrong with it. Maybe the chest plates should look more rectangular.
It doesn't support skintones yet cause I was messing around with the arms texture. I'll fix it and post new image later.
Title: Re: 3d models development
Post by: Luther Blissett on February 14, 2011, 01:52:53 pm
Had a go at Combat Shotgun. I think the texture's not quite right, but it depends how accurate it needs to be i.e. whether it's noticeably wrong at game resolution and so on. Probably wouldn't need too much tweaking to make it better.

(http://img510.imageshack.us/img510/8725/combatshogundiagram.png)
196 triangles

Combat Shotgun - wings, obj, 3ds & texture
http://www.megaupload.com/?d=MPQSEYGX (http://www.megaupload.com/?d=MPQSEYGX)
Title: Re: 3d models development
Post by: Ztormi on February 14, 2011, 03:05:37 pm
I think the mesh is great. I also like the contrast of the texture so i think it looks better from distance.



Anyways made yet more fixes to leather armor. Further more scaled and edited the shoulder pads. Moved them further from the head. Edited the chestplate texture and structure a bit to make it look more rectangular. Removed the shirt from the arm texture so it supports skin tones.

(http://img26.imageshack.us/img26/4318/lafixl.jpg)

Would it be cool if pants and shirt underneath would use player customized cloth colors? No?
Is this the case with metal armor?
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 03:10:38 pm
We are planning to support armors of the same type in differnet colors. How exactly this will look in the end is not yet decided. Right now, it might be armor + dye kit == armor with dye kit color.
Title: Re: 3d models development
Post by: Gray on February 14, 2011, 03:48:31 pm
Had a go at Combat Shotgun. I think the texture's not quite right, but it depends how accurate it needs to be i.e. whether it's noticeably wrong at game resolution and so on. Probably wouldn't need too much tweaking to make it better.
Just one remark: butt end should be flat
Anyways made yet more fixes to leather armor. Further more scaled and edited the shoulder pads. Moved them further from the head. Edited the chestplate texture and structure a bit to make it look more rectangular. Removed the shirt from the arm texture so it supports skin tones.
Just great now.
Would it be cool if pants and shirt underneath would use player customized cloth colors? No?
Is this the case with metal armor?
Yes, Karpov did it in MA test video. He used base pants texture instead of armor one. Just make some textures and they can be mixed.

P.S. Lexx, please, update the development tracker (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker). We don't know what to do if we don't know what is done.
P.P.S. Karpov, we are waiting for female base model. Otherwise, the job is half done.
Title: Re: 3d models development
Post by: Graf on February 14, 2011, 04:02:57 pm
P.S. Lexx, please, update the development tracker. We don't know what to do if we don't know what is done.

Weapons - 95/99
Incomplete or missing:
1. Minigun and Avenger Minigun
2. Desert Eagle (Exp. Mag.)
3. Gatling Laser
4. Sharpened Spear (Texture for regular spear are required)

Critters

Brahmin - [missing]
Super Mutant - [missing]
Rad Scorpion (Large and small) - [missing]
Molerat - [missing]
Pigrat - [missing]
Gecko - [missing]
Fire Gecko - [missing]
Golden Gecko - [missing]
Vannamingo (Alien) - [missing]
Centaur - [missing]
Floater - [missing]
Mantis - [missing]

So, we are still missing of 4 weapon models and various creatures.
Title: Re: 3d models development
Post by: Ztormi on February 14, 2011, 04:12:52 pm
How about armors?
My fingers are itching for new job already  ;D

I guess critters are bit tricky. I think one should have better knowledge of skeletons and animations for the engine to start working with those.
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 04:25:04 pm
Critters aren't super important yet. More important is getting the human (male and female) done. ;) After that maybe ghouls, as they don't require that much changing from humans and later sometime the super mutants.

Beeing able to play a ghoul or super mutant, isn't that what many want to have? :p
Title: Re: 3d models development
Post by: Graf on February 14, 2011, 04:36:17 pm
How about armors?
My fingers are itching for new job already  ;D
It seems that all male models are done, so we have to wait until Karpov will give us a female model.

After that maybe ghouls
Don't know if this could be considered as complete ghoul model, but something is done already:
(http://www.fonline.ru/forum/attachment.php?attachmentid=6728&stc=1&d=1278271893)

Most of the hairstyles are also still missing afaik. But of course we can start without them.
Why not to take VB hair models? There is a bunch of nice hair models.
Title: Re: 3d models development
Post by: SmartCheetah on February 14, 2011, 04:39:56 pm
Most of the hairstyles are also still missing afaik. But of course we can start without them.

@Up: Right. Forgot about 'em.
Title: Re: 3d models development
Post by: Eternauta on February 14, 2011, 04:46:24 pm
:( Critters will go 3d as well? Do we really need that? I mean, I thought 3d was about customisation, not just "lawl me looks awsum!"
Title: Re: 3d models development
Post by: Luther Blissett on February 14, 2011, 04:50:38 pm
Just one remark: butt end should be flat

Well spotted. I'll fix that and reupload in a bit.
Title: Re: 3d models development
Post by: Surf on February 14, 2011, 04:58:55 pm
:( Critters will go 3d as well? Do we really need that? I mean, I thought 3d was about customisation, not just "lawl me looks awsum!"


Agreed. Why waste time on something which is already perfect? I'd much rather someone makes completely new enemy 3d models (after player models are finished). ;)
Title: Re: 3d models development
Post by: Graf on February 14, 2011, 05:06:06 pm
Agreed. Why waste time on something which is already perfect? I'd much rather someone makes completely new enemy 3d models (after player models are finished). ;)
3D critters is good, when you want to have a different colors for different types of a single creature. For example, Mean Centaur could be a little different from Tough Centaur and so on. This game isn't about PvE but still.
Ofc, as Lexx said, it's not too important for now.
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 05:08:15 pm
Quote
This game isn't about PvE but still.

For me it is, that's why I am only working on PvE content. (http://www.falloutnow.de/forum/Smileys/retro/salute.gif)
Title: Re: 3d models development
Post by: Surf on February 14, 2011, 05:12:24 pm
Quote
This game isn't about PvE

Bullshit.

Quote
For example, Mean Centaur could be a little different from Tough Centaur and so on. This game isn't about PvE but still.

They already have different stats and descriptions. Doesn't make sense that a centaur has another color just because it's "mean". Don't like that "mob reuse with different color and different size".
Title: Re: 3d models development
Post by: Ztormi on February 14, 2011, 05:15:33 pm
Agreed. Why waste time on something which is already perfect?  ;)
If I was thinking that way I'd say moving to 3d was a big, big mistake.
Title: Re: 3d models development
Post by: Ztormi on February 14, 2011, 05:25:38 pm
how can i download master.dat and critter.dat files? i need help please help me. I want play Fallout Online buti need this files because in client i don't find it  Can you help mne?
Not a right place for this but buy fallout2.
Title: Re: 3d models development
Post by: Gray on February 14, 2011, 05:26:55 pm
Weapons - 95/99
Incomplete or missing:
1. Minigun and Avenger Minigun
2. Desert Eagle (Exp. Mag.)
3. Gatling Laser
4. Sharpened Spear (Texture for regular spear are required)
OK, I got Gatling Laser. Can't show it right now, it's on my home PC.

I've fixed my Pulse Rifle. Have made lossless optimization (there were a bug with odd triangles) and draft texturing.
(http://img89.imageshack.us/img89/4914/yk42bpreview.png)
only 533 tris, not so much for high-end weapon.
Title: Re: 3d models development
Post by: Karpov on February 14, 2011, 05:46:30 pm
P.P.S. Karpov, we are waiting for female base model. Otherwise, the job is half done.

The female model was to be posponed until I finish animations, but maybe I should continue with it now, because It would be good to model the body attachments for her too, but I need your help to do so.
 This is the first test of the model in game, just made some quick idle animation, so don't pay too much attention to the pose, I need you to point me some things about it that I would need to change. Specially in the lenght of the limbs, which would need a change in the bone structure. For start i think arms are longer than the original.

(http://img228.imageshack.us/img228/3396/femalewip.png)  (http://img526.imageshack.us/img526/3663/femaleoriginal.png)

Also I made a few animations for the male.
Title: Re: 3d models development
Post by: Luther Blissett on February 14, 2011, 05:47:52 pm
Adjusted combat shotgun. Straightened butt of gun, as suggested. Also have tweaked the texture a little more. Should be pretty close to the original now.
(http://img18.imageshack.us/img18/851/cshotgun7.png)

Model : 3ds, obj, wings, texture
http://www.megaupload.com/?d=CZM9QY6K (http://www.megaupload.com/?d=CZM9QY6K)
Title: Re: 3d models development
Post by: Ztormi on February 14, 2011, 06:00:50 pm
Leather armor
PNG textures + .max, .obj, .3ds

http://www.sendspace.com/file/egdsjx
Title: Re: 3d models development
Post by: Luther Blissett on February 14, 2011, 06:08:19 pm
I need you to point me some things about it that I would need to change. Specially in the lenght of the limbs, which would need a change in the bone structure. For start i think arms are longer than the original.

It is difficult to tell when comparing a small sprite with a 3d model, so I'm not 100% sure on any of these, but from comparing with original, I'd probably say :

Arms maybe "half a hand" length shorter
Elbows "half an elbow" higher up
Upper arm slightly fatter
Knees "half a knee" higher up
Legs a bit fatter overall
I think leg length is correct already
Smaller boobs :-(

Other than that, looks awesome.
Title: Re: 3d models development
Post by: Sarakin on February 14, 2011, 06:10:06 pm
They already have different stats and descriptions. Doesn't make sense that a centaur has another color just because it's "mean". Don't like that "mob reuse with different color and different size".
It was just an example, beacuse its the easiest way to make a difference between 2 similar creatures. Creatures from the same family should be easily recognized from each other. Think of more than 2 variations of each creature (mean centaur, nasty centaur, centaur, mutcentaur etc.) and then its really needed.

(http://img18.imageshack.us/img18/851/cshotgun7.png)
Looks perfect

(http://img228.imageshack.us/img228/3396/femalewip.png)
The forehead is really big  :)
Title: Re: 3d models development
Post by: Slaver Snipe on February 14, 2011, 06:18:32 pm
It might be nice to have 3d ghouls...and then use it for mercs cuz walking speed makes me cry.

Damnit got a developer to post (thanks surf) and he avoided commenting on the important part of it.
Title: Re: 3d models development
Post by: Surf on February 14, 2011, 06:23:25 pm
It might be nice to have 3d ghouls...and then use it for mercs cuz walking speed makes me cry.

Ghouls ARE slow. That's their downside.
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 06:26:45 pm
Not all ghouls are slow and most likely not all ghouls look like Set or Harold. Same with centaurs: Not all centaurs look the same, etc. etc.
Title: Re: 3d models development
Post by: Graf on February 14, 2011, 06:29:26 pm
Ghouls ARE slow. That's their downside.
+1 to Lexx. All Super Mutants are slow, yes, but not all ghouls.
You probably don't play this game too much, cuz according to your conclusions you are definitely not an expert in Fallout universe.

Bullshit.
Care to explain please? And yes, you shouldn't talk this way with people you don't know.
Title: Re: 3d models development
Post by: Gray on February 14, 2011, 06:36:24 pm
The female model was to be posponed until I finish animations, but maybe I should continue with it now, because It would be good to model the body attachments for her too, but I need your help to do so.
Just give me something to work with.
Adjusted combat shotgun. Straightened butt of gun, as suggested. Also have tweaked the texture a little more. Should be pretty close to the original now.
Perfectum.
Why waste time on something which is already perfect? I'd much rather someone makes completely new enemy 3d models
Adding new mob species do not seems to be much better idea then converting present ones into 3D. It's easier and more correctly to expand and customize present mobs then to invent something completely new.
Title: Re: 3d models development
Post by: Solar on February 14, 2011, 06:42:29 pm
How about armors?
My fingers are itching for new job already  ;D

From the standard armours ... CLJ, APA - will Tesla have additions or just be a different texture onto metal?

From things that'd be cool to add - Not sure if Lag is working on Football Pads, so maybe Tyre Armour?


New critters in 3D, if everything needed for player models has been done and there are still skilled people wanting to do more ... why not? Making the game look better is valuable in itself.
Title: Re: 3d models development
Post by: Lexx on February 14, 2011, 06:46:19 pm
When everything for the humans is done, it can be started to try to make everything for the humans even better. :p
Title: Re: 3d models development
Post by: TheGreenHand on February 14, 2011, 07:08:50 pm
New critters in 3D, if everything needed for player models has been done and there are still skilled people wanting to do more ... why not? Making the game look better is valuable in itself.

I may not be in any position to weigh in on this, but I feel like we should get the human 3D player models done, and not really worry about much else until later.  A game where all players are 3D, and customizable, is great.  But I think it'd be weird to exchange NPCs and such for 3D versions.  We already have a handful of 3D critters in the game.
Title: Re: 3d models development
Post by: Karpov on February 14, 2011, 07:14:39 pm
OK, changed it a bit: shorter arms, shorter thigh, smaller forehead, fatter legs and upper arms. Anything else?

(http://img204.imageshack.us/img204/3218/femalewip2.png)

Gray, I could give you this model, but I am still changing it as you can see, I need to make sure I send you the final version. I will send you a PM with the file if you want it anyway.

Still taking suggestions.  ;)
Title: Re: 3d models development
Post by: Izual on February 14, 2011, 07:25:30 pm
Must all armors be done again in female version, or will male/female use same armor model?
Title: Re: 3d models development
Post by: Solar on February 14, 2011, 07:36:30 pm
OK, changed it a bit: shorter arms, shorter thigh, smaller forehead, fatter legs and upper arms. Anything else?

(http://img204.imageshack.us/img204/3218/femalewip2.png)

Gray, I could give you this model, but I am still changing it as you can see, I need to make sure I send you the final version. I will send you a PM with the file if you want it anyway.

Still taking suggestions.  ;)

Looking good :)
Title: Re: 3d models development
Post by: Kharaam on February 14, 2011, 07:38:23 pm
hope for bikini version ;) not!

one thing: shadows blend with boots on this model, it doesn't look good.
Title: Re: 3d models development
Post by: Karpov on February 14, 2011, 07:46:08 pm
Ok, boots are just texture, I can make them brighter.

Armors need to be redone, yes, but I made the female model with the same mesh from the male model, so that could help a bit when making them fit to the body. Right now when you wear an armor, the game attaches the male armor, it does not look that bad, but it is not right either. I believe the power armor looks fine that way, since they are all rigid parts.

New video: shows Leather armor by Ztormi, my leather jacket, and 2 animations: sledge Thurst and spear throw. Last one is bad, I will have to speed it up.

http://www.youtube.com/watch?v=mZGpRLN-MC0

PS: I forgot to show skin tone in the video with those, but they work just fine.
Title: Re: 3d models development
Post by: Gray on February 14, 2011, 07:47:51 pm
Must all armors be done again in female version, or will male/female use same armor model?
Of course they do. Character-in-armor is a one discrete model. That's why I am demanding the female model.
Gray, I could give you this model, but I am still changing it as you can see, I need to make sure I send you the final version. I will send you a PM with the file if you want it anyway.
Well, I can wait until tomorrow ;)
Title: Re: 3d models development
Post by: killer1001 on February 14, 2011, 07:52:39 pm
love the LA. i might even use it more often than CA for fun  ;D.
Kharaam, i love the pic you have below what you wrote. its just so inspirational
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 01:10:05 am
Ok here it is, the Advanced Power Armor untextured. I bet I'm not the first one trying to model that but here's my version of it. Reference images were pain in the arse to find so if this reminds APA even a bit I'm happy.

Again, built on top of the Karpov's male model.

Title: Re: 3d models development
Post by: Mitch West on February 15, 2011, 01:51:06 am
I'm really excited, I haven't been playing FOnline for very long now, But I think this will be a great improvement in this mod. I have some artistic modeling and texturing ability, But it sucks being as lazy as I am :3 and I like the whole "Soon" idea XD
Title: Re: 3d models development
Post by: Gray on February 15, 2011, 02:46:28 am
Ok here it is, the Advanced Power Armor untextured. I bet I'm not the first one trying to model that but here's my version of it. Reference images were pain in the arse to find so if this reminds APA even a bit I'm happy.
The helmet is completely wrong, either the shoulders. Legs are a bit wrong and hands are wrong too.
On Russian community we spent about two months to rebuild APA true shape piece by piece. You are right, you are not the first who tried it.
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I need just a good texture to finish it.
Title: Re: 3d models development
Post by: None on February 15, 2011, 04:20:00 am
Well, nice try anyway Ztormi. Don't give up.
Title: Re: 3d models development
Post by: Lexx on February 15, 2011, 09:20:51 am
That reminds me. Now we can finally have a decent model for combat leather jacket, etc. :p
Title: Re: 3d models development
Post by: Haraldx on February 15, 2011, 11:33:13 am
Holy dog, guys! You guys are just awesome! Maybe I can do something about the critters. I will take a look. Good work guys, we are making this game a revolution!

EDIT: Working a bit on the rad scorpion :) Will post when I come up with something.
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 11:46:14 am
The helmet is completely wrong, either the shoulders. Legs are a bit wrong and hands are wrong too.
On Russian community we spent about two months to rebuild APA true shape piece by piece. You are right, you are not the first who tried it.I need just a good texture to finish it.

I think the one in the middle looks pretty good. But I personally think the helmet doesn't look just right there. Is it unwrapped?
Title: Re: 3d models development
Post by: Crazy on February 15, 2011, 12:11:21 pm
I think the one in the middle looks pretty good. But I personally think the helmet doesn't look just right there. Is it unwrapped?

The model made by community (the one which will be used) is the last (at right). I think there is a picture with texture somewhere in the thread.... It look good.
Title: Re: 3d models development
Post by: Opera on February 15, 2011, 12:41:39 pm
In my opinion the model on right looks bad. Model on left looks much better. Dunno if it is the texture then.

Both models also have this weird "circle" going around head. I don't see such thing in the sprite.

Maybe this would be helpful:
http://www.sbatl.ru/Fallout3/mod/ClassicAdvancedPowerArmor.jpg
Title: Re: 3d models development
Post by: Gray on February 15, 2011, 01:00:39 pm
In my opinion the model on right looks bad. Model on left looks much better. Dunno if it is the texture then.
That's just bad textures, you'll see.
Both models also have this weird "circle" going around head. I don't see such thing in the sprite.
But the "talking heads" has that "circle". They have a few common with sprites.
Maybe this would be helpful:
http://www.sbatl.ru/Fallout3/mod/ClassicAdvancedPowerArmor.jpg
OMG. I've seen this homemade crap about hundred times. It's suxx.
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 01:13:49 pm
Looks like there's no agreement whether there's APA finished or not. If you think I'm doing work for nothing please say so and I'll start working on something else. I really hope I'm not stepping on anyone's toes with this model.

(http://img404.imageshack.us/img404/8652/apa2.jpg)
Title: Re: 3d models development
Post by: TommyTheGun on February 15, 2011, 01:15:47 pm
Ive been following this thread all the time and decided to say "Hi" once in a while, so here it goes:
Hi!

I'm very impressed - the progress is huge. I'm actually embarrased with my guns models when I see what you've been up to.

Anyways - Is skejwen even alive?  AFAIR he was holding all the weapon models we made before and there were few wonderful ones - it would be a pity if those models would vanish. I still have mine if you need them although i know, they are not the best ones.

I wish I could help in developing this 3d project, unfortunately i can only make REALLY simple models, which are already done as i presume.

Congratulations to everyone who helps in developing this whole thing. Keep up great work, guys!
Title: Re: 3d models development
Post by: Opera on February 15, 2011, 01:22:53 pm
But the "talking heads" has that "circle".

For me the "talking heads" look completely different than the sprite. Maybe there was two models for APA? One used for talking heads and one used for the sprites?

The model made for that F3 mod looks great. Of course not perfect, but really nice job.
Title: Re: 3d models development
Post by: Graf on February 15, 2011, 01:24:46 pm
he was holding all the weapon models we made before
Don't worry, fortunately I have all these models too (except Maddox ones)
And at least a few more people have them as well.
Title: Re: 3d models development
Post by: Solar on February 15, 2011, 02:00:52 pm
Skej is still about, not to fear.
Title: Re: 3d models development
Post by: Gray on February 15, 2011, 02:17:46 pm
Looks like there's no agreement whether there's APA finished or not. If you think I'm doing work for nothing please say so and I'll start working on something else. I really hope I'm not stepping on anyone's toes with this model.
Helmet is still just wrong. Try to make it first, all other model is not so difficult.
examine this (http://www.fallout-archives.com/pics/cover_fallout_2.jpg)
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 04:45:33 pm
Running out of ideas soon. Redid the mask completely and I don't think there's much to do without adding more polys.

(http://img819.imageshack.us/img819/2820/apacloseup.jpg)

(http://img834.imageshack.us/img834/284/apawireframe.jpg)
Title: Re: 3d models development
Post by: Gray on February 15, 2011, 05:26:07 pm
Running out of ideas soon. Redid the mask completely and I don't think there's much to do without adding more polys.

(http://img819.imageshack.us/img819/2820/apacloseup.jpg)

(http://img834.imageshack.us/img834/284/apawireframe.jpg)
No. Just no. I propose not to waste your time, because I have APA on a higher stage of development.
(http://img692.imageshack.us/img692/23/karpovapa02.png)
If you want - I'll send it for you. So you can finish it and obtain all glory. I just can't see it any more.
Title: Re: 3d models development
Post by: Karpov on February 15, 2011, 05:35:24 pm
Hello, I can send you the New Vegas APA model if you want, it is very good, and has pretty textures, I even tested it in game, a shame it is hi poly.

                            (http://img84.imageshack.us/img84/2299/ohgodw.png)
Ok here is the news: I tested the female model with one animation from the Male model, I just had to load the new skeleton and re-export in a new file, it seems to work quite good.

http://www.youtube.com/watch?v=o5bZ_vpjukk

I also made some of the Club/Cattle prod animations. Here I try to fix my car with it:

http://www.youtube.com/watch?v=b5Ag2IjRZF0

PS: I would need a minigun model to create the animations, but I need it to have the handles on the right place, check the original sprite.
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 05:50:46 pm
If you want - I'll send it for you. So you can finish it and obtain all glory. I just can't see it any more.
Lol
I agree your body armor is better. But I honestly think helmet isn't any better. Eyes are too big and the tube on the right cheek is too small.
Maybe it's all in viewer's eye how the mask looks  :D

I asked you before if it's unwrapped but havent got answer yet. If it is I can give a shot in texturing it.
Otherwise I'll start working on some other stuff.
Title: Re: 3d models development
Post by: Solar on February 15, 2011, 06:03:56 pm
The girl looks great.

To my untrained eye all those APA's look pretty much the same  ;D
Title: Re: 3d models development
Post by: Lexx on February 15, 2011, 06:19:56 pm
Maybe this would be helpful:
http://www.sbatl.ru/Fallout3/mod/ClassicAdvancedPowerArmor.jpg

My APA is wrong in many details. I wouldn't use it as reference for anything. If at all, the FNV APA can be used. Though, not even this one fits 1:1 with the original.
Title: Re: 3d models development
Post by: SmartCheetah on February 15, 2011, 06:23:10 pm
I'm not too much into female tattoos but I would make skintones out from base texture when needed. Of course if there will be noone else who want to contribute his/her work :P I bet Pistacja would do it way better than me, lol.

Anyway: Progress is enormous. Love reading every post from you guys. About an APA - I like the "wider" version of helmet lower part (As it might be seen in sprites)

About new armors: Seeing something like this:
(http://images2.wikia.nocookie.net/__cb20070625092722/fallout/images/d/de/Tribal_PA_helmet.jpg)
Would be lovely. You know - something like partially protecting metal armour with tribal marks and various things added to it. Armor made of junk and used/destroyed army equipment! Yes please! :3

This thing looks nice as well for light Enclave soldiers(Or just those without APA):
(http://th00.deviantart.net/fs43/300W/i/2009/063/1/c/Fallout__Enclave_soldier_by_dywa.jpg)
as a thing opossed to Combat Armor. Plus maybe some normal suits for Enclave operatives? You know, something like Galactic empire suits but with more falloutish '50s feel :P
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 06:28:51 pm
My APA is wrong in many details. I wouldn't use it as reference for anything. If at all, the FNV APA can be used. Though, not even this one fits 1:1 with the original.
I think the whole APA is a bit controversial. Talking head and game sprite doesn't seem to match at all and the overall design is weird in it's beautiful and fascinating way  :)
Title: Re: 3d models development
Post by: Lexx on February 15, 2011, 06:31:36 pm
The APA looks different on every available image. My guess is that it changes a lot during development.
Title: Re: 3d models development
Post by: Gray on February 15, 2011, 07:14:14 pm
Hello, I can send you the New Vegas APA model if you want, it is very good, and has pretty textures, I even tested it in game, a shame it is hi poly.
I never refuse any model. Even if I'll not manage to use it, it will be a part of my collection.
The APA looks different on every available image. My guess is that it changes a lot during development.
That's true. There are no two different images with equal APA on them.

UPD. Thanx to Karpov, now we have canonical helmet and high-quality texture for APA  ;D
I am on the homestraight.
P.S. Ztormi, according to FNV model, my helmet was incredibly close. But the original is better anyway.
(http://img408.imageshack.us/img408/531/apahelmet.png)
Optimization in progress.
Title: Re: 3d models development
Post by: Pudzian_Koks on February 15, 2011, 08:51:30 pm
Hello, I can send you the New Vegas APA model if you want, it is very good, and has pretty textures, I even tested it in game, a shame it is hi poly.

                            (http://img84.imageshack.us/img84/2299/ohgodw.png)
Ok here is the news: I tested the female model with one animation from the Male model, I just had to load the new skeleton and re-export in a new file, it seems to work quite good.

http://www.youtube.com/watch?v=o5bZ_vpjukk

I also made some of the Club/Cattle prod animations. Here I try to fix my car with it:

http://www.youtube.com/watch?v=b5Ag2IjRZF0

PS: I would need a minigun model to create the animations, but I need it to have the handles on the right place, check the original sprite.

As always awesome work ;)

The helmet from NV is good choice for future APA. Good progress guys.
Title: Re: 3d models development
Post by: Addict on February 15, 2011, 09:39:26 pm
Will the modells be available to the SDK to?
Title: Re: 3d models development
Post by: Haraldx on February 15, 2011, 09:41:48 pm
Karpov - awesome as always! Need the club I made? I can send it to ya.
Ztormi, Gray - Stop fighting! Work together, make a deal about something already! But don't fight about whose model is better! You both made great work, now try to put both of these models together, if needed add polygons. It's better to make a model with too many polyongs than being without a model. The optimization can be done later.

Harald (That's me) - Good work on making a small rad scorpion! It's WIP, but looks terrible, so who cares? pictures:
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-32#imagebox
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-31#imagebox
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-3#imagebox
Title: Re: 3d models development
Post by: LagMaster on February 15, 2011, 10:20:02 pm
Harald (That's me) - Good work on making a small rad scorpion! It's WIP, but looks terrible, so who cares? pictures:
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-32#imagebox
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-31#imagebox
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-3#imagebox
you are right, it looks terrible, but it's a start
Title: Re: 3d models development
Post by: Karpov on February 15, 2011, 10:33:03 pm
It is cute Harald!  ;D  Maybe you should take some reference from real Scorpions, there is not much difference. But, why bother doing critters anyway? I mean , would I have to create animations for them too? hahaha  ;)
  You can send me your club, I could wreck some more cars with that one, but I am more intersted in the minigun, I need something to create the animation, something the guy could hold on to.
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 10:47:18 pm

Ztormi, Gray - Stop fighting! Work together, make a deal about something already! But don't fight about whose model is better!
We aren't fighting we are giving constructive criticism to each other. There's difference. Positive feedback sucks anyway.

UPD. Thanx to Karpov, now we have canonical helmet and high-quality texture for APA  ;D
I am on the homestraight.
P.S. Ztormi, according to FNV model, my helmet was incredibly close. But the original is better anyway.
(http://img408.imageshack.us/img408/531/apahelmet.png)
Optimization in progress.

Besides, that helmet is so damn beautiful that I don't give a shit anymore. It was pain in the arse to model anyway without proper references.

P.S. Would love to see wireframe render when it's optimized  :)

P.P.S. Female version of leather armor on the way thanks to Karpov  :-*
Title: Re: 3d models development
Post by: Karpov on February 15, 2011, 10:56:09 pm
Is he actually optimizing that model? that sounds harder than rebuilding it  :-\  The mesh is really subdivided in the model, like if the model had been tessellated by the original artist to smoothen the edges.
Title: Re: 3d models development
Post by: Ztormi on February 15, 2011, 11:17:41 pm
(http://img375.imageshack.us/img375/882/leatherarmorfmrender.png)

Texture needs a few fixes like the straps on the back. Belt should be a bit higher too?

(http://www.fo2238.fodev.net/wiki/images/4/4f/Hflthraa_sw.gif)

Also, I think subforum for models development would come in handy. This thread is very messy and getting out of hands imo  :P
Title: Re: 3d models development
Post by: bikkebakke on February 15, 2011, 11:45:39 pm
Does anybody have a .max file for an armour, I just want to open up and watch it, see if I can learn anything.

(http://img375.imageshack.us/img375/882/leatherarmorfmrender.png)

Texture needs a few fixes like the straps on the back. Belt should be a bit higher too?

(http://www.fo2238.fodev.net/wiki/images/4/4f/Hflthraa_sw.gif)

Also, I think subforum for models development would come in handy. This thread is very messy and getting out of hands imo  :P
bumping up this to the new page.
Title: Re: 3d models development
Post by: Lexx on February 16, 2011, 12:32:15 am
Keep in mind that the backside is open on female leather armor. Same (a little bit) with female metal armor.
Title: Re: 3d models development
Post by: Karpov on February 16, 2011, 12:33:56 am
Hmmm, Ztormi, that's a tricky one, I just noticed the back was naked it the original sprite. The only way I think you can do it is making that brown clothing part of the armor model,  taking some of the polygons from the character mesh and leaving a gap in the back , but my mesh does not help at all, you would need to modify it. I'll see If I can do something about it... The rest is good, but those boots are for men, you should try to use the shape of the character's feet, you will notice I left a little "heel" shape there.
Title: Re: 3d models development
Post by: Ztormi on February 16, 2011, 12:38:49 am
Exactly I what I was thinking too. I couldn't think of any way to do the open back either but modelling the shirt so I ended up with this compromise.
Title: Re: 3d models development
Post by: SmartCheetah on February 16, 2011, 12:49:09 am
(http://img375.imageshack.us/img375/882/leatherarmorfmrender.png)

Texture needs a few fixes like the straps on the back. Belt should be a bit higher too?

(http://www.fo2238.fodev.net/wiki/images/4/4f/Hflthraa_sw.gif)

Also, I think subforum for models development would come in handy. This thread is very messy and getting out of hands imo  :P

Agreed. There should be topics for basic stuff progress, weapons, new content and other crap. Mods - can you manage to make something like that for us? Plus something about dev. tracker on wikia.
Title: Re: 3d models development
Post by: Abaddon Raptus on February 16, 2011, 01:59:49 am
(http://th00.deviantart.net/fs43/300W/i/2009/063/1/c/Fallout__Enclave_soldier_by_dywa.jpg)
looks like stormtrooper)))
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 02:48:00 am
Does anybody have a .max file for an armour, I just want to open up and watch it, see if I can learn anything.
bumping up this to the new page.

What program are you all using to make these armors? I would maybe like to give it a shot...
Title: Re: 3d models development
Post by: Gray on February 16, 2011, 06:15:02 am
Karpov, what have you done? I haven't sleep yet! It's 8 AM and I'm still on a computer.
But I have a result :)
(http://img37.imageshack.us/img37/8862/karpovapa01.png)
Armor 1602 tris, Helmet 1014.
That's it for now, I'm out.
Title: Re: 3d models development
Post by: LagMaster on February 16, 2011, 07:18:40 am
Karpov, what have you done? I haven't sleep yet! It's 8 AM and I'm still on a computer.
But I have a result :)
(http://img37.imageshack.us/img37/8862/karpovapa01.png)
Armor 1602 tris, Helmet 1014.
That's it for now, I'm out.
nice job!
Title: Re: 3d models development
Post by: LagMaster on February 16, 2011, 07:45:20 am
@Solar: i will try to make some sort of body-armor parts for that legion armor, but i do not know how i will succed
Title: Re: 3d models development
Post by: Ghosthack on February 16, 2011, 08:51:10 am
As this thread was now moved to the new 3D development board, there's no further need to continue discussing it here, but I'll keep it open anyway.
Title: Re: 3d models development
Post by: Haraldx on February 16, 2011, 11:30:38 am
It is cute Harald! ;D

Yeah, I wanted to have one picture of the rad scorpion say "Rawr" to make it kind of more cute, but oh well, doesn't matter, because in the final version he won't look so cute :(. Working on the tail now to make it more like a stinger. I use this picture to make it look like it should.
(http://images2.wikia.nocookie.net/__cb20090821192124/fallout/images/8/8f/Fo_Render_Radscorpion.png)
You can send me your club, I could wreck some more cars with that one, but I am more intersted in the minigun, I need something to create the animation, something the guy could hold on to.
Uploading the club. Incase  you want, I will also send you the un-finished minigun. Check PM I'm gonna send you any second.
Title: Re: 3d models development
Post by: Jimmy BoyX on February 16, 2011, 03:33:15 pm
Karpov, what have you done? I haven't sleep yet! It's 8 AM and I'm still on a computer.
But I have a result :)
(http://img37.imageshack.us/img37/8862/karpovapa01.png)
Armor 1602 tris, Helmet 1014.
That's it for now, I'm out.
Awesome but it needs change colors for match with helmet. Helmet is awesome but armor look not great right now.
Title: Re: 3d models development
Post by: Addict on February 16, 2011, 03:33:50 pm
Hello.I tried to make the AP Rocket this is how it turned out.Its not exactly like original I improved it a bit(in my opinion).Btw I suck at texturing.Please tell me if you want project file to improve or to texture it.I'm pretty new to modelling but I can learn fast.
(http://i469.photobucket.com/albums/rr60/sugativa243/AP-Rocket.jpg)
Title: Re: 3d models development
Post by: Lexx on February 16, 2011, 03:39:04 pm
Awesome but it needs change colors for match with helmet. Helmet is awesome but armor look not great right now.

The body is not yet textured.
Title: Re: 3d models development
Post by: bikkebakke on February 16, 2011, 03:45:05 pm
Addict, what polycount is that (tris), looks high but good. And I highly doubt if projectiles like that will be made to 3d.
Title: Re: 3d models development
Post by: Jimmy BoyX on February 16, 2011, 03:46:34 pm
Lexx, good I didn't know it, now I know. When do we get new youtube movies from Karpov? I'd like to see APA when it'll done.

In this (http://fodev.net/forum/index.php?topic=13876.0) topic I suggested new clothes - elegant suit XIX 30-40s (New Reno gangsters), what do you think?
Title: Re: 3d models development
Post by: Gray on February 16, 2011, 04:04:19 pm
Awesome but it needs change colors for match with helmet. Helmet is awesome but armor look not great right now.
coz the body is completely untextured. After posting that, I've just fall asleep :) I've spent all night optimizing the helmet.
In a day or two I'll show fully textured armor.
In this (http://fodev.net/forum/index.php?topic=13876.0) topic I suggested new clothes - elegant suit XIX 30-40s (New Reno gangsters), what do you think?
Nothing impossible. When I have a time... or somebody else ;)
Title: Re: 3d models development
Post by: Addict on February 16, 2011, 04:22:07 pm
Addict, what polycount is that (tris), looks high but good. And I highly doubt if projectiles like that will be made to 3d.

Define high?
Title: Re: 3d models development
Post by: Opera on February 16, 2011, 04:36:28 pm
Define high?

The model will be just "few" pixels in the screen. Not much detail needed since you can't see them unless you zoom in.
Title: Re: 3d models development
Post by: Ztormi on February 16, 2011, 05:42:23 pm
Define high?
I think 6-8 sided cylinder is enough
Title: Re: 3d models development
Post by: Solar on February 16, 2011, 07:17:47 pm
You tube of the APA? Nah, LA Girl!
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 07:32:00 pm
To all of you who are contributing these great looking 3D models... are you guys using any base models or making them all from scratch? and if you are using base models, can you tell me where you are getting them from?

PS I downloaded sculptris. idk if it is a good program to use, but iw anted to try 3d modeling.

Also, what program are you guys using to make the leather armor and such? it looks really great!

Thanks in advance!
Title: Re: 3d models development
Post by: bikkebakke on February 16, 2011, 07:46:44 pm
They (/we, I'm just testing armour modeling now) use a body model, otherwise we wouldn't know any measurements/body proportions, or at least that's how I think everyone is doing, don't know how the heck you would make them otherwise :P

But all armours are made from scratch if that is what you meant, of course, if you have made an armor you could technically use it to help you make a new armour, but it's often easier to remake from scratch.

Any program is good, use the one you are most used to, I use 3ds max, some use blender i guess (I dont like blender >_>) etc etc.


//edit
I downloaded the environment armour and I'm not sure how the skin works :S A part of the armor was modeled (like normal) but a large part of the "armour" was just a texture on the skin. Was it an in-complete version or what :/
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 07:49:06 pm
They (/we, I'm just testing armour modeling now) use a body model, otherwise we wouldn't know any measurements/body proportions, or at least that's how I think everyone is doing, don't know how the heck you would make them otherwise :P

But all armours are made from scratch if that is what you meant, of course, if you have made an armor you could technically use it to help you make a new armour, but it's often easier to remake from scratch.

Any program is good, use the one you are most used to, I use 3ds max, some use blender i guess (I dont like blender >_>) etc etc.

For someone who is interested in just trying 3d Modeling for the VERY FIRST TIME, which is the easiest program?


(And PS where do you get the body models? And are these body models the ones that are going to be used in FOnline after the 3d upgrade? or are all these armors for nothing?)
Title: Re: 3d models development
Post by: bikkebakke on February 16, 2011, 07:57:46 pm
Hmm, hard question. I tried blender but didn't like it, I didn't find it very organized and I just found 3ds max much easier, but all this depends really much on you, what I dislike you might like very much. Bad part about 3ds max is that it's a bit expensive (unless... you get it by other means ofc).

Best advice I got is that you try out a program, if you like it you stay with it, if it doesn't feel right or that you find it very hard to do things in it, try another.
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 08:14:35 pm
Hmm, hard question. I tried blender but didn't like it, I didn't find it very organized and I just found 3ds max much easier, but all this depends really much on you, what I dislike you might like very much. Bad part about 3ds max is that it's a bit expensive (unless... you get it by other means ofc).

Best advice I got is that you try out a program, if you like it you stay with it, if it doesn't feel right or that you find it very hard to do things in it, try another.

I downloaded 3ds max. But like I asked before but where are you getting the body models?
Title: Re: 3d models development
Post by: LagMaster on February 16, 2011, 08:25:12 pm
i've made "punk female green hair"(is not textured yet)
screens:
http://img207.imageshack.us/g/greenhair1.png/
download:
http://www.megaupload.com/?d=YKZYUS2O
Title: Re: 3d models development
Post by: bikkebakke on February 16, 2011, 08:26:56 pm
Here's the zip file if anyone else wants to take a look at it.
http://www.sendspace.com/file/4e4sx7

Took it from here :P

//thats the environmental armour with body model under and disregard my earlier question then.

thanks alvarez, gonna try that one out.
Title: Re: 3d models development
Post by: Alvarez on February 16, 2011, 08:27:59 pm
I downloaded 3ds max. But like I asked before but where are you getting the body models?


Base male model, reuploaded.

http://www.megaupload.com/?d=S0ME2FFR

Karpov, for the female model: did you just scaled the male to female proportions? Could you upload the female mesh as well, just for the sake of conformity?

Title: Sugestion:make non-weapons weapons in hand availeble to see
Post by: LagMaster on February 16, 2011, 08:38:16 pm
we got our ammo in the hand, let's see an ammo mag, we got bottle caps in hand, let's see a cap bag, we got nukka-colla in hand:
(http://img148.imageshack.us/img148/9277/bottlen.png)
let's see a bottle then
download 3DsMax:
http://www.megaupload.com/?d=L6YFNA4C
note:you can modify it if you whant so it can be used for beer, rot gut, nukka cola, whatever you whant, just resize some bits and add a diferent texture
note2: i will try to make tomorow some bottle cap and other things, today i made as much as i coud to help
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 09:55:21 pm
Okay, I have 3ds max up and running also, i imported the male hero.obj. but for some reason, i cant get a frontsie view of him. i only see him laying down, and overhead view. anyone familiar with 3ds max, can you shed some light?

(http://i1186.photobucket.com/albums/z367/keepinitwolf/ss3dsmax.gif)

ALSO: I would really like to know what program is being used to make such models as Ztormi's...

(http://img26.imageshack.us/img26/4318/lafixl.jpg)

As they are some of the best I have seen. Also, where to get the body models? Thanks in advance! :)
Title: Re: 3d models development
Post by: Alvarez on February 16, 2011, 10:08:02 pm
Okay, I have 3ds max up and running also, i imported the male hero.obj. but for some reason, i cant get a frontsie view of him. i only see him laying down, and overhead view. anyone familiar with 3ds max, can you shed some light?

I'd say, you just rotate him on selected axis to 90 degrees...
And then, open your browser, go on YouTube.com, enter in search field "3ds max basics" and spend some time watching them.

My homework to you: turn the model upward and make it twice its size and explain to me what a vertice, edge and face is.
We gonna make for him a hat later.

Ehh, mods, could you move it to some kind of tutorial and newbie help thread?
Title: Re: 3d models development
Post by: bikkebakke on February 16, 2011, 10:08:57 pm
look at some 3ds max tutorials (http://www.youtube.com/watch?v=KwRkkGzA98k) to learn the interface and how to create things, it takes some time.

What you have to do is just rotate the character, first select the character so he is... selected... then select the rotate icon (looks like a arrow going in a circle), then rotate in the X-axel (at the bottom there should be a few boxes - X:[number] Y:[number] Z:[number], just drag the arrows next to the X:[] box, to -90 I think, this should make him stand up. But I think you should look at some tutorials first.



//aww i just ruined some of his homework :(
Title: Re: 3d models development
Post by: Alvarez on February 16, 2011, 10:11:33 pm
look at some 3ds max tutorials (http://www.youtube.com/watch?v=KwRkkGzA98k) to learn the interface and how to create things, it takes some time.

What you have to do is just rotate the character, first select the character so he is... selected... then select the rotate icon (looks like a arrow going in a circle), then rotate in the X-axel (at the bottom there should be a few boxes - X:[number] Y:[number] Z:[number], just drag the arrows next to the X:[] box, to -90 I think, this should make him stand up. But I think you should look at some tutorials first.



//aww i just ruined some of his homework :(


Naw, you just helped him. But still, it's not a appropriate place for this here.
Cryptopsy, what are you going to do with the models, even if you get them, huh?
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 10:11:54 pm
I'd say, you just rotate him on selected axis to 90 degrees...
And then, open your browser, go on YouTube.com, enter in search field "3ds max basics" and spend some time watching them.

My homework to you: turn the model upward and make it twice its size and explain to me what a vertice, edge and face is.
We gonna make for him a hat later.

Ehh, mods, could you move it to some kind of tutorial and newbie help thread?

come on Alvarez, dont  pull the mod card on me.
Title: Re: 3d models development
Post by: Alvarez on February 16, 2011, 10:13:45 pm
come on Alvarez, dont  pull the mod card on me.

I'll put a RTFM card on you.
It's super effective. Goodnight.
Title: Re: 3d models development
Post by: bikkebakke on February 16, 2011, 10:24:59 pm
Move them to this thread: New to modeling? (http://fodev.net/forum/index.php?topic=13902.0)

Think it will be good to have a separate thread for that and I hope some of you 'veterans'  take a look in there from time to time, to see if anyone needs any help, it's not so exhausting to take a peek there :P

@below

--> check new modeling helper thread, gave a quick answer there, but might not be fully satisfactional :P
Title: Re: 3d models development
Post by: Cryptopsy on February 16, 2011, 10:29:28 pm
Anyways, bikkebakke, check out my updated post at the top of this thread. page
Title: Re: 3d models development
Post by: TheGreenHand on February 17, 2011, 02:22:09 pm
I'll put a RTFM card on you.
It's super effective. Goodnight.

Ahh, Read The Fucking Manual.
I had to google it.
Title: Re: 3d models development
Post by: Sius on February 17, 2011, 02:27:27 pm
One just leaves for half a year and when he comes back there is whole revolution going on!

Epic stuff you have here. Especially armor section looks amazing already! Keep up the amazing work guys. I hope to see this done when I check on you next time ;)
Title: Re: 3d models development
Post by: Shangalar on February 17, 2011, 04:47:43 pm
One just leaves for half a year and when he comes back there is whole revolution going on!

Epic stuff you have here. Especially armor section looks amazing already! Keep up the amazing work guys. I hope to see this done when I check on you next time ;)

Same here. Your motivation, organization and results are an example for this community. Many of us are following you from shadows and relaying news to other forums. Keep up the good work !
Title: Re: 3d models development
Post by: Graf on February 17, 2011, 06:36:28 pm
I've updated 3d graphics development tracker. Now we need to finish all missing models.

p.s. Does anyone have a plugin that is importing .BLEND file format to 3ds max? I didn't found anything in google about that.
Title: Re: 3d models development
Post by: Haraldx on February 17, 2011, 06:49:13 pm
I've updated 3d graphics development tracker. Now we need to finish all missing models.
Putting texture on a pipe rifle right now. I don't know what is the thingy at the start of the barrel meant to be tho.
EDIT: Sending you, Graf, the club I made.
EDIT2: Edit the wiki, Graf, for the minigun part - I made the basic model and initial texture, Karpov made minor changes to the model and made the texture. I want Karpov to be credited too, however all I can give you is this cool picture Karpov sent me: http://img14.imageshack.us/img14/5815/minigunw.jpg
EDIT3: Uploading a video about the pipe rifle I made. Has texture and all the stuff.
EDIT4: Sorry about the pause, my computer crashed :P But here is the video: http://www.youtube.com/watch?v=6yW82drEbjY
Title: Re: 3d models development
Post by: bikkebakke on February 17, 2011, 08:27:36 pm
The... thingie at the start of the barrel might have something to do with loading the rifle.
(http://www.fo2238.fodev.net/wiki/images/7/7f/Springun.gif)
Title: Re: 3d models development
Post by: Graf on February 17, 2011, 08:37:14 pm
Ok, Haraldx, I guess this model of pipe rifle is good enough for such rare weapon. I mean, it's barely anyone will be using it. The only thing - you probably should add a thing, which bikkebakke is talking about. After that, you can send it to me.
P.S. I've edited a texture of your minigun a bit, to make it fit an Avenger minigun, if you don't mind.
Title: Re: 3d models development
Post by: Mr_Gazo on February 17, 2011, 09:35:51 pm
hello,
who weapons are available to make? some fields have not been here.
Title: Re: 3d models development
Post by: Graf on February 17, 2011, 10:40:59 pm
hello,
who weapons are available to make? some fields have not been here.
Hi, good to see you're back :)
3D development tracker (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker) was updated a few hours ago, so you can find some info there or in these topics (http://fodev.net/forum/index.php?board=31.0).
Title: Re: 3d models development
Post by: Haraldx on February 18, 2011, 10:14:40 am
Don't know about you, but I just found the Van Buren grenade somehow inappropriate. So I made my own, sadly, can't really get that middle thingy looking good.
Video here: http://www.youtube.com/watch?v=OUnOHUXxiZY

video ofcourse includes limb-less blue suit at the start :)
Title: Re: 3d models development
Post by: Graf on February 18, 2011, 10:17:58 am
Van Buren grenade
Nice, but texture needs to be improved a bit.
Title: Re: 3d models development
Post by: Mr_Gazo on February 18, 2011, 10:21:36 am
I Fix It!

(http://img151.imageshack.us/img151/8718/deserteagleg.png)

wire: http://img441.imageshack.us/img441/4592/deserteaglewire.png

Files : obj, texture
http://depositfiles.com/files/0nbzx6w92
Desert Eagle (Tris:110), Exp. Mag.(Tris:14)
Title: Re: 3d models development
Post by: Haraldx on February 18, 2011, 10:25:28 am
Nice, but texture needs to be improved a bit.
Yeah, I can't really get the middle thing working out great, must be a problem with my bad UV maps (as always). I will edit the a bit and see if anything useful comes out.
Title: Re: 3d models development
Post by: Mr_Gazo on February 18, 2011, 10:52:19 am
knife: long time back i used 3dsmax9 file saved as .max (3dsmax9), now i have 3dsmax7 but can not open file :(

(http://img132.imageshack.us/img132/7462/knifef.png)

only format 3ds max 9 :(
http://depositfiles.com/files/a2vz0twuw
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: bikkebakke on February 18, 2011, 11:35:32 am
It would be a neat add-on, sure. Any devs care to say anything?
Title: Re: 3d models development
Post by: TommyTheGun on February 18, 2011, 12:09:12 pm
I do realise that this one aint a beauty -> http://img340.imageshack.us/i/sawnoffshottyt.jpg/ (http://img340.imageshack.us/i/sawnoffshottyt.jpg/) but isnt it better then the van buren one anyway? Even if it needs to be rescaled or retextured. I mean - this van buren thing aint a true sawn-off anyway.
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: Haraldx on February 18, 2011, 12:13:32 pm
Yeah, came up with that idea too but never posted it. Low priority - maybe after all armors, critters, weapons and stuff are implented.
Title: Re: 3d models development
Post by: Haraldx on February 18, 2011, 12:20:12 pm
I do realise that this one aint a beauty -> http://img340.imageshack.us/i/sawnoffshottyt.jpg/ (http://img340.imageshack.us/i/sawnoffshottyt.jpg/) but isnt it better then the van buren one anyway? Even if it needs to be rescaled or retextured. I mean - this van buren thing aint a true sawn-off anyway.
Quick, upload it! I puke every time I see Van Buren sawn-off.
Title: Re: 3d models development
Post by: Cryptopsy on February 18, 2011, 01:07:38 pm
Yeah, I can't really get the middle thing working out great, must be a problem with my bad UV maps (as always). I will edit the a bit and see if anything useful comes out.

Personally, I thought it looked awesome except for maybe a little shaping.

Think Pineapple instead of Beach Ball shape.

(http://www.big-ordnance.com/grenades/MK2NoHole.JPG)
Title: Re: 3d models development
Post by: Graf on February 18, 2011, 01:56:02 pm
knife
deagle
Thanks! I've uploaded them and updated wiki.

isnt it better then the van buren one anyway?
In my opinion, any model is better than VB one :) Do you have a file?

P.S. We still don't have a Gatling Laser. Does anyone wish to make it?
Title: Re: 3d models development
Post by: TommyTheGun on February 18, 2011, 02:06:44 pm
Ill send that sawnoff later tommorow or make another, better one.
Title: Re: 3d models development
Post by: Graf on February 18, 2011, 02:25:14 pm
Ill send that sawnoff later tommorow or make another, better one.
Ok.

Concerning Gatling Laser - it's quite similar to minigun, actually. So, someone could modify it. If Haraldx has nothing against it, I'll post it here. (Haraldx, please respond here)
Title: Re: 3d models development
Post by: Haraldx on February 18, 2011, 02:51:07 pm
Yeah, nothing against it! Post anything you want, we are doing stuff here for the game!
Title: Re: 3d models development
Post by: Mr_Gazo on February 18, 2011, 02:55:54 pm
Thanks! I've uploaded them and updated wiki.

it is a misunderstanding, correction:
(http://img193.imageshack.us/img193/1100/correction1.th.jpg) (http://img193.imageshack.us/img193/1100/correction1.jpg)
Title: Re: 3d models development
Post by: SmartCheetah on February 18, 2011, 03:07:57 pm
I'm little worried about muzzle flash. No idea how should we make it. Particle effect? If yes - anyone has any idea how to make particle effects? We need them anyway to make bloody-death animations.
Title: Re: 3d models development
Post by: Graf on February 18, 2011, 03:09:15 pm
it is a misunderstanding, correction:
(http://img193.imageshack.us/img193/1100/correction1.th.jpg) (http://img193.imageshack.us/img193/1100/correction1.jpg)
I've put it this way, because of regular Desert Eagle model was made by pistacja some time ago. So, I've decided that in that case you've used her model and improved it a bit.
I can put it the way you said, no problem.

Updated wiki. Should be fine now.

Minigun by Haraldx - Download link (http://www.mediafire.com/?us3k45hwl58lkht)
Title: Re: 3d models development
Post by: Haraldx on February 18, 2011, 03:11:01 pm
I'm little worried about muzzle flash. No idea how should we make it. Particle effect? If yes - anyone has any idea how to make particle effects? We need them anyway to make bloody-death animations.
Engine, we need to do stuff with the engine not the models.
Title: Re: 3d models development
Post by: Mr_Gazo on February 18, 2011, 04:11:42 pm
in wiki, my Desert Eagle it's wrong texture  ???
---
(http://img830.imageshack.us/img830/1360/flares.png)

Files : 3dsmax7, texture
http://depositfiles.com/files/g50ju9o4x
Tris:54 (x2)=108
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: LagMaster on February 18, 2011, 04:30:50 pm
i will try to make some items for floor skin, some items like: bottle cap, bottle cap bag, some drugs, but for other bottle models, you can modify my bottle in the first post, and you must add the textures (i do not wanna use Photoshop of Gimp, soz)

what do you think devs?
Title: Re: 3d models development
Post by: Graf on February 18, 2011, 06:57:48 pm
EDIT: I just found this to be wrong...
There is no mistake. I just can't put a texture on this model for some reason. Could you please try to do it for me?

P.S. @moderators, There is no need to move that message to a different topic. It's ok here.
Title: Re: 3d models development
Post by: Cryptopsy on February 18, 2011, 07:01:29 pm
There is no mistake. I just can't put a texture on this model for some reason. Could you please try to do it for me?

P.S. @moderators, There is no need to move that message to a different topic. It's ok here.

Which one, you mean the one I had?
Title: Re: 3d models development
Post by: Gray on February 18, 2011, 07:09:11 pm
Concerning Gatling Laser - it's quite similar to minigun, actually. So, someone could modify it. If Haraldx has nothing against it, I'll post it here. (Haraldx, please respond here)
I have it untextured, but female armors are the priority. If nobody make it for that time - I'll take it.
Title: Re: 3d models development
Post by: Graf on February 18, 2011, 07:30:50 pm
Which one, you mean the one I had?
I'm talking about Grease Gun made py pistacja (http://www.mediafire.com/?zvdmbx6d4l1q94f). I can't add a texture to it.
Title: Re: 3d models development
Post by: Haraldx on February 18, 2011, 08:26:27 pm
Didn't download the gun, but just take this:
(http://img534.imageshack.us/img534/4189/wutmz.jpg) (http://img534.imageshack.us/i/wutmz.jpg/)

I cut it out from the picture Pistacja posted.

EDIT: Downloaded the model, and Wings3D showed it has no UV map even set...
Title: Re: 3d models development
Post by: LagMaster on February 18, 2011, 09:45:55 pm
i think we need an IRC chanell, so we can comunicate a bit better
if there is one please tell me what is the name
#2238_3D?
Title: Re: 3d models development
Post by: skejwen on February 18, 2011, 09:54:43 pm
i think we need an IRC chanell, so we can comunicate a bit better
if there is one please tell me what is the name
#2238_3D?

Its already set - #3Ddev
Title: Re: 3d models development
Post by: LagMaster on February 18, 2011, 10:00:48 pm
Its already set - #3Ddev
tnx
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: Johnnybravo on February 19, 2011, 05:03:18 am
Pick-up models might be neat, but i wouldn't expect anyone doing animation sets for holding unusable items.
Tools, kits or maybe even alcohol on other hand would add something.
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: LagMaster on February 19, 2011, 09:16:41 am
Pick-up models might be neat, but i wouldn't expect anyone doing animation sets for holding unusable items.
Tools, kits or maybe even alcohol on other hand would add something.
and it will not be a big deal, it will be the normal animations, but with a thing in the hand
just like the small items in Deus Ex 1(if you saw yourself in a mirror)
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: Haraldx on February 19, 2011, 10:35:18 am
Pick-up models might be neat, but i wouldn't expect anyone doing animation sets for holding unusable items.
Tools, kits or maybe even alcohol on other hand would add something.
No need for extra animations. AFAIK, all non-weapon items can be held in the idle position.
Title: Re: 3d models development
Post by: LagMaster on February 19, 2011, 11:20:47 am
here are the untextured spears in .obj
http://www.megaupload.com/?d=FW8UVJHZ
i hope you like them

also: they are not textured
Title: Re: 3d models development
Post by: Graf on February 19, 2011, 11:47:00 am
here are the untextured spears in .obj
http://www.megaupload.com/?d=FW8UVJHZ
i hope you like them

also: they are not textured
No need to create a new topic everytime you make some model. Just use this topic (http://fodev.net/forum/index.php?topic=2407.1095).
Moreover, you should take a closer look at the sprite of spear and fix some things.
Title: Re: 3d models development
Post by: LagMaster on February 19, 2011, 12:48:08 pm
allready fixing some things with the help of my new asistant
that is why i made a new topic, i will post here the progres
Title: Re: 3d models development
Post by: Haraldx on February 19, 2011, 01:05:42 pm
We got a problem lol. Something is absolutely weird, and the texture seems to be working for me, but LagMaster doesn't have it.

EDIT: Wings3D or the model Om nom nom'ed my texture D:
Title: Re: 3d models development
Post by: LagMaster on February 19, 2011, 01:23:35 pm
yeah, but i made a vid
http://www.youtube.com/watch?v=WzRO5PNzTHo

if you can please change the texture so it will look decent, we will thank you
link for the .obj: http://www.megaupload.com/?d=UG4928K4
Title: Re: 3d models development
Post by: Haraldx on February 19, 2011, 02:51:05 pm
Textured and ready to be implented :)

http://www.2shared.com/file/zbNC-HvF/Spear.html
Title: Re: 3d models development
Post by: LagMaster on February 19, 2011, 03:41:55 pm
i've made a muzzle flash' you can add it at animations to apear like the empty cartriges, is not hard, but you will have to add them to every gun
as usualy is not texured, but if you can make it textured with a light animation it will look something
Title: Re: 3d models development
Post by: Graf on February 19, 2011, 04:12:07 pm
Could someone convert following models from .blend to something else please? Also, there is a few models, that needs to set Uv's.
Download link - http://www.mediafire.com/?4463xa3lsi443ob
Title: Re: 3d models development
Post by: Gray on February 19, 2011, 04:12:27 pm
Hey, guys, the same mistake both. How couldn't you see that?
(http://img510.imageshack.us/img510/8991/spearh.png)

Look closer:
(http://www.fo2238.fodev.net/wiki/images/3/3c/Spear2.gif)
Title: Re: 3d models development
Post by: LagMaster on February 19, 2011, 04:24:15 pm
the poly cound for us is 54
Title: Re: 3d models development
Post by: Haraldx on February 19, 2011, 04:54:42 pm
Hey, guys, the same mistake both. How couldn't you see that?
(http://img510.imageshack.us/img510/8991/spearh.png)

Look closer:
(http://www.fo2238.fodev.net/wiki/images/3/3c/Spear2.gif)
Yeah, just saw it. I don't think it doesn't matter anyway - I can just move the blade on the side and all is done :P
Title: Re: 3d models development
Post by: Mr_Gazo on February 19, 2011, 05:12:43 pm
Could someone convert following models from .blend to something else please? Also, there is a few models, that needs to set Uv's.
Download link - http://www.mediafire.com/?4463xa3lsi443ob
I can tomorrow set up UVs, but not today

I get started make frag grenade 3d model:
(http://img809.imageshack.us/img809/1995/grenadefragwip.png)
Title: Re: 3d models development
Post by: Haraldx on February 19, 2011, 05:43:29 pm
Mr_Gazo, looks great... but:
1. the polycount just seems huge, it's just a grenade.
2. I'm already working a grenade. I'm halfway complete, just working on the texture.

EDIT: weedeo http://www.youtube.com/watch?v=QdhEoLTAtVA
EDIT2: The lower part of the grenade has been fixed, noticed it only after I made the video.
Title: Re: 3d models development
Post by: Graf on February 19, 2011, 06:54:05 pm
I can tomorrow set up UVs, but not today

I get started make frag grenade 3d model:
(http://img809.imageshack.us/img809/1995/grenadefragwip.png)
Awesome nade. Keep it up.
Here's updated list of weapons that needs to have UV set.
http://www.mediafire.com/?kqpbxx6se7yn8ex
Title: Re: 3d models development
Post by: LagMaster on February 19, 2011, 07:05:26 pm
also we need the 3D traker for armors too
Title: Re: 3d models development
Post by: Gray on February 20, 2011, 12:06:26 am
I get started make frag grenade 3d model:
(http://img809.imageshack.us/img809/1995/grenadefragwip.png)
Awesome model, but the polygons number will exceed visible pixels number. Don't forget that it's visible size isn't as big as inventory icon. And there are hundreds of grenades may be scattered all over ground, slowing the performance.
Title: Re: 3d models development
Post by: LagMaster on February 20, 2011, 09:00:15 am
http://www.megaupload.com/?d=UWM4MBEP

gatling laser
sr, i got no time for a screen
Title: Re: 3d models development
Post by: Graf on February 20, 2011, 09:14:38 am
http://www.megaupload.com/?d=UWM4MBEP

gatling laser
sr, i got no time for a screen
Ok, nice, but texture is still requred. Also, take a closer look at sprite, it should be more similar to orginal sprite from inventory.
And yes, I'm still waiting for a model from Gray as well.
Title: Re: 3d models development
Post by: Gray on February 20, 2011, 10:11:54 am
http://www.megaupload.com/?d=UWM4MBEP

gatling laser
sr, i got no time for a screen
Already done. Sorry for not reported.
(http://img830.imageshack.us/img830/305/gatlinglaser01.png)
http://rapidshare.com/files/448903730/Glaser.rar (http://rapidshare.com/files/448903730/Glaser.rar)
318 tris.

http://www.youtube.com/watch?v=wCa29j6tlyo (http://www.youtube.com/watch?v=wCa29j6tlyo)
My first movie :)
Title: Re: 3d models development
Post by: pistacja on February 20, 2011, 10:55:03 am
Didn't download the gun, but just take this:
(http://img534.imageshack.us/img534/4189/wutmz.jpg) (http://img534.imageshack.us/i/wutmz.jpg/)

I cut it out from the picture Pistacja posted.

EDIT: Downloaded the model, and Wings3D showed it has no UV map even set...

The obj export script eat the UVs but if I remember correctly I've send a version in 3ds to Kaprov that had UVs. If that's still missing I can re-upload it in 3ds format.

Anyway... I've been gone for a week and WOW! Talk about progress!   
Title: Re: 3d models development
Post by: Graf on February 20, 2011, 11:07:27 am
http://www.youtube.com/watch?v=wCa29j6tlyo (http://www.youtube.com/watch?v=wCa29j6tlyo)
My first movie :)
When I was watching this, my eyes was like that -  :o
Added to 3d tracker.
Now all we need is to correct UV maps on these models (http://www.mediafire.com/?kqpbxx6se7yn8ex) and this part of 3D development would be considered as complete.

@pistacja, your models were corrected already, thanks to Mr_Gazo
Title: Re: 3d models development
Post by: Lexx on February 20, 2011, 12:50:36 pm
Never say "complete", there is always something that can be made better. :p
Title: Re: 3d models development
Post by: Pudzian_Koks on February 20, 2011, 12:52:53 pm
Never say "complete", there is always something that can be made better. :p
Right :P
Title: Re: 3d models development
Post by: Mr_Gazo on February 20, 2011, 01:50:41 pm
gatling laser looks good.

I make correction with 9mm mauser (Giemz). Now it's more like fallout style mauser.
(http://img215.imageshack.us/img215/3375/mauser.png)
by Giemz / Mr_Gazo

144 > 138 (Tris)
1017x637 >128x128 (Texture)
http://img255.imageshack.us/img255/1797/mausertex.jpg

3dsmax7
http://hotfile.com/dl/106270739/bea295f/gizgun3d.rar.html
Title: Re: 3d models development
Post by: pistacja on February 20, 2011, 02:01:25 pm
Made a new texture for the wrench. It's not 100% accurate with the icon, but close. The old one was 542x542, mine is 128x128.
(http://img651.imageshack.us/img651/1116/wscr.jpg)

.3ds+png in rar
http://www.megaupload.com/?d=DXEVNONG

Pulse Grenade
(http://img138.imageshack.us/img138/1064/pulsesrc.jpg)

Reduced a bit the polycount, made the texture 128x128
.3ds+png in rar
http://www.megaupload.com/?d=3QCULBEB
Title: Re: 3d models development
Post by: pistacja on February 20, 2011, 03:17:31 pm
..and the plasma pistol, texture is right from the inventory icon. Is this acceptable?
(http://img137.imageshack.us/img137/6787/plaspis.jpg)
Title: Re: 3d models development
Post by: Graf on February 20, 2011, 03:36:40 pm
..and the plasma pistol, texture is right from the inventory icon. Is this acceptable?
Sure, it's just fine.
Title: Re: 3d models development
Post by: pistacja on February 20, 2011, 05:08:36 pm
Dawnload link for the plasma pistol:
http://www.megaupload.com/?d=OA8JMVGK
(not sure if it works)

Another thing, the 10mm smg is also in the missing UVs pack, but it has UVs and a very nice texture. 
Title: Re: 3d models development
Post by: Jotisz on February 20, 2011, 07:03:13 pm
I've seen some of the models that have been done and since I'm also doing some models at NMA (though they have less details) I thought maybe as a modellsheet they can be useful. From left to right NM GRCH, NM LOSR, NA VGUL, the next one can be NM BRLP or NM BPEA, NM FATT, Hero body (you already have this but I was lazy removing it from the list), NM BOXX and the last one which didn't ended as I wanted is a Super mutant.
(http://img525.imageshack.us/img525/3378/fronti.png) (http://img525.imageshack.us/i/fronti.png/)
(http://img695.imageshack.us/img695/6242/sidery.png) (http://img695.imageshack.us/i/sidery.png/)
(http://img267.imageshack.us/img267/5074/bodytypes.png) (http://img267.imageshack.us/i/bodytypes.png/)
Title: Re: 3d models development
Post by: LagMaster on February 20, 2011, 07:19:51 pm
awsome job!!!!!
we now got human/shoul/SM criters in game!!!!
just need to me textured and added armors
Title: Re: 3d models development
Post by: Graf on February 20, 2011, 07:46:53 pm
I thought maybe as a modellsheet they can be useful.
Do you have all these models or this is just an art?
Title: Re: 3d models development
Post by: Gray on February 20, 2011, 08:51:08 pm
Yeah, the difference will be smaller then a pixel :) even with 400% zoom.
The model is on the tracker, so I'm locking this topic.
Title: Re: 3d models development
Post by: Haraldx on February 20, 2011, 10:06:07 pm
Sorry guys for not posting about it, but I made another spear (which was initially intended to be Sharpened spear). Tell me, which one do you like better? polycount increased by 6.


(http://img443.imageshack.us/img443/5179/clipboard01gy.jpg) (http://img443.imageshack.us/i/clipboard01gy.jpg/)
Title: Re: 3d models development
Post by: Gray on February 21, 2011, 06:40:42 am
Sorry guys for not posting about it, but I made another spear (which was initially intended to be Sharpened spear). Tell me, which one do you like better? polycount increased by 6.
(http://img443.imageshack.us/img443/5179/clipboard01gy.jpg) (http://img443.imageshack.us/i/clipboard01gy.jpg/)
The texture is preferable for this.
6-poly difference will not be visible.
Title: Re: 3d models development
Post by: Alvarez on February 21, 2011, 08:54:51 am
Do you have all these models or this is just an art?

I confirm the existence of these models and some animations.
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: Alvarez on February 21, 2011, 09:02:41 am
Jet inhaling, Stimpak injecting, Beer drinking...
What are the prerequisites for the animations, btw, any frame restrictions?
Title: Re: 3d models development
Post by: Gray on February 21, 2011, 09:53:42 am
I confirm the existence of these models and some animations.
Are there any supermutant animations?
Some of models should be useful after some work.
Title: Re: 3d models development
Post by: Alvarez on February 21, 2011, 10:20:26 am
Are there any supermutant animations?
Some of models should be useful after some work.

That depends on Jotisz, since he provided his art as a reference sheet yet on 2238.
Maybe if someone asks him nicely? ;)
Title: Re: 3d models development
Post by: Gray on February 21, 2011, 02:26:48 pm
Edited Wakizashi. Retextured handle and sharpened edge point.
(http://img502.imageshack.us/img502/9241/wakizashi02.png)
http://rapidshare.com/files/449099655/Wakizashi.rar (http://rapidshare.com/files/449099655/Wakizashi.rar)
Title: Re: 3d models development
Post by: Jotisz on February 21, 2011, 02:36:10 pm
Back again here is a link to the models the rar contains a blend file each critter is located on a different layer also there are an extra female which I forgot to put on the modellsheet and an obj of a ghoul which I created to replace the lenny modell (an easier approach to expand the NPC armor mod at NMA)
http://rapidshare.com/files/449098612/FILES.RAR
About the animating I have tried to create some of the hero's but the ones I saw at Fonline looked better then mine, other then the male hero critter I tried to make some of the midget movements but now I try to come up with a ghoul like moves
(http://img814.imageshack.us/img814/4320/ghoul0.gif) (http://img814.imageshack.us/i/ghoul0.gif/)
About the supermutant it needs a bit of a retopo before someone starts to animate it
Title: Re: 3d models development
Post by: bikkebakke on February 21, 2011, 03:18:45 pm
wait lol.. i actually thought that was a sprite first xD So yea, awesome ^^

//that is a 3d model right >_>
Title: Re: 3d models development
Post by: Lexx on February 21, 2011, 03:23:53 pm
Of course it is a 3d model. All critters in the game have been created from a 3d model.
Title: Re: 3d models development
Post by: Izual on February 21, 2011, 03:26:22 pm
The naked ghoul seems pretty close to the original sprite, good job! :D
Title: Re: 3d models development
Post by: pistacja on February 21, 2011, 03:52:52 pm
I was messing about with a ghoul, but it dosen't seem to be needed any more.
http://img690.imageshack.us/f/ghul.jpg/
Title: Re: 3d models development
Post by: Addict on February 21, 2011, 10:12:41 pm
terrible
Title: Re: 3d models development
Post by: Alvarez on February 21, 2011, 10:21:40 pm
Back again here is a link to the models the rar contains a blend file each critter is located on a different layer also there are an extra female which I forgot to put on the modellsheet and an obj of a ghoul which I created to replace the lenny modell (an easier approach to expand the NPC armor mod at NMA)
http://rapidshare.com/files/449098612/FILES.RAR
About the animating I have tried to create some of the hero's but the ones I saw at Fonline looked better then mine, other then the male hero critter I tried to make some of the midget movements but now I try to come up with a ghoul like moves
(http://img814.imageshack.us/img814/4320/ghoul0.gif) (http://img814.imageshack.us/i/ghoul0.gif/)
About the supermutant it needs a bit of a retopo before someone starts to animate it

Jotisz, you ain't givin up, aren't you?
What's up if it looks better, your models look better than mine and i can't even get the UV seams correctly.
Title: Re: 3d models development
Post by: Mr_Gazo on February 22, 2011, 04:03:54 am
Edited Wakizashi. Retextured handle and sharpened edge point.
I change little bit it.
(http://img838.imageshack.us/img838/6913/wakizashi.png)
new UVs and texture, optimize few tris 116 > 93

Here is an example of how to properly make
http://img222.imageshack.us/img222/9060/wakizashi2.png

3dsmax7
http://hotfile.com/dl/106638859/41af9d8/wakizashi-blade-3d.rar.html
Title: Re: 3d models development
Post by: Graf on February 22, 2011, 09:17:14 am
Guys, don't forget that there is 20 more models without of corrected UV's left. Correcting models, that already finished isn't something that is necessary right now.
http://www.mediafire.com/?xvc2tjxrjovnn3a (http://www.mediafire.com/?xvc2tjxrjovnn3a)
Title: Re: 3d models development
Post by: Gray on February 22, 2011, 10:54:02 am
I change little bit it.
(http://img838.imageshack.us/img838/6913/wakizashi.png)
new UVs and texture, optimize few tris 116 > 93
You've lost metal ring on the blade near the tsuba. Edge shape is wrong.
(http://img594.imageshack.us/img594/6913/wakizashi.png)
Editing somebody's work, don't lose the details.
Title: Re: 3d models development
Post by: IvanSyomin on February 22, 2011, 12:08:24 pm

Hi all !

I made the model of .223 pistol, which was one of my favourite weapons when I played the Fallout 2

it has 265 tris and 256x256 diffuse map
what do you think about adding this model to the Fallout Online: 2238 ?



(http://i.piccy.info/i5/47/86/1138647/223render1_240.jpg) (http://piccy.info/view3/1138647/5049708e1fdd3c5e4939cb0e87e322a3/)
(http://i.piccy.info/i5/85/87/1138785/223render2_240.jpg) (http://piccy.info/view3/1138785/4865172bcd31f15706243f99cc74a763/)

here are the direct links to fullsize renderings:

http://i.piccy.info/i5/47/86/1138647/223render1.jpg
http://i.piccy.info/i5/85/87/1138785/223render2.jpg
Title: Re: 3d models development
Post by: Lexx on February 22, 2011, 12:31:35 pm
Looks pretty good. I think it's a tad too detailed than really needed, though.
Title: Re: 3d models development
Post by: Izual on February 22, 2011, 12:48:27 pm
Also it was already done, http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker#Pistols (http://www.fo2238.fodev.net/wiki/images/thumb/3/33/223ptexd.jpg/118px-223ptexd.jpg) (204 polys, by TommyTheGun).
Yours is indeed better though :)
Title: Re: 3d models development
Post by: TommyTheGun on February 22, 2011, 01:14:28 pm
Hi all !

I made the model of .223 pistol, which was one of my favourite weapons when I played the Fallout 2

it has 265 tris and 256x256 diffuse map
what do you think about adding this model to the Fallout Online: 2238 ?



(http://i.piccy.info/i5/47/86/1138647/223render1_240.jpg) (http://piccy.info/view3/1138647/5049708e1fdd3c5e4939cb0e87e322a3/)
(http://i.piccy.info/i5/85/87/1138785/223render2_240.jpg) (http://piccy.info/view3/1138785/4865172bcd31f15706243f99cc74a763/)

here are the direct links to fullsize renderings:

http://i.piccy.info/i5/47/86/1138647/223render1.jpg
http://i.piccy.info/i5/85/87/1138785/223render2.jpg


... OH.... MY.... FUCKING.... GOD!

Its beautiful! I could stare at it for years!

But its true that its a bit too detailed for FOnline purpouses. Remember it will be barely visible. How about removing some details like triggers (you wont even notice the difference when character holds the gun)?

IMO every poly counts, since not all of us have good machines etc. So yeah, i think its important :)
Title: Re: 3d models development
Post by: Mr_Gazo on February 22, 2011, 01:35:42 pm
You've lost metal ring on the blade near the tsuba. Edge shape is wrong.
(http://img594.imageshack.us/img594/6913/wakizashi.png)
Editing somebody's work, don't lose the details.
texture my mistake ;D, but what is wrong with edge shape give example. ???
or is it: http://img337.imageshack.us/img337/6681/wakizashi3.png

Guys, don't forget that there is 20 more models without of corrected UV's left. Correcting models, that already finished isn't something that is necessary right now.
http://www.mediafire.com/?xvc2tjxrjovnn3a (http://www.mediafire.com/?xvc2tjxrjovnn3a)
I bring to forget, some have already started to correct.  :)
Title: Re: 3d models development
Post by: Jotisz on February 22, 2011, 03:40:31 pm
@IvanSyomin
Nice 223 pistol model

@Alvarez
Jotisz, you ain't givin up, aren't you?
What's up if it looks better, your models look better than mine and i can't even get the UV seams correctly.
Well I'm quite stubborn...
If you checkout the models I uploaded you can see that I also messed up a bit of the UVs (hands and foot), though as I said even though my models have the correct proportions they aren't as good as Karpov's

@Graf
I downloaded that rar with the weapon models with the UVs right now I'm looking at that gauss rifle.
Title: Re: 3d models development
Post by: Gray on February 22, 2011, 03:48:59 pm
Looks pretty good. I think it's a tad too detailed than really needed, though.
264 vs 204 for the high-level weapon :-\ It's not the difference.
Also it was already done, http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker#Pistols (http://www.fo2238.fodev.net/wiki/images/thumb/3/33/223ptexd.jpg/118px-223ptexd.jpg) (204 polys, by TommyTheGun).
Yours is indeed better though :)
It is just incomparable.
(http://img594.imageshack.us/img594/6913/wakizashi.png)
texture my mistake ;D, but what is wrong with edge shape give example. ???
In the red circle.
I downloaded that rar with the weapon models with the UVs right now I'm looking at that gauss rifle.
IMO, gauss pistol and rifle demands some more then UVW mapping. Both them are wrong (the pistol is less wrong).
Title: Re: 3d models development
Post by: Mr_Gazo on February 22, 2011, 06:17:50 pm
Gray,
I think that it comes to model edge.
Here is the correction: http://fonline3d.ucoz.net/files/wakizashi-blade-3d-fixed.rar
Title: Re: 3d models development
Post by: Jotisz on February 22, 2011, 08:16:00 pm
264 vs 204 for the high-level weapon :-\ It's not the difference.It is just incomparable.In the red circle.IMO, gauss pistol and rifle demands some more then UVW mapping. Both them are wrong (the pistol is less wrong).
Yeah I saw the scope thing which shouldn't be there at least I can't see it in the frm picture anyway I tried to modify the model then I created the uv map and a quick test texture (Sadly I ended up with 500 faces so I think its a failure for a while)
(http://img41.imageshack.us/img41/8371/teszt.jpg) (http://img41.imageshack.us/i/teszt.jpg/)
Also I looked up the pulse pistol and created an uv map for it I quilly backed a normal map so I don't post an empty picture
(http://img833.imageshack.us/img833/5924/pulse.jpg) (http://img833.imageshack.us/i/pulse.jpg/)
Btw would you mind if I look into the hero model that is being used for animation I'm thinking about mixing it with the ones I posted.
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: LagMaster on February 22, 2011, 09:01:30 pm
http://www.megaupload.com/?d=6RV7NLT0

Mentant Box AND TEXTURED

sr for no screen, but i have to close PC(stupid scool)
Title: Re: 3d models development
Post by: Gray on February 22, 2011, 10:25:10 pm
Yeah I saw the scope thing which shouldn't be there at least I can't see it in the frm picture anyway I tried to modify the model then I created the uv map and a quick test texture (Sadly I ended up with 500 faces so I think its a failure for a while)
(http://img41.imageshack.us/img41/8371/teszt.jpg) (http://img41.imageshack.us/i/teszt.jpg/)
Absolutely awesome.
Maybe the stock should be a bit longer (for hands position during animation, not for authenticity).
And 500 tris are good enough for the top weapon, check the tracker.
Btw would you mind if I look into the hero model that is being used for animation I'm thinking about mixing it with the ones I posted.
I haven't a slightest idea what are you talking about, but all my models are for public use. You may do whatever you want.
Gray,
I think that it comes to model edge.
Here is the correction: http://fonline3d.ucoz.net/files/wakizashi-blade-3d-fixed.rar
Perfect :)

P.S. I've edited the Assault Rifle. Fixed geometry mistakes and textured by standard Van Buren weapon texture.
(http://img84.imageshack.us/img84/1374/ar01.png) 176 polys
(http://img710.imageshack.us/img710/4492/ar02.png) 192 polys
http://rapidshare.com/files/449370891/AR.rar (http://rapidshare.com/files/449370891/AR.rar)
Title: Re: 3d models development
Post by: Jotisz on February 23, 2011, 08:41:17 am
Absolutely awesome.
Maybe the stock should be a bit longer (for hands position during animation, not for authenticity).
And 500 tris are good enough for the top weapon, check the tracker.I haven't a slightest idea what are you talking about, but all my models are for public use. You may do whatever you want.
Ok I checked I'll correct the stock and will try to create a better texture for it too then up it here.
About the critter modeling I thought about this
(http://img696.imageshack.us/img696/2328/fatt.png) (http://img696.imageshack.us/i/fatt.png/)
also here are some animals and a robot I'm unsure if they already done or not since I only found the armor and weapon tracker
(http://img585.imageshack.us/img585/3488/critters.png) (http://img585.imageshack.us/i/critters.png/)
Title: Re: 3d models development
Post by: Gray on February 23, 2011, 10:14:28 am
also here are some animals and a robot I'm unsure if they already done or not since I only found the armor and weapon tracker
I'm not sure about critters. It's additional animations work with minimal profit.

What's wrong with 10mm SMG? It was textured and present in 2 LODs: 254 and 158 tris. Well, I've optimized it further and re-exported.
http://rapidshare.com/files/449416320/10mm_SMG_120.rar (http://rapidshare.com/files/449416320/10mm_SMG_120.rar)
(http://img716.imageshack.us/img716/8127/10mmsmg01.png)
120 tris.
P.S. please, leave Mikq2's name in the credits. I've raped his model for some polygons, but it was perfect already.

P. P. S. I've started to fix and texture the FN FALs.
(http://img836.imageshack.us/img836/4787/fnfal01.png)
162 tris
I have to go now, but I'll finish it in several hours.
Title: Re: 3d models development
Post by: Karpov on February 23, 2011, 03:15:08 pm
Very good work on the weapons.

Jotisz, good models, but I'm afraid we are too early in development for them, we would need to fit all the armors to the big guy too  :o . I love the little gecko, looks just like the original. There's been a lot of talk about if critters should be converted to 3D or not. I think it's not really necessary, but if we wanted to give it a shot, I think that gecko would be perfect.
Title: Re: 3d models development
Post by: Mr_Gazo on February 23, 2011, 05:13:32 pm
(http://img3.imageshack.us/img3/9573/fragg.png)
Grenade (Frag) : circle lifted because otherwise there is too much poly's, and in games it just will not be seen.
Title: Re: 3d models development
Post by: pistacja on February 23, 2011, 05:47:39 pm
I've made a new texture and a new UV layout for the female mesh, a nude and a vaultsuit(tight fitting) version is ready. If my layout gets approved I'll make more clothing.
(http://img219.imageshack.us/img219/2729/vsiut.jpg) (http://img219.imageshack.us/i/vsiut.jpg/)

Title: Re: 3d models development
Post by: TommyTheGun on February 23, 2011, 05:52:09 pm
Shouldn't it be hmm... "dirtier"?
Title: Re: 3d models development
Post by: pistacja on February 23, 2011, 06:34:13 pm
Dirt can be always added later
(http://img96.imageshack.us/img96/1707/vs2x.jpg) (http://img96.imageshack.us/i/vs2x.jpg/)
...but anyway, looks like it won't be useful after all. 
Title: Re: 3d models development
Post by: TommyTheGun on February 23, 2011, 07:03:51 pm
No, no, I didnt mean that much dirt. I just think that the vaultsuit shouldnt look like its a brand new thing once you wear it outside. Also i think that this blue colour should be a bit darker. Anyway - thats only my opinion so don't worry about it :)
Title: Re: 3d models development
Post by: Gray on February 23, 2011, 09:03:30 pm
FN FAL
http://rapidshare.com/files/449509377/FN_FAL.rar (http://rapidshare.com/files/449509377/FN_FAL.rar)
I got some troubles with imageshack and lack of time, sorry for no screen

P.S. starting with LSW...
Title: Re: 3d models development
Post by: Mr_Gazo on February 24, 2011, 01:30:31 pm
P.S. starting with LSW...

a few days back, I also started to make LSW 3D model. :-\
Title: Re: 3d models development
Post by: Graf on February 24, 2011, 05:08:39 pm
a few days back, I also started to make LSW 3D model. :-\
We already have a nice LSW model, but it requires some correction. Please don't waste your time.
Title: Re: 3d models development
Post by: IvanSyomin on February 24, 2011, 05:43:13 pm
Thanks to all who commented on my work!

@TommyTheGun
I think two triggers it's one of the major features of .223 pistol, that make it so different from all others. and when the pistol is lying triggers are visible. Furthermore in my model triggers together have just 16 tris.
16 tris - IMO this economy doesn't worth loosing such details!


nevertheless i took a good look at the model and removed few polys, so now it's 256 !
changing on exterior are imperceptible so I don't attach new screenshots )
Title: Re: 3d models development
Post by: TommyTheGun on February 24, 2011, 05:48:50 pm
If youre sure, that the triggers will be visible when the pistol is on the ground, then sure - after all its one of the things that make 223. what it is. I was sure it will be to small and those triggers wont be seen from iso view. Anyway - as i said before - awesome work!
Title: Re: 3d models development
Post by: Gray on February 24, 2011, 08:11:06 pm
a few days back, I also started to make LSW 3D model. :-\
OK, I'll give you a chance ;) But do it well.
If you'll need an advise - just ask, I've had this rifle in my hands.
We already have a nice LSW model, but it requires some correction.
It requires a lot of corrections. As far as optimization, I've managed to delete about 50 odd polygons without any visible changes.

Is anybody have started with Bozar or Jackhammer?
Title: Re: 3d models development
Post by: LagMaster on February 25, 2011, 06:18:49 pm
Dirt can be always added later
(http://img96.imageshack.us/img96/1707/vs2x.jpg) (http://img96.imageshack.us/i/vs2x.jpg/)
...but anyway, looks like it won't be useful after all. 

you can use this for weakened caracters
can you make a male version?
Title: Re: 3d models development
Post by: SmartCheetah on February 25, 2011, 06:29:06 pm
you can use this for weakened caracters
can you make a male version?
Characters are not going to be in vault suit by default ;] We were forced to play in vault pajamas because tribal sprites doesn't had many of the weapon animations. I believe vault suit will be some kind of unique item.
Title: Re: 3d models development
Post by: LagMaster on February 25, 2011, 07:09:40 pm
Characters are not going to be in vault suit by default ;] We were forced to play in vault pajamas because tribal sprites doesn't had many of the weapon animations. I believe vault suit will be some kind of unique item.
o yeah, sory,
forgot that
Title: Re: 3d models development
Post by: Cryptopsy on February 25, 2011, 08:24:15 pm
I've made a new texture and a new UV layout for the female mesh, a nude and a vaultsuit(tight fitting) version is ready. If my layout gets approved I'll make more clothing.
(http://img219.imageshack.us/img219/2729/vsiut.jpg) (http://img219.imageshack.us/i/vsiut.jpg/)



Looks like rubber
Title: Re: 3d models development
Post by: bikkebakke on February 25, 2011, 09:14:33 pm
Looks like rubber
could be used for the pron industry in new reno: 'the wild adventures of a vault girl' >_>
Title: Re: 3d models development
Post by: Addict on February 25, 2011, 10:01:13 pm
I've made a new texture and a new UV layout for the female mesh, a nude and a vaultsuit(tight fitting) version is ready. If my layout gets approved I'll make more clothing.
(http://img219.imageshack.us/img219/2729/vsiut.jpg) (http://img219.imageshack.us/i/vsiut.jpg/)



looks like latex
Title: Re: 3d models development
Post by: pistacja on February 25, 2011, 10:22:13 pm
I wanted to make two versions of the jumpsuit - loose fitting (like Solars avatar) and  a vault 69 tight fitting, latex version ^^

Anyway, scratch that, it's not gonna be used, they are made for a UV that will not be used. Consider this fan art :P

This may be used after some tinting and stuff:
(http://img218.imageshack.us/img218/5143/cloths.jpg) (http://img218.imageshack.us/i/cloths.jpg/)

Title: Re: 3d models development
Post by: bikkebakke on February 25, 2011, 10:29:13 pm
and  a vault 69 tight fitting, latex version ^^

my favorite vault >_>
(look it up)

Are you gonna try and do some regular after war clothes? (not complaining about the most recent one, but they are kinda too "new" to fit in :P)
//ofc i didn't read the: consider this fan-art -.-' so just... dont listen to me...
Title: Re: 3d models development
Post by: pistacja on February 25, 2011, 10:55:02 pm
I wanted to do a traper outfit, hoocker, tribal, medic and  boxing hostes, can't remember if there are other female outfits.

Once that is made I can make something new... 'I luv NCR' tanktop with torn denim hotpants?
Title: Re: 3d models development
Post by: Karpov on February 26, 2011, 12:49:24 am
my favorite vault >_>
(look it up)

Are you gonna try and do some regular after war clothes? (not complaining about the most recent one, but they are kinda too "new" to fit in :P)
//ofc i didn't read the: consider this fan-art -.-' so just... dont listen to me...

I asked pistacja to do some neutral clothing, so that it can be used as a base. I think it is perfect, you can easily work over this to create another color or to add it some dirt. One thing I had in mind from the start was the possibility to swap clothing without need of another textures, so I divided the model into different sub-sets and I can apply different textures to different parts.

For example.
(http://img339.imageshack.us/img339/8792/clothing.png)

I go from the full outfit, to a different outfit but always using the same texture.

Sometime , in the future, I'll try to add different layers for clothing, where this could come very handy.
Title: Re: 3d models development
Post by: Surf on February 26, 2011, 12:50:35 am
Looks very good, but there needs to be more "dirt", sweat stains and sand on it. ;) We're living in postapocalyptica, not in London Suburbs. :P
Title: Re: 3d models development
Post by: Lexx on February 26, 2011, 01:10:01 am
Yep, looks too clean and new.
Title: Re: 3d models development
Post by: Karpov on February 26, 2011, 02:08:08 am
Sure it does, I already said I asked pistacja to do it that way so it could be easier to tint, add dirt, or whatever you want to do with it.
I don't even think there could ever be anything that white in the wasteland.
Title: Re: 3d models development
Post by: Addict on February 26, 2011, 07:53:47 am
Can't wait for these damn 3D modells so I can finally make nude mod.Also you should make the boobs bigger and maybe more round :P
Title: Re: 3d models development
Post by: SmartCheetah on February 26, 2011, 03:20:10 pm
Can't wait for these damn 3D modells so I can finally make nude mod.Also you should make the boobs bigger and maybe more round :P

ATM base female texture is nude, as far as I know :P But I'm almost sure some kind of underwear will be added. Or there will be two versions. One for perverts and second for sub-normal people :P
Title: Re: 3d models development
Post by: pistacja on February 26, 2011, 04:16:43 pm
(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)

I was aiming at this (http://www.fo2238.fodev.net/wiki/images/a/a4/Nfpeasaa_sw.gif) but didn't get the tint quite right (it is a greenish brown, but not that green).

Acceptable?
Title: Re: 3d models development
Post by: barter1113 on February 26, 2011, 04:20:11 pm
Sugestion for making Miss Kitty (or Bishop lady) image (http://fallout.wikia.com/wiki/Miss_Kitty)
Title: Re: 3d models development
Post by: Addict on February 26, 2011, 04:25:36 pm
ATM base female texture is nude, as far as I know :P But I'm almost sure some kind of underwear will be added. Or there will be two versions. One for perverts and second for sub-normal people :P

Yes but the texture is shitty.
Title: Re: 3d models development
Post by: Haraldx on February 26, 2011, 04:27:48 pm
(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)
Umm... looks awesome! But more light brown pants please?
Title: Re: 3d models development
Post by: pistacja on February 26, 2011, 04:30:46 pm
Sugestion for making Miss Kitty (or Bishop lady) image (http://fallout.wikia.com/wiki/Miss_Kitty)

I've got that I my personal to do list ;)
But first the generic yellow npc (http://www.fo2238.fodev.net/wiki/images/4/4f/Nfbrlpaa_sw.gif) and a hooker outfit (http://www.fo2238.fodev.net/wiki/images/3/35/Nftrmpaa_sw.gif)

The tribal is also done, I've just left it simple
(http://img9.imageshack.us/img9/10/tribalp.th.jpg) (http://img9.imageshack.us/i/tribalp.jpg/)


..and what's wrong with the nude texture?

Title: Re: 3d models development
Post by: SmartCheetah on February 26, 2011, 04:49:39 pm
*Cries.*

One Mississipi, two Mississipi, three Mississipi (...)

We can always improve things without a problem. It doesn't matter. If you know how - make it better, ye.
Title: Re: 3d models development
Post by: bikkebakke on February 26, 2011, 05:20:23 pm
(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)

I was aiming at this (http://www.fo2238.fodev.net/wiki/images/a/a4/Nfpeasaa_sw.gif) but didn't get the tint quite right (it is a greenish brown, but not that green).

Acceptable?

It's good but I think the white t-shirt should cover the body a bit more (zoom in at the gif).
Title: Re: 3d models development
Post by: pistacja on February 26, 2011, 05:43:13 pm
Did you even see how teh nipples are made I mean really...
Maybe this will suite you?
(nude-like pixels warning!)
http://img576.imageshack.us/g/nudeq.jpg/
Title: Re: 3d models development
Post by: SmartCheetah on February 26, 2011, 06:12:35 pm
(http://i55.tinypic.com/v3f1ci.png)
(http://images.iml.pl/crpg/fallout/fallout2/armor/combat.gif)

WiP Normal CA in SPRITE-like colours (to better fit da' world)

I can make it JUST like in inventory icons but I believe it will look little dull and pretty bad. Should it stay that way or more "inventory-like" ? Other CA's will be totally based on inventory colours just because default sprite was the same for all of 'em.
Title: Re: 3d models development
Post by: Lexx on February 26, 2011, 06:20:15 pm
In my opinion, it should look more like the critter than the inventory image. If both can be combined, it would be even better.
Title: Re: 3d models development
Post by: X_Treme on February 26, 2011, 06:28:58 pm
i think the texture of the combat armor would have to be more opaque

i think
Title: Re: 3d models development
Post by: SmartCheetah on February 26, 2011, 06:32:07 pm
In my opinion, it should look more like the critter than the inventory image. If both can be combined, it would be even better.
Colour would be very similiar to critter while you will find little more details from inventory icon. I believe it will work fine that way.
CA MK2, Brotherhood CA will be more teal and Enclave one will be just black/dark grey.

What 'bout pants and that grey "under-CA" blouse? Should I make it another colour in any of other CA's? I believe in Enclave one black pants will fit much better(And will be easier to make :P)
Can try makin' grey pants in MK2 and "blueish" in brotherhood one - Like paladin talking-head coif:
http://gfx.gaminator.tv/data/screen/561/686/2385-2.jpg

It's easy to change anyway.

@Up: Opaque? "High tech armor, made out of advanced defensive polymers" but I can make it little less shiny. More like in original sprites.
Title: Re: 3d models development
Post by: Lexx on February 26, 2011, 06:33:53 pm
The blue thing on cabbots head is some armin cap and it works like a helmet. We have such an item already ingame from VB power armor. It just needs to be adjusted to the new head.
Title: Re: 3d models development
Post by: Surf on February 26, 2011, 06:34:06 pm
Imo the CA now looks really good Cheetah. Could you maybe give an ingame screenshot to have a bit more context how it looks?
Title: Re: 3d models development
Post by: SmartCheetah on February 26, 2011, 06:39:24 pm
Imo the CA now looks really good Cheetah. Could you maybe give an ingame screenshot to have a bit more context how it looks?

Sorry, can't do atm(Problems with getting SDK work on my PC) but I will send few versions of it to Karpov when It'll be mostly done.

So any ideas about Brotherhood CA pants colour?  ;D


EDIT: Progress with normal CA and CA mark2 on the right. Little difference, but they shouldn't differ so much imo. Maybe other pants colour and much more teal'ish?
(http://i53.tinypic.com/2m6qwjc.png)
(http://images.wikia.com/fallout/images/c/c7/CBTARMOR.gif)(http://images.wikia.com/fallout/images/8/80/CBTARMR2.gif)
Title: Re: 3d models development
Post by: Karpov on February 26, 2011, 08:16:52 pm
The neck part is golden in the Mark II, you should make that more visible from far away, and the shoulder pad has 2 bolts if you look carefully. In the BOS it has more bolts.
 Don't bother about the pants because they don't use that texture. They use the character's Mapping coordinates, so you have to use the character texture to paint pants over it.
Title: Re: Sugestion:make non-weapons weapons in hand availeble to see
Post by: Haraldx on February 27, 2011, 06:47:11 pm
Jet inhaling, Stimpak injecting, Beer drinking...
What are the prerequisites for the animations, btw, any frame restrictions?
We can still use the original "Tickle-the-air" like animation.

Also, was bored, so made this, working on primitive tool now. EDIT: Video available on youtube or on my moddb page. http://www.youtube.com/watch?v=9EFVFfrgfDo
(http://media.moddb.com/images/members/1/269/268236/wut.jpg)
Title: Re: 3d models development
Post by: Cryptopsy on March 03, 2011, 04:25:20 am
Sorry if this is out of section, especially to you, Izual... but I am sure I've seen weapons being discussed here, so here it goes.

When a character is standing with weapon in hand, are the 3D graphics going to change as far as THAT view is concerned?
i.e. COmbat shotgun, assault rifle, pipe rifle, XL70E3, etc all look the same when in hand.

Is each individual weapon going to have its own personal look at that zoomed out view?
Title: Re: 3d models development
Post by: Lexx on March 03, 2011, 06:39:08 am
Of course, else it makes no sense to model them each.
Title: Re: 3d models development
Post by: chenzo on March 03, 2011, 10:06:12 am
some of th weapons look amazing, The Wakizashi Blade looks brilliant
Title: Re: 3d models development
Post by: Graf on March 03, 2011, 11:17:03 am
I want to remind, that there is still 12 weapon models without of fixed UV's left.
If you want to help, you can download them here (http://www.mediafire.com/?hhf9upz9r9siq2q)
Title: Re: 3d models development
Post by: pistacja on March 03, 2011, 11:29:40 am
I want to remind, that there is still 12 weapon models without of fixed UV's left.
If you want to help, you can download them here (http://www.mediafire.com/?hhf9upz9r9siq2q)
I'll try to fix some but maybe we could do a list and let people say who will fix what, and have a ETA?  With just UVs and maybe a new texture it should take less then a day (1-2h) to do one.

Same with the armors, metal and tesla are missing rigth? Anyone making them?
Title: Re: 3d models development
Post by: Graf on March 03, 2011, 11:47:52 am
I'll try to fix some but maybe we could do a list and let people say who will fix what, and have a ETA?  With just UVs and maybe a new texture it should take less then a day (1-2h) to do one.
Same with the armors, metal and tesla are missing rigth? Anyone making them?
Sounds like a reasonable idea to me. Let's start from you :) Which models do you want to fix, pistacja?

Concerning armors, there is quite a lot of them, which are only missing textures:
- Tesla armor
- Metal Armor MKII
- Leather Armor MKII
- Power Armor MKII/Hardened Power Armor
- Advanced Power Armor MKII

actually, you can see all that info here: http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker
Title: Re: 3d models development
Post by: Jotisz on March 03, 2011, 12:46:41 pm
Here is the result of the gauss rifle sadly it doesn't look good but maybe someone can give it a better texture
(http://img42.imageshack.us/img42/8371/teszt.jpg) (http://img42.imageshack.us/i/teszt.jpg/)
Here is a link to the obj and texture
http://www.2shared.com/file/9zLkT2aR/rifle.html
Also I forget to post a link for the fat character (the one which was modified from Karpov base mesh)
http://www.2shared.com/file/OXQWduQa/Fattman.html
About the combat armors they look real good with those textures
Title: Re: 3d models development
Post by: Opera on March 03, 2011, 02:31:31 pm
Sounds like a reasonable idea to me. Let's start from you :) Which models do you want to fix, pistacja?

Concerning armors, there is quite a lot of them, which are only missing textures:
- Tesla armor
- Metal Armor MKII
- Leather Armor MKII
- Power Armor MKII/Hardened Power Armor
- Advanced Power Armor MKII

actually, you can see all that info here: http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker

I think I have seen Leather Armor MKII already somewhere here. Also Power Armors probably wont need any changes (or maybe later).
Title: Re: 3d models development
Post by: pistacja on March 03, 2011, 03:31:08 pm
So the missing UV are for:
-Bozar
-Gauss Pistol
-Gauss Rifle(?)  - Jotisz  version looks more then ok for me, so unless someone says something else I'd say it's done
-Laser Pistol
-LSW
-Magneto Laser Pistol
-Pancor Jackhammer
-Plasma Pistol (ext.cap) (?)  - this ain't good? http://img137.imageshack.us/img137/6787/plaspis.jpg there's a download link at page 76
-Pulse Grenade (?) - this ain't good? http://img138.imageshack.us/img138/1064/pulsesrc.jpg again, link at page 75
-Pulse Pistol
-Ripper
-Vindicator

I'll start with the energy guns so Laser Pistol, Magneto Laser Pistol and Pulse Pistol.
Title: Re: 3d models development
Post by: bikkebakke on March 03, 2011, 04:40:15 pm
One of the things I love about this 2.5d conversion :P Combat leather jacket gets its own look now! (just noticed it on armor tracker).
Title: Re: 3d models development
Post by: Gray on March 03, 2011, 06:38:31 pm
So the missing UV are for:
-Bozar
-Gauss Pistol
-Gauss Rifle(?)  - Jotisz  version looks more then ok for me, so unless someone says something else I'd say it's done
-Laser Pistol
-LSW
-Magneto Laser Pistol
-Pancor Jackhammer
-Plasma Pistol (ext.cap) (?)  - this ain't good? http://img137.imageshack.us/img137/6787/plaspis.jpg there's a download link at page 76
-Pulse Grenade (?) - this ain't good? http://img138.imageshack.us/img138/1064/pulsesrc.jpg again, link at page 75
-Pulse Pistol
-Ripper
-Vindicator

I'll start with the energy guns so Laser Pistol, Magneto Laser Pistol and Pulse Pistol.
I'm working on the Bozar. It requires a bit more the UV, but you'll love it.
I have textured LSW model tool, but Mr_Gazo want to do it, and I've given him a chance.
Title: Re: 3d models development
Post by: Graf on March 03, 2011, 06:45:02 pm
-Plasma Pistol (ext.cap) (?)  - this ain't good? http://img137.imageshack.us/img137/6787/plaspis.jpg there's a download link at page 76
It's fine, but you've probably sent me two copies of the same gun (normal Plasma Pistol), and I've forget to notice you about that... So, if you'll send me just ext.cap version, it would be ok.
Or, they just look the same (which isn't true)
Title: Re: 3d models development
Post by: pistacja on March 03, 2011, 06:57:09 pm
It's fine, but you've probably sent me two copies of the same gun (normal Plasma Pistol), and I've forget to notice you about that... So, if you'll send me just ext.cap version, it would be ok.
Or, they just look the same (which isn't true)

I'll check that.. but it might be that it's one model one UV and two textures (let's call it a texture it's really just the inventory icon, no changes whatsoever).
Title: Re: 3d models development
Post by: Graf on March 03, 2011, 07:01:25 pm
Here is the result of the gauss rifle sadly it doesn't look good but maybe someone can give it a better texture
(http://img42.imageshack.us/img42/8371/teszt.jpg) (http://img42.imageshack.us/i/teszt.jpg/)
Here is a link to the obj and texture
Great model, but I can't open a texture for it. Could you please check if it's ok for you and reupload it?
ps. Fatman made my laugh :D Awesome model!
Title: Re: 3d models development
Post by: Jotisz on March 04, 2011, 11:18:10 am
You are right the material was missing here is a reup now it should be ok
Downlod link:
http://www.2shared.com/file/3yC5QJC6/Gaus_rifle_reup.html

A little about the weapons' uvs I played around with the pulse pistol too result are here (on the model I only changed some of the triangles to quads)
(http://img690.imageshack.us/img690/5712/pulsew.jpg) (http://img690.imageshack.us/i/pulsew.jpg/)

Downlod link:
http://www.2shared.com/file/3yC5QJC6/Gaus_rifle_reup.html
http://www.2shared.com/file/3hxNscyK/pulse.html

ps. Fatman made my laugh :D Awesome model!
Well the awesomeness of the model is thanks to Karpov after all I just modified the body proportions
also I left the uv map as it is so it should be possible to apply the ones that are made for the normal
hero critter.
About the naming I was hoping for a result like that.

Btw can someone up the base female in obj I would like to try out some stuff on her
Title: Re: 3d models development
Post by: Graf on March 04, 2011, 02:50:39 pm
You are right the material was missing here is a reup now it should be ok
Sorry, but it's still doesn't work... Maybe, it's because of the size? 12mb is a way too much for a texture.

Pulse pistol looks just great. I'll add you as the second author of this model to 3D graphics development tracker. But, could you please fix the following things on that model? They seem to be missing a texture.
(http://www.imagepost.ru/images/711/pulse111.png)



P.S. You can ask Karpov in PM, if you want to get a female hero model, coz I didn't saw this model on a public access (for some reason)
Title: Re: 3d models development
Post by: pistacja on March 04, 2011, 06:18:36 pm
Making it the easy way:
(http://img641.imageshack.us/img641/6433/laserm.jpg) (http://img641.imageshack.us/i/laserm.jpg/)

I've used the icons again, I'll make the extended plasma pistol (it is missing, my screen was with the same model as the normal version) tomorrow and post a download link. 
Title: Re: 3d models development
Post by: Gray on March 05, 2011, 06:31:19 am
OK, the Bozar is almost finished. I've made it looking like a machine gun rather then sniper rifle.
Now it's draft-textured by standard VB weapon texture, but UV's are unwrapped already, so it's only a texture to be done. I'll do it if you will approve the mesh.
(http://img834.imageshack.us/img834/9360/bozarpreview01.png)
(http://img64.imageshack.us/img64/39/bozarpreview02.png)
270 polys
Title: Re: 3d models development
Post by: Graf on March 05, 2011, 08:00:49 am
The mesh is fine. Basically, Bozar is a replica of the Barret M107, with only slight differences (Bozar does have an extended fore-end, while Barret doesn't etc) so you can compare it:

(http://www.imagepost.ru/images/714/235325432.png)
(http://www.imagepost.ru/images/714/235235.png)

Title: Re: 3d models development
Post by: Gray on March 05, 2011, 11:29:37 am
Yeah, I know that the Barret was a prototype. But the Barret is a rifle with all the consequences. I've changed a flash hider (actually it is an auto cannon flash hider :) ) expanded fore end (as you note) and widen the entire gun. The Barret is generally just a tube. The Bozar has a bar-like shape.
Title: Re: 3d models development
Post by: pistacja on March 05, 2011, 12:46:38 pm
Laser pistol, magneto laser pistol, plasma pistol (ext.), pancor jackhammer done. Or at least made. Maybe not the best of the best but until someone makes it better it will have to do.

http://www.sendspace.com/file/5kq7hq

The energy weapons textures are from icons, in gif format so that might need to be converted to png, tga, jpg, dds, whatever.

Gauss Pistol
LSW
Ripper
Vindicator
Still missing. I think the gauss pistol will need to be remade :/
Title: Re: 3d models development
Post by: Mr_Gazo on March 05, 2011, 05:07:12 pm
I have textured LSW model tool, but Mr_Gazo want to do it, and I've given him a chance.
Thanks for giving me this chance.

I was quite busy but there is a LSW 3d model (Tris:231), texture make tomorrow.
(http://img225.imageshack.us/img225/968/lsw1.th.png) (http://img225.imageshack.us/img225/968/lsw1.png)

Gray,
I think that it comes to model edge.
Here is the correction: http://fonline3d.ucoz.net/files/wakizashi-blade-3d-fixed.rar

Graf, you forget upload in wiki
Title: Re: 3d models development
Post by: Lizard on March 05, 2011, 10:33:31 pm
A few days ago, i requested Mr. Karpov for a redhead.
As he seems quite busy, i modified the female "BobBrown" hair texture in red by myself. Here it is - should it be corrected, what do you think?

Edit: changed it to more "carrot" red.

(http://img41.imageshack.us/img41/2747/hairbobred.jpg) (http://img41.imageshack.us/i/hairbobred.jpg/)

Title: Re: 3d models development
Post by: Luther Blissett on March 05, 2011, 11:21:11 pm
If it's meant to be like natural ginger hair, it needs to be a bit more orange and a bit less saturated, or a bit browner, darker and less saturated (depending on what shade of ginger). Either way it's a bit too fluorescent. If it's meant to be like red as in "dyed bright red" punk hair, then it's probably about right.

[edit, after edit above] I think it looks about right - though can't really tell until someone checks it in game. If it's a bit off, then it's probably only a quick tweak to correct it anyway. Nice one.
Title: Re: 3d models development
Post by: Graf on March 06, 2011, 08:20:21 am
Graf, you forget upload in wiki
Uploaded as a different model, because they are too different. Gray model has a lower polycount and a different texture (maybe you could optimize it a bit?)
Title: Re: 3d models development
Post by: Gray on March 06, 2011, 09:34:16 am
Uploaded as a different model, because they are too different. Gray model has a lower polycount and a different texture (maybe you could optimize it a bit?)
He did it already ;) it's my model, seems I've mixed up polycount with vertexcount. I never had enough patience to clean up a texture :)
You may use this one as a co-operative final version:
http://rapidshare.com/files/451169586/wakizashi-fixed.rar (http://rapidshare.com/files/451169586/wakizashi-fixed.rar)
(http://img14.imageshack.us/img14/5192/wakizashifinal.png)
101 tris
Title: Re: 3d models development
Post by: Jotisz on March 07, 2011, 07:12:00 am
Back again I wan't able solve the thing with the pulse pistol in the blend file the texture works as it should so I'm a bit lost there so I attached the blend file maybe someone can point out why the texture doesn't shows right, also the gaus rifle now have a smaller texture 12mb was really too much hope it will work now btw the rar contains the blend for that too.
http://www.2shared.com/file/olwrIEsO/weapons.html
Title: Re: 3d models development
Post by: pistacja on March 07, 2011, 09:31:21 am
Can it be that the faces on the pulse pistol are backfacing? Check the normals.
How big is the texture? I think they all should be 128x128 or less.
Title: Re: 3d models development
Post by: Andr3aZ on March 07, 2011, 10:25:01 am

(http://img14.imageshack.us/img14/5192/wakizashifinal.png)


Nice waki!
Would suggest less saturated colors tough as it looks too much comic styled imo.
Title: Re: 3d models development
Post by: Karpov on March 07, 2011, 03:59:14 pm
The Bozar looks very nice. I didn't know it was based on the Barret, now I see why it was such a destructive weapon, a fully automatic .50 caliber.... :o
And I like how you project the item icon into the model, a very interesting technique, it looks very good.

I'm converting the textures to 128px for the weapons and 256 for armors and characters. Maybe it could be even less for smaller objects, like stimpacs.

A few days ago, i requested Mr. Karpov for a redhead.
As he seems quite busy, i modified the female "BobBrown" hair texture in red by myself. Here it is - should it be corrected, what do you think?

Edit: changed it to more "carrot" red.

(http://img41.imageshack.us/img41/2747/hairbobred.jpg) (http://img41.imageshack.us/i/hairbobred.jpg/)




I added those colors to test different options. There are a lot of values for hair in the game, and I suspect I can add even more, so hair colors could be variated. The carrot red looks unnatural to me, maybe it should be a bit more like Tandi's sprite. By the way, I was not busy, I was ill, and I didn't read your message. Another thing, if you edited the texture, why don't you post a screenshot? brown hair is layer 157 value 46.
Title: Re: 3d models development
Post by: adept on March 08, 2011, 04:57:35 pm
OK, the Bozar is almost finished. I've made it looking like a machine gun rather then sniper rifle.
Now it's draft-textured by standard VB weapon texture, but UV's are unwrapped already, so it's only a texture to be done. I'll do it if you will approve the mesh.
(http://img834.imageshack.us/img834/9360/bozarpreview01.png)
(http://img64.imageshack.us/img64/39/bozarpreview02.png)
270 polys
Sorry but absolutely non-fallouty... too many gag
Here is the result of the gauss rifle sadly it doesn't look good but maybe someone can give it a better texture
(http://img42.imageshack.us/img42/8371/teszt.jpg) (http://img42.imageshack.us/i/teszt.jpg/)
Awesome! Very similar to original
Title: Re: 3d models development
Post by: Graf on March 08, 2011, 05:08:05 pm
Can someone check this gauss rifle (http://www.2shared.com/file/olwrIEsO/weapons.html) please ? I can't make its texture work correctly still... Well, maybe it's just me.

P.S. 3D armors tracker (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) was updated. APA (F&M), CA (F), Desert Robe (F), Robe (F), Environmental Armor (F), Ranger Veteran Armor (F) were added.
Title: Re: 3d models development
Post by: LagMaster on March 09, 2011, 08:19:36 am
can i ask for some .obj male and female unarmored meshes?
link please

i whant to make some armors
Title: Re: 3d models development
Post by: Jotisz on March 09, 2011, 09:11:23 am
Can someone please check this gauss rifle (http://www.2shared.com/file/olwrIEsO/weapons.html)? I can't make its texture work correctly still... Well, maybe it's just me.

P.S. 3D armors tracker (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) was updated. APA (F&M), CA (F), Desert Robe (F), Robe (F), Environmental Armor (F), Ranger Veteran Armor (F) were added.
I've made one more try on the model recalculated the normals on the pulse pistol and resized both texture to 128x128 hope it works now. Backup folder has the unrisized textures. And as Graf said if someone can check them out would be good.
http://www.2shared.com/file/BTCCmj1s/weapons_v2.html
Title: Re: 3d models development
Post by: Gray on March 09, 2011, 10:14:15 am
I've made one more try on the model recalculated the normals on the pulse pistol and resized both texture to 128x128 hope it works now. Backup folder has the unrisized textures. And as Graf said if someone can check them out would be good.
http://www.2shared.com/file/BTCCmj1s/weapons_v2.html
Gauss texture is a 1 MB file of unknown format, I doubt it is a 128x128 bitmap.
The model requires some optimization (it should save about 100 tris without any visual difference) and review (some vertexes are accidentally moved).
UVW map is looking good, the only problem is a texture file itself.
Title: Re: 3d models development
Post by: SIGISMUND on March 09, 2011, 10:33:54 am
I got very important question here.Will there be gore effects like cutting people in half blowing their spleen etc.
Title: Re: 3d models development
Post by: Graf on March 09, 2011, 10:50:35 am
I got very important question here.Will there be gore effects like cutting people in half blowing their spleen etc.
Click me (http://www.youtube.com/watch?v=G-Lc81Fb_ZU)
Title: Re: 3d models development
Post by: SIGISMUND on March 09, 2011, 12:02:08 pm
Yupiiiiiiiiiiiiiiiiiii ! ;D
Title: Re: 3d models development
Post by: pistacja on March 09, 2011, 12:14:07 pm
The gauss texture is a .psd but with a .png extension (that what InfranView told me), it's 255x255.

(http://img690.imageshack.us/img690/4941/gaustex.png) (http://img690.imageshack.us/i/gaustex.png/)

Title: Re: 3d models development
Post by: Graf on March 09, 2011, 12:49:33 pm
The gauss texture is a .psd but with a .png extension (that what InfranView told me), it's 255x255.
Finally! Thanks a lot pistacja. Now gauss works well.
Concerning pulse pistol - now I can see, that it is rendering in blender as it should be, but I can't export it, with a texture and Uv's. Could anyone more skilled try to do this?
Title: Re: 3d models development
Post by: SIGISMUND on March 09, 2011, 01:55:33 pm
looks a bit cartoonish.mind if I try to remake it?

(http://img9.imageshack.us/img9/4941/gaustex.png) (http://img9.imageshack.us/i/gaustex.png/)

What I did was sharpen it a bit and use the burn tool in the areas where was to much light.It looked to me like it was right out from the box.
Title: Re: 3d models development
Post by: Johnnybravo on March 09, 2011, 03:30:12 pm
You need to burn parts beneath those two cylinder things, and model needs some more love.
Coils used for accelerating projectile are not looking close to original at all, and metal surface still looks more like granite.
(http://images3.wikia.nocookie.net/__cb20091025224648/fallout/images/0/0b/M72GaussRifle.png)
If you quickly check sprite you should catch correct colors (GR is obviously darker gray with a lot of specular reflection) and pattern on the barrel.
Title: Re: 3d models development
Post by: Graf on March 09, 2011, 03:42:43 pm
This model is great as it is, so it's not necessary to do such kind of changes. It only takes time, while you'll never see this model in-game at the distance, where you can differ metal color from granite.
(http://www.imagepost.ru/images/732/12365346.png)
Title: Re: 3d models development
Post by: Johnnybravo on March 09, 2011, 07:45:44 pm
Isn't there zoomed preview in character screen?
Title: Re: 3d models development
Post by: Haraldx on March 09, 2011, 07:47:29 pm
Isn't there zoomed preview in character screen?
You really gonna stand at the character screen for 2 hours to understand, is it metal or granite?
Title: Re: 3d models development
Post by: SIGISMUND on March 09, 2011, 08:00:34 pm
Even if you won't use it il keep it for when the 3D is gonna be fully intorduced.
Title: Re: 3d models development
Post by: Jotisz on March 10, 2011, 11:51:44 am
The gauss texture is a .psd but with a .png extension (that what InfranView told me), it's 255x255.
Its a bit irritating that I made such a fault and didn't saw it strange thing that at my computer
the texture worked in blender probably because it had only one layer. Thanks for solving it.

Edit:
After some tryings here is a half made super mutant model (to keep the models similar its based on the hero model)
(http://img52.imageshack.us/img52/4430/mutant696.png) (http://img52.imageshack.us/i/mutant696.png/)
Title: Re: 3d models development
Post by: Cryptopsy on March 11, 2011, 02:42:08 pm
Most of these weapons, I see have a side view and that's it. The "walking with weapons" 3d animation is going to look very dumb with no alternate view of the weapon, is it?

I feel that they way most of these models are facing, if used as is, they will look as if they are meant to be used in a 2d side scrolling platformer.

Just a thought.
Title: Re: 3d models development
Post by: Gray on March 11, 2011, 04:49:29 pm
Most of these weapons, I see have a side view and that's it. The "walking with weapons" 3d animation is going to look very dumb with no alternate view of the weapon, is it?

I feel that they way most of these models are facing, if used as is, they will look as if they are meant to be used in a 2d side scrolling platformer.

Just a thought.
You have absolutely no idea how 3D works. That pictures you saw with "a side view and that's it" are just an examples. All weapons are completely made in 3D and available to see from any angle of view.
Title: Re: 3d models development
Post by: Cryptopsy on March 11, 2011, 05:27:01 pm
You have absolutely no idea how 3D works. That pictures you saw with "a side view and that's it" are just an examples. All weapons are completely made in 3D and available to see from any angle of view.

Sorry bossman. I thought this was a legitimate question.

I apologize for not being 3D savvy. :)
Title: Re: 3d models development
Post by: SIGISMUND on March 11, 2011, 06:55:14 pm
With all this 3D stuff Awareness will be pretty much pointless unless you don't want to see the mans hp.
Title: Re: 3d models development
Post by: bikkebakke on March 11, 2011, 09:13:27 pm
With all this 3D stuff Awareness will be pretty much pointless unless you don't want to see the mans hp.
I think awareness is pretty useful just for watching hp, but yes, a big chunk of its usefulness is chopped off.
Title: Re: 3d models development
Post by: SIGISMUND on March 12, 2011, 12:29:47 am
I think awareness is pretty useful just for watching hp, but yes, a big chunk of its usefulness is chopped off.

maybe add some new feature to Awareness hmm :P?
Title: Re: 3d models development
Post by: Graf on March 12, 2011, 09:40:19 am
Stop offtop FFS! >:(
Title: Re: 3d models development
Post by: TheGreenHand on March 12, 2011, 02:08:52 pm
I think awareness is pretty useful just for watching hp, but yes, a big chunk of its usefulness is chopped off.

I don't know, I imagine that at normal zoom a lot of the guns will look pretty similar.  It'll still be good for being able to quickly tell whether that's a .14mm pistol or 10mm pistol.
Title: Re: 3d models development
Post by: Haraldx on March 13, 2011, 12:29:45 pm
Fixed the ripper... Actually, I remade it from scratch. I used the texture from the original creator tho. Be right back with a video. Texture size has also been optimized to 128x128.
Title: Re: 3d models development
Post by: Graf on March 13, 2011, 12:33:13 pm
The video isn't really necessary... but if you want to... anyway, send it to me please.
Title: Re: 3d models development
Post by: Haraldx on March 13, 2011, 12:52:33 pm
The video isn't really necessary... but if you want to... anyway, send it to me please.
Nah, got Sony Vegas 10.0 pro, want to test out stuff with it. But it doesn't matter, gonna upload the video later anyway :P Sending you the model any second.
EDIT: Lol, graf, your PM inbox is full, so I have to post the link here: http://www.2shared.com/file/dVWp29rD/Ripper_most_likely.html
EDIT2: Here is the video, the quality for some reason is just horrible tho. When I used Sony Vegas or Windows media player, it had much better quality. http://www.youtube.com/watch?v=lW1w4pjffzE
Title: Re: 3d models development
Post by: SIGISMUND on March 13, 2011, 05:45:04 pm
I can't belive you manage to do such thing in Wings 3D.I didn't thats for damn sure.
Title: Re: 3d models development
Post by: Haraldx on March 13, 2011, 06:11:06 pm
I can't belive you manage to do such thing in Wings 3D.I didn't thats for damn sure.
Gee, man, that's just newbie work :P I'm still far from being good at modeling. You should take a look at some people trying to do speed modeling and other stuff.
EDIT: If you want, I can make a tutorial on how to make that Ripper. I found the texturing harder than modeling in most cases tho. (actually I'm having problems with making UV maps, but that's a part of texturing I guess.)
Title: Re: 3d models development
Post by: SIGISMUND on March 13, 2011, 09:10:48 pm
All I'm saying is that it looks great.
Title: Re: 3d models development
Post by: Jotisz on March 15, 2011, 04:34:38 pm
Gee, man, that's just newbie work :P I'm still far from being good at modeling. You should take a look at some people trying to do speed modeling and other stuff.
EDIT: If you want, I can make a tutorial on how to make that Ripper. I found the texturing harder than modeling in most cases tho. (actually I'm having problems with making UV maps, but that's a part of texturing I guess.)
Uv mapping in blender is easier then in in wings 3d but still wings 3d is a pretty cool tool the ripper you made is one of the things that prove this!

I was able to create a texture for the female char it gives her similar clothes that NFPEAS has, the thing I was unable to make was the shoes.
(http://img862.imageshack.us/img862/9671/femaleskinwhiteytmiria.png) (http://img862.imageshack.us/i/femaleskinwhiteytmiria.png/)

Also I started making an uv for the mutant but before I do more work on it I would like to ask if the model is acceptable. Also I only have blender so I dunno if I will be able to export to x format I found a script to it but wasn't able to test it yet... anyway pic of sm
(http://img819.imageshack.us/img819/8528/mutant.th.png) (http://img819.imageshack.us/i/mutant.png/)


Title: Re: 3d models development
Post by: Haraldx on March 15, 2011, 05:21:45 pm
The female texture looks a bit too big, is that 512x512? None will ever zoom at 400% to see if it is 512x512 or 256x256!

SuperMutant model seems fine, want texture :)

Also, I just hate the "edge cutting" stuff in UV mapping, sometimes it seems to give you odd results and sometimes you even need to start everything from the beginning.
Title: Re: 3d models development
Post by: SIGISMUND on March 15, 2011, 06:50:28 pm
The super mutant looks like Hulk :D
Title: Re: 3d models development
Post by: Graf on March 15, 2011, 07:07:55 pm
Heh, finally someone made a texture, which would make a girl look like a girl, not like a ghoul :)

I can't really see much from the picture with mutie, but from that distance and this angle, it looks quite similar to the original. I personally trust you very much with all the things related to the characters modelling, coz you had shown your skills with your previous models.

And yes, most probably, you can use 512x512 at this stage of development. Texture size could be reduced at other stages of development.

P.S. Don't worry about exporting to .x format. Just export to any other file format, when you're done (though, try to avoid specific file formats, like .blender or .wings)
Title: Re: 3d models development
Post by: pistacja on March 15, 2011, 07:14:11 pm
..well I was doing... oh, well, nevermind, didn't finish it anyway  :P

(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)

I was aiming at this (http://www.fo2238.fodev.net/wiki/images/a/a4/Nfpeasaa_sw.gif) but didn't get the tint quite right (it is a greenish brown, but not that green).

Acceptable?
Title: Re: 3d models development
Post by: Haraldx on March 15, 2011, 08:32:30 pm
And yes, most probably, you can use 512x512 at this stage of development. Texture size could be reduced at other stages of development.

Actually, I clicked on the picture, and it turns out it's 800x800!  :-\
Title: Re: 3d models development
Post by: Luther Blissett on March 15, 2011, 09:30:47 pm
I've been working with 1024 x 1024 whilst producing stuff. The final flattened textures all get resized to 256x256 when finished, but I find it's a lot easier to alter / adjust / edit stuff if the source files are much higher resolution. Basically, I'm pretty sure it's fine to work as high as you want, as long as you remember it'll be shrunk later.
Title: Re: 3d models development
Post by: IvanSyomin on March 16, 2011, 11:35:06 am
@ all: hi, sorry for offtop!

@ Graf: please free some space in your mailbox, I can't send a personal message to you during few days. It always says "PM could not be sent to 'Graf' as their inbox is full!". Thanks
Title: Re: 3d models development
Post by: Jotisz on March 20, 2011, 07:09:47 am
Heh, finally someone made a texture, which would make a girl look like a girl, not like a ghoul :)
I can't really see much from the picture with mutie, but from that distance and this angle, it looks quite similar to the original. I personally trust you very much with all the things related to the characters modelling, coz you had shown your skills with your previous models.
And yes, most probably, you can use 512x512 at this stage of development. Texture size could be reduced at other stages of development.
P.S. Don't worry about exporting to .x format. Just export to any other file format, when you're done (though, try to avoid specific file formats, like .blender or .wings)
I noticed some extra verts that were unneeded so I will have to retexture the mutant but the good thing that now there are three more bodies actually (2) since the first is the same as the third with some modification that would make it a ghoul.
(http://img217.imageshack.us/img217/8371/teszt.jpg) (http://img217.imageshack.us/i/teszt.jpg/)
About the file format I dropped together a simple animation for a cube object exported to x and fbx format if someone could check if maya, 3dmax or any other 3d software the others use could import it with the animation it has if it works then I rework the animation I posted about a ghoul critter previously and upload it too if not then only the modell (hope one of these works I would check it myself but I use linux and an old windows sp2 which can't run the recent trial versions of the commercial 3d sowftwares)
http://www.2shared.com/file/0OunPpb6/test_for_export.html
Title: Re: 3d models development
Post by: Graf on March 20, 2011, 07:49:35 am
if someone could check if maya, 3dmax or any other 3d software...
3ds max 2010 is working ok with .FBX file for me. Animation works ok.
Fragmotion can open .X, but animation doesn't work there.
.blender works ok where it should be, but I don't know how to turn on animation there.
Title: Re: 3d models development
Post by: Jotisz on March 20, 2011, 08:05:59 am
Thanks Graf I will use this fbx format then. Hope I will be able to the some quality contribution to some critter animations though Karpov put the standards for the animation pretty high I hope the ones I will create for the ghouls will be ok...
Title: Re: 3d models development
Post by: Gray on March 30, 2011, 03:33:28 pm
Guys, sorry for disappearing, but the Bozar will barely be completed in nearest months. I got a divorce and lack of free time.
Additionally, it seems like I'm doing it too long and I got a "Soapy glance" (I don't know if there an English equivalent of this Russian word), I can't notice a flaws in my models no more, so their quality significantly lowers. I have to take a pause, solve my problems and and refresh my sight.
Do the best or do nothing :)
Title: Re: 3d models development
Post by: SIGISMUND on March 30, 2011, 06:59:00 pm
Guys, sorry for disappearing, but the Bozar will barely be completed in nearest months. I got a divorce and lack of free time.
Additionally, it seems like I'm doing it too long and I got a "Soapy glance" (I don't know if there an English equivalent of this Russian word), I can't notice a flaws in my models no more, so their quality significantly lowers. I have to take a pause, solve my problems and and refresh my sight.
Do the best or do nothing :)

So I'm guessing no 3D modells will come any sooner.Well good luck whith your divorce.I know how it is my parents were divorced too it took 3 years to end.Hope it wont take that long in your case ;)
Title: Re: 3d models development
Post by: Haraldx on April 03, 2011, 12:52:12 pm
Working on the Sawn-off shotgun. Mesh is somewhat complete, however, don't have much time, no video/screenshot/file for now. Just keeping you all up to date.
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 01:13:59 pm
Shall I start texturing?
http://www.youtube.com/watch?v=wHZceI-0LOY
Title: Re: 3d models development
Post by: SIGISMUND on April 05, 2011, 02:53:41 pm
make teh 2 barrles with holes.And I think you can start texturing.
Title: Re: 3d models development
Post by: Lexx on April 05, 2011, 03:10:35 pm
There is no need for carved out barrels, as you will never notice this ingame.
Title: Re: 3d models development
Post by: spitfire182 on April 05, 2011, 03:51:53 pm
Shall I start texturing?
http://www.youtube.com/watch?v=wHZceI-0LOY

Looks very good. BTW what's the music in background?
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 04:50:05 pm
make teh 2 barrles with holes.
What Lexx said. I can do these holes with texturing too however.
Looks very good. BTW what's the music in background?
Thank you very much!
Intro song is from www.freesound.org made by pryght one called "harp"
The video song is from one free, indie game, I just made it reversed and made it loop (as the actual "song" is only 8 or so seconds long). Don't worry, I have a permission :)

Working right now on a texture :)

EDIT: Texture is kinda done, just last tweaks and I'm done ;)
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 08:48:01 pm
It's done! http://www.youtube.com/watch?v=rIx6bpBlh04
If all OK, sending files to Graf.
Title: Re: 3d models development
Post by: SIGISMUND on April 05, 2011, 08:48:55 pm
Btw haraldx your intro is too damn long.I can make you a new better and shorter one.

PS. Make some brown rust on the barrles
Title: Re: 3d models development
Post by: bikkebakke on April 05, 2011, 08:56:38 pm
Don't think rust is necessary, you wouldn't want to use a rusty shotgun i think.
Title: Re: 3d models development
Post by: SIGISMUND on April 05, 2011, 09:02:27 pm
Well its a prewar shotgun I think it should be a liltle rusted don't you agree?
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 09:07:27 pm
Btw haraldx your intro is too damn long.I can make you a new better and shorter one.
Yup, thought of that xD I just couldn't find any fitting music and stuff. Still learning with video things anyway, so... yeah, I'm just a beginner. This is just a quick prototype I came up with.
PS. Make some brown rust on the barrles
I think it doesn't really need it :/ 0% det gun never repaired with rusty barrels? As far as I know, having rusty barrels can be even extremely dangerous to the one who is shooting the gun...

EDIT: besides, look at the original sprite, the gun even is shiny.
 (http://www.fo2238.fodev.net/wiki/images/b/b8/Soshotgn.gif)
Title: Re: 3d models development
Post by: SIGISMUND on April 05, 2011, 09:10:28 pm
For estetic purposes.A 100 years old gun must have atleast 1 scratch of rust.And if you look closely to the sprite on the bottom of the barrel you can see some small lines of rust even at the end of the barrel you can see it.
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 09:14:32 pm
For estetic purposes.A 100 years old gun must have atleast 1 scratch of rust.And if you look closely to the sprite on the bottom of the barrel you can see some small lines of rust even at the end of the barrel you can see it.
Indeed! didn't notice that, however, I'm more worried about, is it worth adding that small patch of rust if the model will be so small in-game?
Title: Re: 3d models development
Post by: Graf on April 05, 2011, 09:20:08 pm
I'm sure, that you shouldn't worry about that kind small things. You can barely mention it at 1000% zoom, so no one will be able to see it ingame even at 400% zoom.
On topic, looks very similar to the original one, exactly what we need. Good job, Harald  :)
P.S. Take a look at LSW and Bozar on the tracker (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker).
Title: Re: 3d models development
Post by: SIGISMUND on April 05, 2011, 09:22:34 pm
And again the 400% zoom speech.OK well I ain't going to argue with you.It looks good enough . Anyway after they will be ingame everyone will be able to retexture how they want.
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 09:25:12 pm
Sent to Graf. LSW and Bozar looks epic- just like the real in-game sprite!
Now, we just need Gauss Pistol and we are good to proceed! EPIC!!!  8)
Title: Re: 3d models development
Post by: Floodnik on April 05, 2011, 10:27:39 pm
For estetic purposes.A 100 years old gun must have atleast 1 scratch of rust.
Yeah, it indeed is 100 years old, especially if we crafted it on our workbench just a second ago. Applause for him.
Title: Re: 3d models development
Post by: Haraldx on April 05, 2011, 10:39:47 pm
Yeah, it indeed is 100 years old, especially if we crafted it on our workbench just a second ago. Applause for him.
Enough, the rust will not be added, end of sentence! Better comment the model.
Title: Re: 3d models development
Post by: pistacja on April 06, 2011, 09:33:14 am
Sent to Graf. LSW and Bozar looks epic- just like the real in-game sprite!
They use the icons for the textures, that's why they look alike ;)
Title: Re: 3d models development
Post by: Handyman on April 06, 2011, 10:40:08 pm
i don't remeber what was told about adding new weapons while we will use 3d, i just want to suggest to add new "thrown" weapon ! :
(http://fotozrzut.pl/zdjecia/2a3866f38e.gif) (http://fotozrzut.pl/)

Sorry for big pic
Title: Re: 3d models development
Post by: bikkebakke on April 07, 2011, 12:48:04 am
Would make sense for tribals and such, but I think the devs want to focus on original weapons only atm.
Title: Re: 3d models development
Post by: Surf on April 07, 2011, 10:21:55 am
A bow is not a "thrown" weapon.
Title: Re: 3d models development
Post by: Solar on April 07, 2011, 01:42:36 pm
A bow is not a "thrown" weapon.

Depends what you do with it ;)
Title: Re: 3d models development
Post by: SIGISMUND on April 07, 2011, 02:18:15 pm
Melee weapon? Its still good sugestion I think.
Title: Re: 3d models development
Post by: bikkebakke on April 07, 2011, 03:45:06 pm
Melee weapon? Its still good sugestion I think.
If you use it to hit people with in close combat sure, also it's not a gun so can't apply for small guns. With the current skills, thrown is the best choice I think.
Title: Re: 3d models development
Post by: SIGISMUND on April 07, 2011, 04:32:29 pm
If you use it to hit people with in close combat sure, also it's not a gun so can't apply for small guns. With the current skills, thrown is the best choice I think.


Well its not that you throw the bow.But I think that throw is the most logical choice.
Title: Re: 3d models development
Post by: runboy93 on April 08, 2011, 07:51:59 am
I think too bow is ranged based weapon.
And for more closely it is "Thrown" weapon.

It just don't fit in to other categories.

Of course there could be category with name "Bow" for simply
Title: Re: 3d models development
Post by: Graf on April 09, 2011, 02:43:06 pm
After the latest update of the graphics development tracker (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker), I've found out that there is still some weapons, which are missing/requires fixes. Here's the list of them.

Phazer - missing
Alien Blaster - missing
Plastic explosives - missing
Dynamite - missing

Pulse Pistol (http://www.mediafire.com/?9po8dupo1i2ebb7) - requires some correction in order to fix these black things (sorry, I have no idea what's the term for it)
Pancor Jackhammer (http://www.mediafire.com/?m6rhx7akod13gdu) - texture improvements
H&K CAWS (http://www.mediafire.com/?un9scbah507axpz) - texture improvements
Shovel (http://www.mediafire.com/?43c46d1p9vu557t) - missing UV maps
magnum revolver (http://www.mediafire.com/?r0byyh412e26yvb) - texture improvements (mostly about of the butt-stock)
Gatling Laser (http://www.mediafire.com/?tlm5vpv6eri81jr) - texture improvements
PPK12 Gauss Pistol - missing UV maps (modelling - by IvanSyomin)
Title: Re: 3d models development
Post by: Majer on April 09, 2011, 09:31:03 pm
Does anyone have a free model preview software?

I have no idea if this one looks anyhow better:
http://img807.imageshack.us/f/pulserifle2.png/
Title: Re: 3d models development
Post by: Gray on April 10, 2011, 02:54:02 am
Does anyone have a free model preview software?

I have no idea if this one looks anyhow better:
http://img807.imageshack.us/f/pulserifle2.png/
Sure it is.
OLD: (http://www.fo2238.fodev.net/wiki/images/thumb/e/ed/Pulse2_textured.png/207px-Pulse2_textured.png)
NEW: (http://img402.imageshack.us/img402/7401/yk42b03.png)

Keep going ;)
Title: Re: 3d models development
Post by: Majer on April 10, 2011, 07:55:31 pm
I just can't it's too annoying to edit blindly. It would take ages to get texture right if I were to post here every new version of it.
Also, does 3D engine support normal maps? Also, will alpha channel of the texture have impact of the light reflection?
Title: Re: 3d models development
Post by: Haraldx on April 10, 2011, 09:14:08 pm
Does anyone have a free model preview software?
Wings3D or any other free modeling soft-ware.
Title: Re: 3d models development
Post by: Luther Blissett on April 10, 2011, 10:12:48 pm
Also, does 3D engine support normal maps? Also, will alpha channel of the texture have impact of the light reflection?

As far as I'm aware, currently no and no.
Title: Re: 3d models development
Post by: Graf on April 11, 2011, 07:44:04 pm
I've tried to rework a pusle rifle texture... I hope it came out ok. What do you think?
(http://www.imagepost.ru/images/886/comparsion.jpg)
Title: Re: 3d models development
Post by: Handyman on April 11, 2011, 07:48:29 pm
I've tried to rework a pusle rifle texture... I hope it came out ok. What do you think?
(http://www.imagepost.ru/images/886/comparsion.jpg)


<3 it's kinda perfect
Title: Re: 3d models development
Post by: Graf on April 11, 2011, 08:27:35 pm
<3 it's kinda perfect
Hehe :D Thanks :)

I'd like to ask you gyus - how do you think, should pancor jachammer be made of light metal (like in the game) or should it be made of dark metal (like in real life)?

(http://www.imagepost.ru/images/886/8IKWQx3.jpg)

Opinions?
Title: Re: 3d models development
Post by: Luther Blissett on April 11, 2011, 09:17:16 pm
I'd probably vote for "looking like the original sprite", even if the other version looks better or is factually correct. Can always be changed at a later date if requested (keep all your source files).
Title: Re: 3d models development
Post by: Haraldx on April 12, 2011, 03:55:55 pm
I'd probably vote for "looking like the original sprite", even if the other version looks better or is factually correct. Can always be changed at a later date if requested (keep all your source files).
This.
Title: Re: 3d models development
Post by: headshot on April 15, 2011, 12:56:45 am
Well I like the dark one more. And It's dark coloured imho. It's just light on spirte.
(http://images.picturescraze.com/picture/3/p/pancor_jackhammer-9705.jpg)
Title: Re: 3d models development
Post by: Handyman on April 15, 2011, 07:32:31 am
I'd probably vote for "looking like the original sprite", even if the other version looks better or is factually correct. Can always be changed at a later date if requested (keep all your source files).

as the guys says
Title: Re: 3d models development
Post by: Graf on April 15, 2011, 08:17:12 am
And It's dark coloured imho. It's just light on spirte.
No, it isn't. It's actually light gray and a shadow on the bottom, NOT a dark metal and light reflections on the top. You can load any gray colored gun in 3D software, set lights an you'll see the result just like on the picture at the top.
Remember, fallout guns are often have much different from the real guns.
Title: Re: 3d models development
Post by: Berko on April 26, 2011, 02:00:27 am
I thinks it's a color between your light version and your dark version :p, if you check all part of the gun sprite you can see 4 different parts, one wood part and 3 different metal part.
For the 3 metals parts we have the barrel (light metal), the magazine (light blue metal) and all the "other part" (more dark metal).
The "more dark part" is a gray between your two version i think, no?
Title: Re: 3d models development
Post by: Lexx on April 26, 2011, 09:06:47 am
You should ask on fonline.ru for help with the SDK. There should be more people who know what you have to do about it.
Title: Re: 3d models development
Post by: Graf on April 28, 2011, 11:22:55 am
I'd like to remind, that there's still a few weapon models which are missing. So, if you have some spare time, please work over them.

Also, I'm curious, what developers would say about of making consumables and skill books in 3D? I've added a section on 3D graphics tracker (http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker#Consumables), in case anyone want to make these things.
Title: Re: 3d models development
Post by: Lexx on April 28, 2011, 11:26:13 am
My personal opinion about it is, it could be done. If we can see weapons in players hands, we could as well show every other generic item. It should be a bit more generic then, though. As example, all the different flask items... they differ just in very minor details and are really small. No need to have 100 unique item models for them.
Title: Re: 3d models development
Post by: Jotisz on April 28, 2011, 12:33:53 pm
Just a quick look at the page they look pretty easy check it some Rad-X
(http://img546.imageshack.us/img546/305/radx.jpg) (http://img546.imageshack.us/i/radx.jpg/)
Most of the models have simple shapes for example Cheezy Poofs, Box of noodles, Television dinner are just a simple box with 4 vertex. The drinks have similar shape all. About the books well they wouldn't look good as a box only but the gun magazine could be one it doesn't have a hard cover.
Title: Re: 3d models development
Post by: Lexx on April 28, 2011, 01:10:56 pm
Ammo could look like the ground item: A simple greenish box of amunition.
Title: Re: 3d models development
Post by: Jotisz on April 28, 2011, 01:24:48 pm
Well this would be easier then making a fallout tactics like approach and making them have different look it would be less vertex too though I have no idea how much it would slow things down but checking out an event which ended with tons of stuff on the ground... making them all different would make the game lag I fear. Maybe they could have letters on them as texture saying what type of ammo it is.
Title: Re: 3d models development
Post by: pistacja on April 28, 2011, 02:29:56 pm
I don't see a point in that. Items like radX will be 1pixel size even at over-zoom. 100 more or less icons is nothing, but 100 more meshes can make fps really drop.
Items on the ground don't need to be 3D. They are not animated, they are viewed from one angle only, they don't change - 2D is the right ammount of D they need.
Title: Re: 3d models development
Post by: Johnnybravo on April 28, 2011, 04:39:14 pm
They can be zoomed on, but so do all other scenery, I think it should be 2D as long as all other static scenery is 2D as well.
Not sure about weapon pickups though, because prerendered images might look bad.
Title: Re: 3d models development
Post by: Graf on April 28, 2011, 05:02:32 pm
Pistacja has a good argument, which sounds reasonable, so I also think that we sould leave all books and ammo in 2D. But anyway, I think that consumables should be 3D, because they can be hold and used by the players.
Title: Re: 3d models development
Post by: White tiger on April 28, 2011, 08:12:09 pm
http://www.mediafire.com/?d70s8csovu2dq4s  - 3d max


(http://i.piccy.info/i5/23/60/1436023/Roentgen_Rum_240.jpg)

Hello there.
I made 3d model Roentgen Rum with texture 128x128 .    polys 60 verts 32  Maybe need to do less polygons?

PS My English is terrible ))))  
Title: Re: 3d models development
Post by: Gray on April 28, 2011, 08:43:05 pm
(http://i.piccy.info/i5/23/60/1436023/Roentgen_Rum_240.jpg)
Hello there.
I made 3d model Roentgen Rum with texture 128x128 .    whether it is necessary less than polycount?  
PS My English is terrible ))))  
Excellent. Welcome aboard.
PS. Which one is your native? Russian? German? Spanish? French?
If Russian - you may contact with me or Graf.

P.P.S. I am a lazy bastard ;D
(http://img696.imageshack.us/img696/5512/mentats.png)
https://rapidshare.com/files/459653805/Chem_mentats.rar (https://rapidshare.com/files/459653805/Chem_mentats.rar)
2 minutes work
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 12:52:11 am
http://www.mediafire.com/?9699dl6je0eqefh

(http://img10.mediafire.com/96c399d87ff9595fd830cea249b10b58a21d538c5d5e7388f223a3ea8e10a7554g.jpg)

Super Stimpak
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 03:00:48 am
Dynamite

http://www.mediafire.com/?uvte9jnjxai3nmi      - 3ds

http://download856.mediafire.com/0ksa09bupceg/uvte9jnjxai3nmi/dunamite.rar

(http://img18.mediafire.com/1b79669a9360dd0c82fed5e0d2d3454ce15b08cb4926b323cee121b7fc8d5afb4g.jpg)
Title: Re: 3d models development
Post by: vedaras on April 29, 2011, 06:49:30 am
hehe thats why we need new people, when they come they work so fast :D Good job tiger.
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 01:07:03 pm
 :D
(http://img11.mediafire.com/a6381d0774eca3fdaebaa0a7b8819158cfdd7f8fd884450ba5445af145c051f64g.jpg)

Low polygon model for the pistol, 14mm.
I think for its size in the game, do not need more points. Is this true?

http://www.mediafire.com/?sl9v3922gv2ga49  - 3ds

Title: Re: 3d models development
Post by: Lexx on April 29, 2011, 01:23:34 pm
That's pretty nice looking. All of the models.
Title: Re: 3d models development
Post by: Mr_Gazo on April 29, 2011, 01:40:55 pm
Cheezy Poofs, Box of noodles, Television dinner and one texture to all 3d models.
(http://img852.imageshack.us/img852/4332/consbox.png)

3dsmax7
https://rapidshare.com/files/459753837/consbox.rar
Title: Re: 3d models development
Post by: 3dZipp0 on April 29, 2011, 03:38:28 pm
Hi guys!

I'm a 3D modeler.

Just joined and have couple questions - I didn't found any info by quick look-thru, can you help me out with that?
1. What still need to be modeled foremost? It's not very clear from your tracker - does anyone already making a "Phazer" or "Alien Blaster" for instance?
2. Can I use alpha in textures to reduce polycount for round shapes/wires?
3. What texture dimensions should be per object? 256? 128?

thanks!
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 04:27:32 pm
(http://img4.mediafire.com/3d4454b63f60db267475c969412e7d19cd2d3299bf821566e95f4a9b106acb6a4g.jpg)


PPK12 Gauss Pistol  - 50 polys

http://www.mediafire.com/?wvi5f0hy5kx2fjr   3ds max11


PS   Who knows for sure: whether the engine is alpha channels in texture?






3. What texture dimensions should be per object? 256? 128?

thanks!
128
Title: Re: 3d models development
Post by: Jotisz on April 29, 2011, 04:54:46 pm
I just have to stop and say that you not only do it fast but good too. I tip my hat.
Title: Re: 3d models development
Post by: Mr_Gazo on April 29, 2011, 06:56:09 pm
PS   Who knows for sure: whether the engine is alpha channels in texture?
Some time back, I ask about it and answer was NO alpha channel, maybe something has changed now.
PPK12 Gauss Pistol  - 50 polys
whether you can write number in tris, it would be good.
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 07:16:17 pm
Plastic explosives

(http://img22.mediafire.com/5c1e9ee435a32c7a83c1141e0edcff28d90201fe1c7804e3fab009cbb8f474374g.jpg)

http://www.mediafire.com/?mrr4e1ha117w81y
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 07:18:55 pm
jet

(http://img24.mediafire.com/7dd251d6858853a24c3eeeaf62fc82518bef13a0cbc36b2c82e978f7bd9aa56b4g.jpg)


http://www.mediafire.com/?2cr5ap7houf5qxv
Title: Re: 3d models development
Post by: Mr_Gazo on April 29, 2011, 07:35:16 pm
Cookie ;D
(http://img695.imageshack.us/img695/6862/cookie3d.png)
Tex:32x32 Tris:44 < I will mention only the example of the alpha channel would be only 2 tris.
3dsmax7: https://rapidshare.com/files/459803183/cookie.rar
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 07:38:05 pm
whether you can write number in tris, it would be good.
I dont know, whot is a tris   ::)
Title: Re: 3d models development
Post by: Mr_Gazo on April 29, 2011, 07:52:16 pm
Tris = Triangle or sometimes are called Poly faces/Faces but that is not the same as Polys

3dsmax show statistics (http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-48601c13112a1cebbd0-7f32.htm,topicNumber=d0e138268)
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 08:30:42 pm
Tris = Triangle or sometimes are called Poly faces/Faces but that is not the same as Polys

3dsmax show statistics (http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-48601c13112a1cebbd0-7f32.htm,topicNumber=d0e138268)

Thanks, now I will lay out the values ​​of tis.
Title: Re: 3d models development
Post by: LagMaster on April 29, 2011, 08:40:09 pm
(http://img24.mediafire.com/7dd251d6858853a24c3eeeaf62fc82518bef13a0cbc36b2c82e978f7bd9aa56b4g.jpg)


http://www.mediafire.com/?2cr5ap7houf5qxv

the bottom of the bottle is to far from the bottle itself, try to make the last circle bigger and closer to the rest, so it will look kinda like a bottle
Title: Re: 3d models development
Post by: Mr_Gazo on April 29, 2011, 09:43:13 pm
Nuka-Cola
(http://img215.imageshack.us/img215/8260/nukacola3d2.png)
Title: Re: 3d models development
Post by: Gray on April 29, 2011, 11:14:18 pm
It's just a Christmas  ;D
Title: Re: 3d models development
Post by: White tiger on April 29, 2011, 11:14:55 pm
Model of dynamite without an alpha channel.

http://www.mediafire.com/?2d1872i7uaxu0ep

(http://img29.mediafire.com/c065a690310e2da2182275d54202d130fe9e73d80225cb8ed66a50b33679b20e4g.jpg)

3ds max11   polys 66 verts 114
Title: Re: 3d models development
Post by: 3dZipp0 on April 29, 2011, 11:35:03 pm
Cookie ;D
(http://img695.imageshack.us/img695/6862/cookie3d.png)
Tex:32x32 Tris:44 < I will mention only the example of the alpha channel would be only 2 tris.
3dsmax7: https://rapidshare.com/files/459803183/cookie.rar
where did you find 44 tris there?! I've counted only 8, ok lets suppose its doublesidsd - 16 then...

and as I see nobody knows for sure about alpha usage ... thats pity. well, as I see some of White tiger's  models were accepted with alpha - I'll do the same :)
Title: Re: 3d models development
Post by: White tiger on April 30, 2011, 12:48:50 am
where did you find 44 tris there?! I've counted only 8, ok lets suppose its doublesidsd - 16 then...

and as I see nobody knows for sure about alpha usage ... thats pity. well, as I see some of White tiger's  models were accepted with alpha - I'll do the same :)

About the alpha channel like no one can say. Most likely the engine allows it, but running the models with the alpha yet problematic.
Models with Alpha I rework the ordinary now.
Title: Re: 3d models development
Post by: bikkebakke on April 30, 2011, 01:30:24 am
Tris = Triangle or sometimes are called Poly faces/Faces but that is not the same as Polys

3dsmax show statistics (http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-48601c13112a1cebbd0-7f32.htm,topicNumber=d0e138268)

actually a triangle is the same as a polygon: wiki: polygon (http://en.wikipedia.org/wiki/Polygon)
but its a bit misleading since a polygon doesn't have to be a triangle.
Title: Re: 3d models development
Post by: bikkebakke on April 30, 2011, 01:32:13 am
where did you find 44 tris there?! I've counted only 8, ok lets suppose its doublesidsd - 16 then...

and as I see nobody knows for sure about alpha usage ... thats pity. well, as I see some of White tiger's  models were accepted with alpha - I'll do the same :)

Dont forget the sides, unless its a 2d cookie, expect to find a bunch of triangles on the sides since have a 'c' shape.

//bah sorry for doublepost, forgot i just wrote one >_>
Title: Re: 3d models development
Post by: 3dZipp0 on April 30, 2011, 01:57:48 am
Dont forget the sides, unless its a 2d cookie, expect to find a bunch of triangles on the sides since have a 'c' shape.

//bah sorry for doublepost, forgot i just wrote one >_>
you are right :) but for me they're completely useless - nobody ever will notice its absense  :P

ok, I'm reworking alien blaster with no-alpha, just to be sure it will run in-game.
Title: Re: 3d models development
Post by: Mr_Gazo on April 30, 2011, 04:12:03 am
cookie without no thickness. tris:20.
3dsmax7: https://rapidshare.com/files/459858696/cookie20tris.rar

actually a triangle is the same as a polygon: wiki: polygon (http://en.wikipedia.org/wiki/Polygon)
triangle are 3 edges but polygon to be more edges.
but its a bit misleading since a polygon doesn't have to be a triangle.
ooh.... all polygon consists of a triangles
maybe this video (http://www.youtube.com/watch?v=VXS70tRhMb8) can help to u more understand 3d terms
Title: Re: 3d models development
Post by: Luther Blissett on April 30, 2011, 08:06:37 am
All this new stuff looks so good. I need to kick myself in the arse and get mine finished too :D
Title: Re: 3d models development
Post by: Haraldx on April 30, 2011, 09:39:47 am
I made a hatchet and a primitive tool some time ago, anyone need it? [video on my YouTube chanel and Moddb page]
Title: Re: 3d models development
Post by: White tiger on April 30, 2011, 12:25:45 pm
Super Stimpak without alpha channel  pollys 78 verts 74 3dsmax11

(http://img5.mediafire.com/4ab5bf7dc1d07a06f34caa8fb3266a8777e5d86194f822216bc5b351f196a9204g.jpg)


http://www.mediafire.com/?edw3wszam7bfrzu
Title: Re: 3d models development
Post by: LagMaster on April 30, 2011, 01:20:30 pm
cool, i like the stim
Title: Re: 3d models development
Post by: Haraldx on April 30, 2011, 01:24:50 pm
made jet cure, gonna make a screen later.
Title: Re: 3d models development
Post by: White tiger on May 01, 2011, 12:15:12 pm
Rad-X
Polys 10
Tris 28
Edges 24
Verts 16
3dMax11     http://www.mediafire.com/?dqi848gr73jcbvl

(http://img4.mediafire.com/3edec3147b8b377342256eaf466b0aef24e8b68cf36f1ba5c4aa266a930104df4g.jpg)

(http://img14.mediafire.com/d9762a13490395a2515ef610c397b90f5b5f886aca3ec75ada33d3fb430440ad4g.jpg)
Title: Re: 3d models development
Post by: LagMaster on May 01, 2011, 12:21:59 pm
awesome job man, but please don't change the subject
let it remain "re: 3d models development
Title: Re: 3d models development
Post by: White tiger on May 01, 2011, 01:28:00 pm
Healing Powder

(http://img12.mediafire.com/b02cd7fbea383795a92549b5b4ae7e9fe796e799a5e7bbdfb7ba5f33652de0374g.jpg)

polys 36
tris 51
edges 64
verts 31

http://www.mediafire.com/?2yd8pefko717m34      3dmax11

Title: Re: 3d models development
Post by: Haraldx on May 01, 2011, 09:25:47 pm
Jet cure

(http://img12.imageshack.us/img12/7194/clipboard01sk.jpg) (http://img12.imageshack.us/i/clipboard01sk.jpg/)(http://www.fo2238.fodev.net/wiki/images/4/4a/Chem_AntiJet.png)


Sorry for the late response, just not having much time. Download link coming up later, still got no time.

36 vertices, 66 edges, 32 polygons


Right now working on booze, beer, antidote, rot gut and Nuka Cola. stay tuned.
Title: Re: 3d models development
Post by: White tiger 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.
Title: Re: 3d models development
Post by: Haraldx on May 02, 2011, 10:15:00 am
Antidote done.

(http://img823.imageshack.us/img823/4344/clipboard01hg.jpg) (http://img823.imageshack.us/i/clipboard01hg.jpg/)(http://www.fo2238.fodev.net/wiki/images/7/76/Chem_Antidote.png)


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.
(http://img685.imageshack.us/img685/1883/clipboard01lq.jpg) (http://img685.imageshack.us/i/clipboard01lq.jpg/)(http://www.fo2238.fodev.net/wiki/images/d/df/Chem_Beer.png)

24 vertices, 42 edges, 20 polygons

Booze done.
(http://img812.imageshack.us/img812/3398/clipboard01fd.jpg) (http://img812.imageshack.us/i/clipboard01fd.jpg/)(http://www.fo2238.fodev.net/wiki/images/b/ba/Chem_Booze.png)

24 vertices, 42 edges, 20 polygons
Title: Re: 3d models development
Post by: White tiger on May 02, 2011, 11:37:40 am
(http://img16.mediafire.com/fbf60ad56730e515e2d375f5083a1c47284a09de106a6aefc789684a4b966de64g.jpg)


http://www.mediafire.com/?2jp8mup2b47d92b     - 3ds11 .RAR

Title: Re: 3d models development
Post by: Lexx 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 (http://media.moddb.com/images/games/1/13/12174/fo-metl.png), as example. The only place where you recognize some details is in the character screen. In the game itself, it's even less visible.
Title: Re: 3d models development
Post by: Haraldx 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.

(http://img861.imageshack.us/img861/1975/clipboard01ob.jpg) (http://img861.imageshack.us/i/clipboard01ob.jpg/)(http://www.fo2238.fodev.net/wiki/images/d/d8/Chem_RotGut.png)

Title: Re: 3d models development
Post by: White tiger 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 (http://media.moddb.com/images/games/1/13/12174/fo-metl.png), 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)
Title: Re: 3d models development
Post by: Lexx 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.
Title: Re: 3d models development
Post by: White tiger on May 02, 2011, 12:21:52 pm
can we use bumpmapping or shaders?
Title: Re: 3d models development
Post by: Haraldx 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.

(http://img818.imageshack.us/img818/7910/clipboard01vt.jpg) (http://img818.imageshack.us/i/clipboard01vt.jpg/)
can we use bumpmapping or shaders?
As far as I know, bumpmapping - no, other shaders - yes.
Title: Re: 3d models development
Post by: White tiger on May 02, 2011, 12:54:52 pm
http://www.mediafire.com/?s22iys3uytr5gb6      - 3ds


(http://img5.mediafire.com/4b5a16153d0c813dd4b08c95dc98117a73de21f3ab4e0d1a5051ab87ff01d7314g.jpg)
Title: Re: 3d models development
Post by: Haraldx 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.

(http://img90.imageshack.us/img90/5489/clipboard01wzm.jpg) (http://img90.imageshack.us/i/clipboard01wzm.jpg/)
Title: Re: 3d models development
Post by: Mr_Gazo on May 02, 2011, 05:59:56 pm
(http://img215.imageshack.us/img215/8260/nukacola3d2.png)
(http://img847.imageshack.us/img847/5967/nukacola3d3.png)
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.
Title: Re: 3d models development
Post by: Haraldx on May 02, 2011, 06:16:00 pm
(http://img847.imageshack.us/img847/5967/nukacola3d3.png)
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.
(http://img860.imageshack.us/img860/7123/clipboard01g.jpg) (http://img860.imageshack.us/i/clipboard01g.jpg/)(http://www.fo2238.fodev.net/wiki/images/b/b4/Chem_GGBeer.png)


Download (includes all my so far made stuff): http://www.2shared.com/file/gpyHTHfB/drinks_by_Harald.html
Title: Re: 3d models development
Post by: LagMaster on May 02, 2011, 07:41:32 pm
nice work haraldx!
Title: Re: 3d models development
Post by: Luther Blissett 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 (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) as "still to do", so I assume so. Upload it and send it to Graf / Karpov.

Title: Re: 3d models development
Post by: Haraldx on May 02, 2011, 08:33:47 pm
nice work haraldx!
Thank you very much.
It's on the tracker (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) as "still to do", so I assume so. Upload it and send it to Graf / Karpov.


Well, I guess Graf will see it when he comes online.
Title: Re: 3d models development
Post by: Graf on May 02, 2011, 08:36:46 pm
Well, I guess Graf will see it when he comes online.
Yeah, I've just went back from the vacation :) You did an amazing job here, guys. Keep it up!
Title: Re: 3d models development
Post by: Haraldx on May 02, 2011, 08:53:54 pm
Yeah, I've just went back from the vacation :) You did an amazing job here, guys. Keep it up!
You updating the wiki? It still has 2 antidotes and is missing Buffout.
Title: Re: 3d models development
Post by: Graf on May 02, 2011, 09:09:22 pm
You updating the wiki? It still has 2 antidotes and is missing Buffout.
Yep. Will do today or tomorrow morning.
Title: Re: 3d models development
Post by: White tiger on May 02, 2011, 09:44:34 pm
Six-String Samurai.    8)

(http://img20.mediafire.com/348111fb60ed23796c9a623a282d1a2dcbe3949ba3c61756ac5e89c16179303a4g.jpg)

http://www.mediafire.com/?x2fc5wiyrlhm7jx
Title: Re: 3d models development
Post by: Haraldx on May 03, 2011, 12:18:38 am
By the way, this is the LA MKII I made - I have some more ideas but for now I'm just gonna leavethis here.
http://www.2shared.com/file/PWje8n-E/Leather_Armor_MKII.html
Title: Re: 3d models development
Post by: Mr_Gazo on May 03, 2011, 01:18:01 am
(http://img847.imageshack.us/img847/5967/nukacola3d3.png)
I optimize nuka-cola 3d model. Tris: 108 > 44
forgot to add the file, here is: https://rapidshare.com/files/460321430/nuka-cola3d.rar
Also, is it just me or the or the texture is high resolution?
no it is 128px, for me it is the maximum size texture.
Title: Re: 3d models development
Post by: Graf on May 03, 2011, 10:33:37 am
It's meant to be Leather Armor MKII
Here's how it looks in-game:
(http://imagepost.ru/images/c/om/comparss_1.png)
As you can see, the lower garments are still the same, so I suggest you to change these textures a little bit, to make them fit the whole armor.
(http://imagepost.ru/thumbs/l/ea/leatherarmorbody_female.jpg) (http://www.imagepost.ru/?v=leatherarmorbody_female.jpg)
(http://imagepost.ru/thumbs/l/ea/leatherarmorbody_male.jpg) (http://www.imagepost.ru/?v=leatherarmorbody_male.jpg)

P.S. Graphics (weapons and stuff ) wiki was updated.
Title: Re: 3d models development
Post by: Haraldx on May 03, 2011, 11:04:30 am
P.S. Graphics (weapons and stuff ) wiki was updated.
Reserve the books for me!  ;D
Oh, and I made primitive tool and hatchet some time ago, check my moddb page, there is a video with both of them. Need those? I can upload them.

Updated. Notice there is no hole in the chest anymore  ;D
(http://img38.imageshack.us/img38/6334/clipboard01zo.jpg) (http://img38.imageshack.us/i/clipboard01zo.jpg/)

Oh, and by the way, you never sent me the male body texture for the Leather Armor  ;D Send it to me, I will play around a bit with the colors and stuff. I do have the Female body texture for Leather Armor however.


Guns and Bullets done.
(http://img12.imageshack.us/img12/2073/clipboard01dnt.jpg) (http://img12.imageshack.us/i/clipboard01dnt.jpg/)(http://www.fo2238.fodev.net/wiki/images/9/9e/GunsandBullets.gif)
Title: Re: 3d models development
Post by: White tiger on May 03, 2011, 02:33:44 pm
(http://img1.mediafire.com/0309b8c368f306bd7cc1222154d13c4caa036186747b926153fe9a168233a44c4g.jpg)





http://www.mediafire.com/?8ax49u9mzhznj22
Title: Re: 3d models development
Post by: Haraldx on May 03, 2011, 03:35:37 pm
Gonna play Red Faction on Multiplayer for now, returning to models later. Oh and I already did the scout handbook and Dean's Electronics, leave all the books for me!!!
Title: Re: 3d models development
Post by: White tiger on May 03, 2011, 03:42:41 pm
(http://img10.mediafire.com/99fd001738a1b1f3f397a2cc205f5b98d387d4f770c8c65a4fe213ee0f77c1e24g.jpg)



http://www.mediafire.com/?z832a05nzcjbhz5
Title: Re: 3d models development
Post by: White tiger on May 03, 2011, 04:13:35 pm
FixFix
(http://img15.mediafire.com/ec5928d2a2a70598ce3834f762e0d3bc6e17d800c3559f51c578d3f12466369d4g.jpg)
Title: Re: 3d models development
Post by: Haraldx on May 03, 2011, 04:26:43 pm
(http://www.imagepost.eu/images/1/away.png)
I do preffer this one more :P
Also, I suppose the other side of the books aren't that neccesarry, so they can be pretty much blank, right?

Scout handbook done.
(http://img8.imageshack.us/img8/5862/clipboard01da.jpg) (http://img8.imageshack.us/i/clipboard01da.jpg/)(http://www.fo2238.fodev.net/wiki/images/4/4d/Scout_handbook.gif)

Dean's Electronics and FA book picture coming soon.
Title: Re: 3d models development
Post by: White tiger on May 03, 2011, 04:46:17 pm
del
Title: Re: 3d models development
Post by: Haraldx on May 03, 2011, 06:05:31 pm
I think my textures were better     :)

They didn't look like the original sprites.

Dean's Electronics done.
(http://img580.imageshack.us/img580/7205/clipboard01jc.jpg) (http://img580.imageshack.us/i/clipboard01jc.jpg/)(http://www.fo2238.fodev.net/wiki/images/9/9f/DeansElectronics.gif)
Title: Re: 3d models development
Post by: LagMaster on May 03, 2011, 08:46:40 pm
Haraldx, i love your book models, they look old and allmoast unreadeble, perfect job!
Title: Re: 3d models development
Post by: Haraldx on May 03, 2011, 09:09:20 pm
Haraldx, i love your book models, they look old and allmoast unreadeble, perfect job!
It's because I'm using a pre-war 3D modelling software ;)

Nah, just joking! ;D The textures are directly taken from the sprite and as you can see the sprite itself is low-resolution which makes the texture quite much sometimes bend and stretch, but it gives the pre-war feeling ;)

Oh and by the way.
First Aid book done.
(http://img864.imageshack.us/img864/1573/firstaidbook.jpg) (http://img864.imageshack.us/i/firstaidbook.jpg/)(http://www.fo2238.fodev.net/wiki/images/e/ea/FA_book.gif)

Download link (Contains all so far made books and the hatchet and primitive tool): http://www.2shared.com/file/DH7Crzeu/Books_by_Harald.html


LA MKII body texture Version 1
(http://img560.imageshack.us/img560/7752/leatherarmorbody2male2.jpg) (http://img560.imageshack.us/i/leatherarmorbody2male2.jpg/)(http://img822.imageshack.us/img822/688/leatherarmorbody2female.jpg) (http://img822.imageshack.us/i/leatherarmorbody2female.jpg/)

Just noticed the female pants texture is overally brighter :P . What do you say?
Title: Re: 3d models development
Post by: Gray on May 03, 2011, 10:11:28 pm
Just noticed the female pants texture is overally brighter :P . What do you say?
It's just clean ;)
Title: Re: 3d models development
Post by: Lexx on May 03, 2011, 10:31:07 pm
All book models should be closed, as the player holds them in one hand. An open book would look stiff and unfitting.
Title: Re: 3d models development
Post by: 3dZipp0 on May 04, 2011, 02:44:30 am
Hi guys

check it out

Alien Blaster (UFO Gun) 217 tris (max2011)
https://rapidshare.com/files/460486914/AlienBlaster.zip

(http://img51.imageshack.us/img51/6913/alienblasterpreview.png) (http://img51.imageshack.us/i/alienblasterpreview.png/)

Next : Phazer (if you dont mind) ;)
Title: Re: 3d models development
Post by: White tiger on May 04, 2011, 02:52:39 am
(http://img29.mediafire.com/c3a9a25888bb09e9ed62664d7ab42ecae66a7f3a887841b2698d5e2a889898a94g.jpg)



http://www.mediafire.com/?3gsm1kj2yic8d1t
Title: Re: 3d models development
Post by: White tiger on May 04, 2011, 03:04:01 am
In the wasteland too many people use radio communication. You can find the radio in Brotherhood of Steel, Enclave, Raiders, caravans and patrols.
But they all use one single model of radio.
This may be different skins for one subject, and several
ways to keep it in your hands.

(http://img30.mediafire.com/d724308aeee8b96f5484525d02f627fc43e127aa8360f0bd45c6e7bf6f9f2c464g.jpg)

(http://img9.mediafire.com/86460e4c70b715858b9f37ed644e5fc404d7597d0ecb6d087d044bd7e88d97ae4g.jpg)



http://www.mediafire.com/?flfukwtwwsq9ja6    - 3ds11

Title: Re: 3d models development
Post by: LagMaster on May 04, 2011, 08:16:24 am
the new 3D arthists are douing an awesome job, keep it up!!!
Title: Re: 3d models development
Post by: Lexx on May 04, 2011, 09:30:16 am
The radio is a pretty cool idea. Can be used as a kind of backpack for these npcs.
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 11:17:18 am
All book models should be closed, as the player holds them in one hand. An open book would look stiff and unfitting.
That means I have to change a bit the Guns 'n' Bullets and the First Aid Book. Nothing hard, just a click here, a click there, some mouse movements...

@Graf, yeah, you remade the FA book, but oh well. Fixed the Guns 'n' Bullets tho, the back texture turns out is... well... wrong ;D
Download link (includes fixed guns and bullets and fixed FA book): http://www.2shared.com/file/qE7OQyxk/Fixed_books.html
Title: Re: 3d models development
Post by: Graf on May 04, 2011, 12:23:34 pm
Alien Blaster (UFO Gun) 217 tris (max2011)
Next : Phazer (if you dont mind) ;)
Very nice model, but I can't open it with Max 2010 (just as I expected). Could you please upload it in any other file format? (.obj or .3ds would be nice).

Phazer would be nice too.
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 12:29:35 pm
Explosive switch? What is that? I don't know but looks easy enough for me to make :P
Title: Re: 3d models development
Post by: Graf on May 04, 2011, 12:41:05 pm
Explosive switch? What is that? I don't know but looks easy enough for me to make :P
It's used to explode dynamite whenever you want it, without of setting a timer. One of the most useful things to use in NCR ;) Though, right now it's a rarity.
Title: Re: 3d models development
Post by: Pudzian_Koks on May 04, 2011, 12:51:57 pm
Awesome work!!!
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 01:04:39 pm
Taking a little break for now tho.
Title: Re: 3d models development
Post by: Mr_Gazo on May 04, 2011, 02:42:45 pm
Techical Manual. Tris: 12, Tex: 64px.  ;D
(http://img98.imageshack.us/img98/8276/techicalmanual.png)
3dsmax7: https://rapidshare.com/files/460554385/tmanual3d.rar
Title: Re: 3d models development
Post by: 3dZipp0 on May 04, 2011, 04:11:48 pm
Very nice model, but I can't open it with Max 2010 (just as I expected). Could you please upload it in any other file format? (.obj or .3ds would be nice).

Phazer would be nice too.
Here it is - https://rapidshare.com/files/460566996/AlienBlaster_obj_fbx_2010.zip
I saved it as max2010 fileformat, fbx and obj, hope you will be able to open at least one of them.
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 04:34:41 pm
Explosive switch done.
(http://img96.imageshack.us/img96/3874/clipboard01exz.jpg) (http://img96.imageshack.us/i/clipboard01exz.jpg/)(http://www.fo2238.fodev.net/wiki/images/2/2a/FO2_Explosive_Switch.gif)

Download coming up in a second.
Title: Re: 3d models development
Post by: Graf on May 04, 2011, 05:32:09 pm
Techical Manual. Tris: 12, Tex: 64px.  ;D
It needs some more work on it. Texture size is restricted to be 128x128 px. Also, back side of the book shouldn't be a copy of the front side. Just make it empty or something.

hope you will be able to open at least one of them.
Yep. Works well, uploaded to the tracker.
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 05:45:19 pm
Explosive switch and low-poly primitive tool: http://www.2shared.com/file/b_eUUUyR/Explosive_switch_and_low_poly_.html
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 06:35:03 pm
Micro Fusion Cells done... wait, that wasn't on the tracker! Gahh, I was just bored. Honestly, I think we can make 4 ammo too in 3D - rockets, regular ammo (includes all bullets), MFC, SEC.
(http://img857.imageshack.us/img857/6573/mfcs.jpg) (http://img857.imageshack.us/i/mfcs.jpg/)(http://www.fo2238.fodev.net/wiki/images/6/62/Dcells.gif)
26 vertices, 42 edges, 22 polygons.

What do you say, Graf? Also, I sent you some time ago the latest revision on the LA MKII armor texture, it should be good now.
Title: Re: 3d models development
Post by: White tiger on May 04, 2011, 07:22:30 pm
Water is not often needed in the game. But in this wasteland is the most valuable ingredient. It fills any suitable vessels.
Which should be plenty in the post apocalyptic world.

These are different skins for one subject. Empty and full water tank.


(http://img27.mediafire.com/afc598849748585ce6849cab08daed8d8ca0ba2a07f19d9348e1e68e9658cabc4g.jpg)



http://www.mediafire.com/?bd1c86ah4i9635f - 3ds11

Title: Re: 3d models development
Post by: Graf on May 04, 2011, 07:35:15 pm
What do you say, Graf?
We've discussed it some time ago. But I've changed my mind since then, so yeah, I think it would be good to have an ammo in 3D too (because you can carry it in a hand, just like most of other objects). I'll add it to the tracker today.

EDIT: Added ammo category to the tracker. Please note, that all ammo (except rockets and flamethrower fuel) should be in the boxes with a very few polygons (less = better), because there could be a ton of these on the map, which wouldn't affect to the performance in a good way.
Title: Re: 3d models development
Post by: Lexx on May 04, 2011, 08:27:06 pm
Keep in mind, that the waterbag graphics have been changed with one of the last updates.
Title: Re: 3d models development
Post by: Graf on May 04, 2011, 08:35:53 pm
Keep in mind, that the waterbag graphics have been changed with one of the last updates.
Could you show a new picture for it please?
Title: Re: 3d models development
Post by: Haraldx on May 04, 2011, 08:57:32 pm
Could you show a new picture for it please?
Yeah, show a picture :P

EDIT: Also, in the PM I forgot to mention flamer fuel :P
Title: Re: 3d models development
Post by: Mr_Gazo on May 04, 2011, 10:01:05 pm
It needs some more work on it. Texture size is restricted to be 128x128 px. Also, back side of the book shouldn't be a copy of the front side. Just make it empty or something.
Yep. Works well, uploaded to the tracker.
book rear my mistake, make the 128px and there is no problem, but why should only 128px  ???, anyway in game will to lower the 64px (I'm talking about consumables/miscellaneous items/ammo)
https://rapidshare.com/files/460624439/tmanual3d-fix.rar
Title: Re: 3d models development
Post by: IvanSyomin on May 05, 2011, 09:20:53 pm
Hi, all !  :)

made Gauss Pistol
it's 228 tris and 128x128 diffuse texture

(http://i.piccy.info/i5/99/45/1464599/renderings_compilation_800.jpg) (http://piccy.info/view3/1464599/a75bfc220e6cba52329c4fc6fe672214/orig/)
Title: Re: 3d models development
Post by: Haraldx on May 05, 2011, 09:33:32 pm
Holy shit, that looks fuckin' epic! Download link please?
Title: Re: 3d models development
Post by: Graf on May 05, 2011, 10:23:48 pm
It's even better than 223 Pistol :) Both of these models are examples how really good models should be done.

P.S. If you can't see the image - just open it in a separate tab.
Title: Re: 3d models development
Post by: Crazy on May 05, 2011, 10:25:51 pm
Oh man, that's a beautiful pistol!
Title: Re: 3d models development
Post by: Handyman on May 06, 2011, 08:22:44 am
Wow good work Ivan !
Title: Re: 3d models development
Post by: White tiger on May 06, 2011, 12:27:50 pm
Backpacks for the players and the npc.

(http://img27.mediafire.com/ad2c00378e4d76acd1919379a34110d9bf1e1d40b21614ab6edca6645e8e484a4g.jpg)

(http://img22.mediafire.com/559e2cbde53964e0f0b0948ac21998108b450f867c691e5b62cb650451bdba604g.jpg)

http://www.mediafire.com/?0swu7irs689r6w4

http://www.mediafire.com/?vytk39psxzy11tc



Title: Re: 3d models development
Post by: IvanSyomin on May 06, 2011, 01:39:44 pm
Thank you guys! :)
your words are inspiring!

sent model to Graf.
Title: Re: 3d models development
Post by: White tiger on May 06, 2011, 06:39:47 pm
(http://img27.mediafire.com/a3a5e00e83f9d4836c867fe3d2c28e121c0aba1314cdfdc2148d4bc8060397804g.jpg)

polys 12
tris 24
edges 45
verts 42

http://www.mediafire.com/?1gihuenaa0ymnjs

Title: Re: 3d models development
Post by: Haraldx on May 06, 2011, 06:45:58 pm
Focusing on re-texturing, no models reserved for me - you guys are free to make everything else, that is missing.
Great work on the iguana on stick by the way, Tiger!
Title: Re: 3d models development
Post by: Mr_Gazo on May 06, 2011, 07:36:58 pm
Strange Iguana-on-a-stick. Tris: 16.  :D
(http://img69.imageshack.us/img69/6972/iguanaonastick.png)
3dsmax7: https://rapidshare.com/files/460952660/iguana3d.rar
Title: Re: 3d models development
Post by: Graf on May 06, 2011, 07:39:08 pm
Sorry, Mr_Gazo, but we don't use alpha-channel since nobody knows for sure if it works or not  ::) Moreover, models with alpha-channel wouldn't work well in a characters hands.
Title: Re: 3d models development
Post by: JovankaB on May 06, 2011, 07:55:10 pm
You are doing great job guys, the latest models look awesome :)
Title: Re: 3d models development
Post by: Mr_Gazo on May 06, 2011, 07:58:41 pm
OK, no more. But it's bad with alpha channel can save a lot of polys, maybe devs can make a test on game engine, alpha channel or working or not.
Title: Re: 3d models development
Post by: Haraldx on May 06, 2011, 08:00:45 pm
Alpha does work. Desert stalker claws is mostly alpha channel'ed. Lexx said this somewhere.
Title: Re: 3d models development
Post by: Graf on May 06, 2011, 08:11:44 pm
Alpha does work. Desert stalker claws is mostly alpha channel'ed. Lexx said this somewhere.
Um, I'm not sure about it.

(http://www.imagepost.eu/images/1/CR_DesertStalker_Default_LG.jpg)

(http://www.imagepost.eu/images/1/OWYAr63.png)

Anyway, even if there's alpha, it wouldn't look good if player will hold it in the hand. Though it could work for the stuff which are only supposed to lay on the ground (e.g. scenery, tiles or some items).
Title: Re: 3d models development
Post by: Haraldx on May 06, 2011, 08:15:17 pm
I am pretty sure that alpha channel is working. Check out the desert stalker models, their claws have transparent parts as well.
Lexx aproves :P
Anyway, even if there's alpha, it wouldn't look good if player will hold it in the hand. Though it could work for the stuff which are only supposed to lay on the ground (e.g. scenery, tiles or some items).
True anyway :P
Title: Re: 3d models development
Post by: Jotisz on May 06, 2011, 08:27:27 pm
Some people do this modeling with awesome speed I was about to make some books but I've been slow they already done and now there are some nice backpacks and new radios keep it up these looks real good.
To contribute something too here is a try for the metal armor edited the original texture but still something wrong with the shoes tex I think will need to correct it maybe I used the female ones. This one is meant to be the mki version since that was missing as I know.
(http://img59.imageshack.us/img59/964/wronglegs.jpg) (http://imageshack.us/photo/my-images/59/wronglegs.jpg/)
Title: Re: 3d models development
Post by: Graf on May 06, 2011, 08:38:55 pm
something wrong with the shoes tex
Looks like a flipped polygons to me. It's not a big deal to fix. Anyway, the texture looks... umm... like a rusty MKII, while MKI is more like a crudely made, even somewhat badass version of MKII. So, in my opinion it should look more like a sprite:

(http://www.fo2238.fodev.net/wiki/images/e/e3/Mtlarmor.gif)

P.S. Do you have any progress with the ghoul, Jotisz?
Title: Re: 3d models development
Post by: Haraldx on May 06, 2011, 09:26:34 pm
Shoulder and hand textures not edited yet, stil WIP (work in progress)
(http://img715.imageshack.us/img715/7546/clipboard01cng.jpg) (http://imageshack.us/photo/my-images/715/clipboard01cng.jpg/)(http://img198.imageshack.us/img198/828/clipboard02px.jpg) (http://imageshack.us/photo/my-images/198/clipboard02px.jpg/)

EDIT:
(http://img840.imageshack.us/img840/4442/clipboard03cf.jpg) (http://imageshack.us/photo/my-images/840/clipboard03cf.jpg/)(http://img84.imageshack.us/img84/8608/clipboard04w.jpg) (http://imageshack.us/photo/my-images/84/clipboard04w.jpg/)

Damn, I love those new brushes I downloaded! :D True, maybe not the best work but they are powerful! These brushes will surely do on my other projects!
Title: Re: 3d models development
Post by: IvanSyomin on May 06, 2011, 09:54:20 pm
but still something wrong with the shoes tex

it looks rather like some polygons of legs are showing through the polygons of boots
Title: Re: 3d models development
Post by: White tiger on May 06, 2011, 10:37:33 pm
Version boxes for Bullets

10mm  polys 8 tris 16 edges 22 verts 16
5mm  polys 18 tris 18 edges 54 verts 18
12mm polys 6 tris 12 edges 16 verts 12

(http://img23.mediafire.com/617339b138cd472b981c74397be512292130ff800c8313ce84ccbc7186221fd24g.jpg)


http://www.mediafire.com/?hd445s8g6a86zg0
Title: Re: 3d models development
Post by: Haraldx on May 06, 2011, 10:44:15 pm
patrons

(http://img23.mediafire.com/617339b138cd472b981c74397be512292130ff800c8313ce84ccbc7186221fd24g.jpg)


http://www.mediafire.com/?hd445s8g6a86zg0

Patrons? Where do you come from? We use a similar word in Latvia for "Bullets".

Great job on the models, what's the polycount? MFC done by me, SEC done too (haven't made a picture yet), and working on the flamer fuel. Need someone to "review" the MA MKI, if it is fine, uploading all the stuff.
Title: Re: 3d models development
Post by: White tiger on May 06, 2011, 10:48:15 pm
Patrons? Where do you come from? We use a similar name in Latvia for "Bullets".

Great job on the models, what's the polycount? MFC done by me, SEC done too (haven't made a picture yet), and working on the flamer fuel. Need someone to "review" the MA MKI, if it is fine, uploading all the stuff.

 In Soviet Russia Putin has ordered us to call this item - "patrons"   :)
Title: Re: 3d models development
Post by: Haraldx on May 06, 2011, 10:49:44 pm
;D ;D ;D  google trnslator
You come from Google translator? Nice, I wish I could live there  ;D ;D ;D ;D ;D
Title: Re: 3d models development
Post by: Lexx on May 06, 2011, 11:03:35 pm
I want to see how the player is supposed to hold the big wooden bullet box in their right hand. :> (That's why all of these items should be a normal small-sized box.)

Keep in mind, that the models have to be made for the player holding them in their right hand. This means, it is not needed to make a 1:1 inventory image copy. In fact, like written above, it's not even possible in some cases.
Title: Re: 3d models development
Post by: White tiger on May 06, 2011, 11:12:12 pm
I want to see how the player is supposed to hold the big wooden bullet box in their right hand. :> (That's why all of these items should be a normal small-sized box.)

Keep in mind, that the models have to be made for the player holding them in their right hand. This means, it is not needed to make a 1:1 inventory image copy. In fact, like written above, it's not even possible in some cases.

Maybe need animation to hold  items in two hands.  Either do very very little items. Or stuff them into bags.
Title: Re: 3d models development
Post by: White tiger on May 07, 2011, 01:17:51 am
Buffout

polys 8
tris 24
edges 34
verts 28

(http://img25.mediafire.com/8a6b05046d0ed17dd1ea9ddce246b5d026e3165b67eefe8cdb716b596fee2ab54g.jpg)

http://www.mediafire.com/?6ftnnpryvtfe83x

Title: Re: 3d models development
Post by: Crazy on May 07, 2011, 01:26:58 am
I would see the pills bigger, maybe 3/4 for one tablet.
Title: Re: 3d models development
Post by: Eternauta on May 07, 2011, 05:04:28 am
Sorry If I get too much into details, but when did those plastic things (which contain pills) appeared? Where not pills contained in flasks around the 50's? I might be completely wrong about this, but well, you are free to not pay attention to this if you don't feel like, I wouldn't mind :P
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 08:14:40 am
In fact, Fallout canon contains quite a lot of things made after 50-60s. For example, CAWS were designed during 70s, p90 in the late 80s, barret m107 (which is obviously a prototype for the bozar) in the early 90s. In case of blister pack (http://en.wikipedia.org/wiki/Blister_pack), which is made from PVC (PolyVinylChloride (http://en.wikipedia.org/wiki/Polyvinyl_chloride)) - it was discovered before 1850s, so I assume that it was possible to produce a PVC blister packages a century later.
Title: Re: 3d models development
Post by: Eternauta on May 07, 2011, 08:21:42 am
Alright, then please ignore my comment and carry on with the awesome work. Thanks Graf for the answer :)
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 10:41:19 am
Alright, then please ignore my comment and carry on with the awesome work. Thanks Graf for the answer :)
Buffot was contained in flasks in Fallout 3 however. There is extremely many fan-art of it too.
(http://fallout.neoseeker.com/w/i/fallout/2/24/Buffout.JPG) Original F3 buffout.
(http://farm3.static.flickr.com/2576/3763409669_c0de01047b.jpg) Fan art.
(http://images5b.snapfish.com/232323232%7Ffp63273%3Enu%3D4339%3E769%3E258%3EWSNRCG%3D32558576%3B8349nu0mrj)
(http://i976.photobucket.com/albums/ae241/laddersvictim/Fallout%20Props/buffoutlabel_300dpi.jpg)Fan art.
(Nice warning on the label)
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 11:47:34 am
I'm collecting that kind of stuff myself, in case if I want to make some props. Here's what I get so far:
RadX
(http://www.imagepost.eu/thumbs/1/Rad_X.png) (http://www.imagepost.eu/?v=1/Rad_X.png)

Nuka-Cola
(http://www.imagepost.eu/thumbs/1/Nuka_Cola.png) (http://www.imagepost.eu/?v=1/Nuka_Cola.png)

Nuka-Cola Quantum
(http://www.imagepost.eu/thumbs/1/Nuka_Quantum.png) (http://www.imagepost.eu/?v=1/Nuka_Quantum.png)

Nuka-Cola Cherry
(http://www.imagepost.eu/thumbs/1/Nuka_Cherry.png) (http://www.imagepost.eu/?v=1/Nuka_Cherry.png)

Sunset Sarsparilla
(http://www.imagepost.eu/thumbs/1/Sunset_Sarsparilla.png) (http://www.imagepost.eu/?v=1/Sunset_Sarsparilla.png)

Sunset Sarsparilla caps
(http://www.imagepost.eu/thumbs/1/sunset_sarsaparilla_caps_by_whatpayne_d331d0y.jpg) (http://www.imagepost.eu/?v=1/sunset_sarsaparilla_caps_by_whatpayne_d331d0y.jpg)

Buffout (modified a bit)
(http://www.imagepost.eu/thumbs/1/Buffout_2.png) (http://www.imagepost.eu/?v=1/Buffout_2.png)

Mentats (made it by myself)
(http://www.imagepost.eu/thumbs/1/BdXxH7O.png) (http://www.imagepost.eu/?v=1/BdXxH7O.png)

I also have a classic Nuka-Cola caps, but there's something wrong with the file, so I can't upload it here. PM me if you want it anyway.
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 11:58:33 am
Yeah, I found some of those myself while googling for pictures. I'm not really that kind of who make stuff after being addicted by a game, so no thanks, don't need these labels, but they look cool :P Back to topic.
(http://img840.imageshack.us/img840/4442/clipboard03cf.jpg) (http://imageshack.us/photo/my-images/840/clipboard03cf.jpg/)(http://img84.imageshack.us/img84/8608/clipboard04w.jpg) (http://imageshack.us/photo/my-images/84/clipboard04w.jpg/)

Comments?
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 01:29:22 pm
Comments?

I'll repeat what I've said before:

Quote from: myself
MKI is a crudely made, even somewhat badass version of MKII. It should look more like a sprite:
(http://www.fo2238.fodev.net/wiki/images/e/e3/Mtlarmor.gif)

Please don't make it just rusty version of MKII. It wasn't laying in the ground for a decades, it's just a metal armor which wasn't processed properly. So, there should be some sews and not that much rust.

Also, there's something wrong with the model. The spikes on a wrong side.
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 01:56:44 pm
Also, there's something wrong with the model. The spikes on a wrong side.
Actually I found a quite a bit of these small mistakes on some models. Not a very big deal :P

Anyway.
Please don't make it just rusty version of MKII. It wasn't laying in the ground for a decades, it's just a metal armor which wasn't processed properly. So, there should be some sews and not that much rust.
Aha, I get your point. It's however interesting, how the armor seems to have cracks in some places like in the shoulder. Working on new texture.
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 02:40:06 pm
Made my very first own model  ;D Check this out:

(http://www.imagepost.eu/images/1/07.05.png)

(http://www.fo2238.fodev.net/wiki/images/1/13/Cigarettes.gif)

Download link (http://www.mediafire.com/?780px7tt8ta78u2)
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 02:42:09 pm
 ;D :D ;D :D ;D :D ;D :D ;D
Ha, that actually gave me a laugh! Just misses a text saying radioactive ciggaretes kill  ;D Nah, just joking, looks great!
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 03:00:41 pm
Nukeboro is following all of the world trends! Now with a different funny health warning with every next package!  ;)

(http://www.imagepost.eu/images/1/hw.png)
Title: Re: 3d models development
Post by: Surf on May 07, 2011, 03:06:19 pm
Real Life References like these warning signs are best be avoided. No one will be able to see them anyway ingame.
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 03:12:25 pm
Are you talking about Nukeboro itself or the health warning? Just note, that this is how these cigarettes actually called in-game. But if you're talking about HW, it's just a joke and no one will use it in the game ofc.
Title: Re: 3d models development
Post by: Surf on May 07, 2011, 03:36:06 pm
I know that they are called Nukeboros. Yes, meant that health warning. As it was just a joke then everything's fine. ;)
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 04:08:16 pm
Just checked the wiki - spectacles (glasses), golden watch, dices, magic 8-ball and maybe some other stuff are missing. Taking a little break from the re-texturing, filling the gaps right now.
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 04:31:34 pm
These things are quest items from F2, which have no use in Fonline. So it's not necessary to make them. It's best to do something from miscellaneous category for now.
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 05:17:02 pm
These things are quest items from F2, which have no use in Fonline. So it's not necessary to make them. It's best to do something from miscellaneous category for now.
Actually the dices are use-able - they do a random roll of 1-6 (or was it 2-12?) and the magic 8-ball can say "yes" or "no" if used. Gold watch can be found in BoS quest, spectacles are just found somewhere I don't really know.
Anyways
(http://img852.imageshack.us/img852/6095/sec.jpg) (http://imageshack.us/photo/my-images/852/sec.jpg/)(http://www.fo2238.fodev.net/wiki/images/2/21/Ccells.gif)
A little problem is the poly-count however.
53 vertices, 87 edges, 40 polygons.

Download link will contain: MFC, SEC, Flamer fuel, Cats Paw and maybe some other stuff I will come up with.
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 05:47:17 pm
I've tried to make a more difficult item and here's what came out:

(http://www.imagepost.eu/images/1/geck01.png)
Download link (http://www.mediafire.com/?ptwfmvcyl8cnlsl)

Guess, I can make some more stuff like the doctor's bag based on it.

P.S. What else I've discovered is that modelling is quite fun :)
Title: Re: 3d models development
Post by: Crazy on May 07, 2011, 05:55:34 pm
The geck seem too much thin.
Title: Re: 3d models development
Post by: Mr_Gazo on May 07, 2011, 06:00:31 pm
(http://img851.imageshack.us/img851/8753/unled1vf.png)
texture is a bit not correct, but I made ​​a video how to correct it.
https://rapidshare.com/files/461134780/fonline-tex-fix-to-graf.rar
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 06:07:47 pm
I've tried to make a more difficult item and here's what came out:

(http://www.imagepost.eu/images/1/geck01.png)
Download link (http://www.mediafire.com/?ptwfmvcyl8cnlsl)

It's a little too thin, otherwise, it looks just like the inventory image.
P.S. What else I've discovered is that modelling is quite fun :)
That's what keeps me rolling and rolling! ;D Altough I mostly make simple stuff lately, I just love the way everything looks like when the product is finished. Keep on trying, you might have some potential in you! After getting the great Gimp brushes I downloaded, I also like making some cool texture variations.
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 06:26:34 pm
Thanks for help guys! I appreciate it. I've corrected geck somehow, hope it would be better now.

(http://www.imagepost.eu/images/1/nlqsIb9.png)
Download link (http://www.mediafire.com/?72ko3ygatlyo6v4)

Gonna take a look at Mr_Gazo video now.
Title: Re: 3d models development
Post by: Badger on May 07, 2011, 06:31:56 pm
Ahaha, is that Ronald Reagan on the cigarette pack?
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 06:41:41 pm
Ahaha, is that Ronald Reagan on the cigarette pack?
(http://www.smokernewsworld.com/wp-content/uploads/2011/05/Buy-the-beautiful-Chesterfield-Carton.jpg)

Damn! It's him!  ;D I didn't mentioned that.
Title: Re: 3d models development
Post by: Gray on May 07, 2011, 07:02:30 pm
Comments?
Looks just dirty. Armor parts blends with each other.
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 07:02:53 pm
The more bored I get, the slower I work :-\
(http://img813.imageshack.us/img813/7152/spaws.jpg) (http://imageshack.us/photo/my-images/813/spaws.jpg/)(http://www.fo2238.fodev.net/wiki/images/4/41/CAT.gif)
Looks just dirty. Armor parts blends with each other.
Yeah, remaking it already.

Metal parts, junk, ores missing in Wiki?
Title: Re: 3d models development
Post by: Balthasar on May 07, 2011, 07:06:39 pm
Need to fix something? A Super Tool could help:

(http://img163.imageshack.us/img163/7203/perspectives.png)

EDIT: Misspelling corrected.

Im a bit new to the 3D stuff so some noob mistakes could be in there. I tried to keep the Polys as low as possible and i hope this could be of any use. Also, im not really good in doing the texturing. I saw some really good work in here already and im sure if this model is ok for use, someone with the right skills could texture it in an appropriate way.

Download File (http://www.mediafire.com/?9tb219hp3e2tq5o)
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 07:14:09 pm
1st - Actually it is Snap-off not Snapp-off
2nd - You tried to keep the poly count as low as possible? How is that possible if you add so many detail? Remove the side thingies - it will be a texture, make the lock thingy with 5 edges or remove it completely, the handle has those 2 things near it - remove them completely or make them very low poly.
3rd - overally, it's definitely not made for FOnline due to its huge waste of polies, but as a model, it's great! Nah, great is'nt the correct word... the model is much better than "great".

4th - If you don't mind, I can make a low-poly version or I will reserve the model for you. Your call.
5th - downloaded the model, remove the text, it will be texture. Also, make it a box, don't use slopes.

EDIT: Making the last model for today, playing Fallout 2 with restoration patch for the rest of the time.
Title: Re: 3d models development
Post by: Gray on May 07, 2011, 07:23:12 pm
Mentats (made it by myself)
(http://www.imagepost.eu/thumbs/1/BdXxH7O.png) (http://www.imagepost.eu/?v=1/BdXxH7O.png)
I got it.
(http://img820.imageshack.us/img820/5512/mentats.png)
https://rapidshare.com/files/461150680/Mentats.rar (https://rapidshare.com/files/461150680/Mentats.rar)

P.S. anyone may "age" the texture to make it looks old.
Title: Re: 3d models development
Post by: Balthasar on May 07, 2011, 07:30:46 pm
1st - Actually it is Snap-off not Snapp-off
2nd - You tried to keep the poly count as low as possible? How is that possible if you add so many detail? Remove the side thingies - it will be a texture, make the lock thingy with 5 edges or remove it completely, the handle has those 2 things near it - remove them completely or make them very low poly.
3rd - overally, it's definitely not made for FOnline due to its huge waste of polies, but as a model, it's great! Nah, great is'nt the correct word... the model is much better than "great".

4th - If you don't mind, I can make a low-poly version or I will reserve the model for you. Your call.

EDIT: Making the last model for today, playing Fallout 2 with restoration patch for the rest of the time.

You're right...of course its "Snap" ;)...changed it (New Version here (http://www.mediafire.com/?u0asvxzvlp6i1w3)) and i would be glad if you could do the low poly version.

Thx in advance
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 07:35:25 pm
Basically, it will need a WHOLE lot of removing unneeded edges. Think of an aged game... Try to make things as simple as possible. Most details will be done with textures. Working on flamer fuel, will work on your tool box tomorow.
Title: Re: 3d models development
Post by: Balthasar on May 07, 2011, 07:42:17 pm
Nice. Yes, will keep this in mind next time :).
Title: Re: 3d models development
Post by: LagMaster on May 07, 2011, 07:46:55 pm
I got it.
(http://img820.imageshack.us/img820/5512/mentats.png)
https://rapidshare.com/files/461150680/Mentats.rar (https://rapidshare.com/files/461150680/Mentats.rar)

P.S. anyone may "age" the texture to make it looks old.
i allready did the mentants, but ok
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 07:50:35 pm
i allready did the mentants, but ok
Meh, the mentats were done like 3 or 4 times, they aren't that hard.
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 07:56:19 pm
Hah, I din't thought that my drawings could be sucessfully used as a texture. Anyway, it seems to be the best version of these so far.

@Mr_Gazo, thanks a lot, your tutorial was really helpful for me. Here's how it looks now:

(http://www.imagepost.eu/images/1/tutorial.png)
Title: Re: 3d models development
Post by: LagMaster on May 07, 2011, 08:13:21 pm
Graf, you shoud make a misc development traker too
Title: Re: 3d models development
Post by: Mr_Gazo on May 07, 2011, 08:16:05 pm
Super Tool Kit. Tris: 44. Tex: 128px.
(http://img820.imageshack.us/img820/7712/supertoolkit.png)
3dsmax7: https://rapidshare.com/files/461159045/super-tool-kit-3d.rar

Need to fix something? A Super Tool could help:

http://img163.imageshack.us/img163/7203/perspectives.png

EDIT: Misspelling corrected.

Im a bit new to the 3D stuff so some noob mistakes could be in there. I tried to keep the Polys as low as possible and i hope this could be of any use. Also, im not really good in doing the texturing. I saw some really good work in here already and im sure if this model is ok for use, someone with the right skills could texture it in an appropriate way.

Download File (http://www.mediafire.com/?9tb219hp3e2tq5o)
sorry, I be in offline and did not see your post.
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 08:22:51 pm
Mr. Gazo, good you included the wire screen, it's pretty much a perfect way to learn how to make low polies that still look great.
Graf, you shoud make a misc development traker too
Check weapon tracker, scroll to the bottom. It's been there for a long time now. Wait a minute, where the *censored* did it go?

EDIT: More stuff made by me, includes:
* Flamer fuel (MKI and MKII) (sorry, no picture)
* Micro Fusion Cells
* Small Energy Cells
* Cat's Paw
http://www.2shared.com/file/97YldhGW/More_misc_stuff_by_Harald.html (http://www.2shared.com/file/97YldhGW/More_misc_stuff_by_Harald.html)

Gently, please. Gray.
Title: Re: 3d models development
Post by: Balthasar on May 07, 2011, 08:27:04 pm
No problem Mr_Gazo. Seems as Harald has less work now ;).
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 08:37:01 pm
OMG, the wiki is haunted! 3 minutes ago the misc items disapeared, now the ammo disapeared too!
Anyway, off to play Fallout 2 with restoration project!
Title: Re: 3d models development
Post by: White tiger on May 07, 2011, 08:45:58 pm

(http://img32.mediafire.com/f0987fdc3e5ade7cca932cb0f6fe3321723d8e6085f43cc449ff49a0658f3f384g.jpg)

http://www.mediafire.com/?6924cm2086j5ydr

Title: Re: 3d models development
Post by: Gray on May 07, 2011, 09:00:13 pm
i allready did the mentants, but ok
I've just retextured it with new texture. The old one was just an icon

P.S. White tiger, you are the Energizer :)
Title: Re: 3d models development
Post by: Graf on May 07, 2011, 09:03:19 pm
Don't worry guys  ;D All miscellaneous items were moved here (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker) because it's really inconvenient to search something among 200+ items.

P.S. LagMaster, thanks for the idea.
Title: Re: 3d models development
Post by: Haraldx on May 07, 2011, 10:18:57 pm
Crafting items, these items are missing in the wiki:
ore, minerals, HQ ore, HQ minerals, metal parts, junk, wood, electronic parts.
Also, here are some stuff I made.
EDIT: More stuff made by me, includes:
* Flamer fuel (MKI and MKII) (sorry, no picture)
* Micro Fusion Cells
* Small Energy Cells
* Cat's Paw
http://www.2shared.com/file/97YldhGW/More_misc_stuff_by_Harald.html (http://www.2shared.com/file/97YldhGW/More_misc_stuff_by_Harald.html)
Title: Re: 3d models development
Post by: Mr_Gazo on May 07, 2011, 11:05:28 pm
The more bored I get, the slower I work :-\
(http://img813.imageshack.us/img813/7152/spaws.jpg) (http://imageshack.us/photo/my-images/813/spaws.jpg/)(http://www.fo2238.fodev.net/wiki/images/4/41/CAT.gif)Yeah, remaking it already.

Metal parts, junk, ores missing in Wiki?
Found in internet much better image for texture.
(http://img862.imageshack.us/img862/527/spaw.th.jpg) (http://img862.imageshack.us/i/spaw.jpg/)
Title: Re: 3d models development
Post by: LagMaster on May 07, 2011, 11:53:25 pm
Don't worry guys  ;D All miscellaneous items were moved here (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker) because it's really inconvenient to search something among 200+ items.

P.S. LagMaster, thanks for the idea.
np,man, today i was full of good ideeas(IRL too)
Title: Re: 3d models development
Post by: Cryptopsy on May 08, 2011, 01:48:03 am
The models are really looking great. Im looking forward to wipe!
Title: Re: 3d models development
Post by: Surf on May 08, 2011, 03:50:23 am
The models are really looking great. Im looking forward to wipe!

The 3d-ization won't come with the wipe.
Title: Re: 3d models development
Post by: Graf on May 08, 2011, 07:50:19 am
Crafting items, these items are missing in the wiki:
ore, minerals, HQ ore, HQ minerals, metal parts, junk, wood, electronic parts.
Indeed, I just haven't enough time to add all that stuff yesterday. Updating wiki/adding items right now.
Title: Re: 3d models development
Post by: Haraldx on May 08, 2011, 09:32:05 am
Found in internet much better image for texture.
(http://img862.imageshack.us/img862/527/spaw.th.jpg) (http://img862.imageshack.us/i/spaw.jpg/)
Meh, if I had to stuff it in 128x128 and I would do a 400% zoom in in-game, it still would look like crap, I guess :-\ Great find nonetheless :P

@Graf, I suppose the SEC isn't accepted due to it's polycount. Still searching for ways to make it more low-poly. Also, you added quite much stuff from Fallout Tactics, didn't you?  ::)

EDIT: Flamethrower fuel and flamer fuel MKII has wrong icons.
Title: Re: 3d models development
Post by: Jotisz on May 08, 2011, 09:59:25 am
Matel armor mk1 is here again hope its better now there are some that needs a bit more love but overall I think it should be ok.
(http://img714.imageshack.us/img714/7668/betterone.jpg) (http://imageshack.us/photo/my-images/714/betterone.jpg/)

About the miscellaneous items I have to tip my hat to all who makes them they look pretty good.
Title: Re: 3d models development
Post by: Graf on May 08, 2011, 10:08:31 am
@Graf, I suppose the SEC isn't accepted due to it's polycount. Still searching for ways to make it more low-poly.
Yep. Just try to reduce polycount to 50 or so.

Also, you added quite much stuff from Fallout Tactics, didn't you?  ::)
Well, not much, maybe 5-8 items, which could be useful in Fonline 2238 and only if they have a nice inventory icons. Btw, we already have quite a lot of items, that only appeared in Tactics, so adding few more wouldn't change anything.

Matel armor mk1 is here again hope its better now there are some that needs a bit more love but overall I think it should be ok.
Looks good. Please send me a link once everything is done.
Title: Re: 3d models development
Post by: LagMaster on May 08, 2011, 11:03:48 am
i think there is a problem with the resources(metal parts, alloys etc)
we can't make them with low poly OR alpha channel

there resourses shoud pe keept in some sort of bag.
Title: Re: 3d models development
Post by: Haraldx on May 08, 2011, 11:13:57 am
Matel armor mk1 is here again hope its better now there are some that needs a bit more love but overall I think it should be ok.
(http://img714.imageshack.us/img714/7668/betterone.jpg) (http://imageshack.us/photo/my-images/714/betterone.jpg/)

About the miscellaneous items I have to tip my hat to all who makes them they look pretty good.
Make the spikes dark, they are almost if not absolutely black in the inventory picture.
Title: Re: 3d models development
Post by: Graf on May 08, 2011, 11:43:13 am
i think there is a problem with the resources(metal parts, alloys etc)
I see no problem there. Take a look at the pile of wood - that's how it should look like.
Title: Re: 3d models development
Post by: Haraldx on May 08, 2011, 12:08:05 pm
Holy crap, the SEC can't be optimized ??? I don't even get it, how the heck did I make an un-optimizable model.  :-\
Title: Re: 3d models development
Post by: Mr_Gazo on May 08, 2011, 02:26:32 pm
Nuka-Cola: Cherry, Fusion, Yellow.
(http://img263.imageshack.us/img263/5159/nukacolas.png)
3dsmax7: https://rapidshare.com/files/461290053/nukacolas3d.rar
Title: Re: 3d models development
Post by: LagMaster on May 08, 2011, 03:33:57 pm
now that we got all the weapons(exept phazer) let's focus on the armors so we can have a playeble game, ok?
Title: Re: 3d models development
Post by: Graf on May 08, 2011, 03:48:35 pm
now that we got all the weapons(exept phazer) let's focus on the armors so we can have a playeble game, ok?
Nah, in my opinion, miscellaneous items should be the next to finish. Concerning armors - almost all of them already completed, they just need some tweaks.

P.S.
Next : Phazer (if you dont mind) ;)
Title: Re: 3d models development
Post by: Haraldx on May 08, 2011, 04:24:47 pm
Phazer is a special encounter weapon from Fallout 2 which is highly based on pop-cultural refernences, do we really need it? Lexx has said he is absolutely against pop-culture references in FOnline.
Title: Re: 3d models development
Post by: Graf on May 08, 2011, 04:31:20 pm
Phazer is a special encounter weapon from Fallout 2 which is highly based on pop-cultural refernences, do we really need it? Lexx has said he is absolutely against pop-culture references in FOnline.
Solar Scorcher, Zip Gun and the Holy Grenade is a special-encounter weapons as well. But it changes nothing. If someone will make, it would be good. If not, well, we wouldn't loose anything.

Also, a lot of other items has a pop-cultural references, but they are still in-game. In fact, the whole F2 is a cultural reference of a different decades of 20th century.
Title: Re: 3d models development
Post by: LagMaster on May 08, 2011, 05:48:57 pm
ok, well anyway, let's first do the armors so we can have  aplayeble game and after do the misc and the new updates
but nvm, 3D will not be next wipe
Title: Re: 3d models development
Post by: Haraldx on May 08, 2011, 06:10:45 pm
Here, .223 I made together with LagMaster.
(http://img803.imageshack.us/img803/15/223o.jpg) (http://imageshack.us/photo/my-images/803/223o.jpg/)(http://www.fo2238.fodev.net/wiki/images/7/7a/223fmj.gif)

http://www.2shared.com/file/0LJuDscN/223.html

Also, why the heck is the uranium ore so high-poly? :-\ It's just a rock, heck, I just made a very similar figure and it has only 66 edges.
Title: Re: 3d models development
Post by: LagMaster on May 08, 2011, 07:01:38 pm
tnx Haraldx

speaking of armors, does anyone started to make tribal armor male/female?
Title: Re: 3d models development
Post by: Graf on May 08, 2011, 07:22:20 pm
speaking of armors, does anyone started to make tribal armor male/female?
Does tribals have an armor? I thought that they only have a pants, which can be made by applying a simple texture.
Title: Re: 3d models development
Post by: Crazy on May 08, 2011, 07:26:10 pm
tnx Haraldx

speaking of armors, does anyone started to make tribal armor male/female?


That remind me the tribal PA helmet have to be done ;p
Title: Re: 3d models development
Post by: White tiger on May 08, 2011, 07:36:56 pm

May be Refined Uranium Ore put in some sort of special box?  (of lead for example)

(http://img16.mediafire.com/f77086b6782ef756cb2e6e6d157a6857e522ad7f73037ddaed9bfa9cc087190e4g.jpg)

Title: Re: 3d models development
Post by: LagMaster on May 08, 2011, 07:39:37 pm
Does tribals have an armor? I thought that they only have a pants, which can be made by applying a simple texture.
in this case add them to the tracker
Title: Re: 3d models development
Post by: Haraldx on May 08, 2011, 07:40:57 pm
May be Refined Uranium Ore put in some sort of special box?  (of lead for example)

(http://img16.mediafire.com/f77086b6782ef756cb2e6e6d157a6857e522ad7f73037ddaed9bfa9cc087190e4g.jpg)


Makes sense, as uranium is radioactive in real life.
Title: Re: 3d models development
Post by: DocAN. on May 08, 2011, 08:21:56 pm
That remind me the tribal PA helmet have to be done ;p

Yeah, i like to use one, someday.
Title: Re: 3d models development
Post by: Gray on May 08, 2011, 09:16:43 pm
Makes sense, as uranium is radioactive in real life.
Irresponsible attitude to a radioactive materials is a main feature of Fallout. Uranium should be kept in solid containers in real life, but in Fallout it may be just scattered all over the ground. Nevertheless, the container will not be odd, it will be useful.
Title: Re: 3d models development
Post by: Surf on May 08, 2011, 09:18:15 pm
Irresponsible attitude to a radioactive materials is a main feature of Fallout. Uranium should be kept in solid containers in real life, but in Fallout it may be just scattered all over the ground.

Amen. ;)

You're right.
Title: Re: 3d models development
Post by: 3dZipp0 on May 08, 2011, 09:55:34 pm
Hi people :)

Phazer is finished. Tris - 174
https://rapidshare.com/files/461378554/Phazer.zip - max2010, fbx files

(http://img64.imageshack.us/img64/3140/phazershow.png) (http://imageshack.us/photo/my-images/64/phazershow.png/) (http://img809.imageshack.us/img809/615/phazerwire.png) (http://imageshack.us/photo/my-images/809/phazerwire.png/)


I'm reading this thread and confused a little what to pick up next? And, in any case I'm planning to do any of these - Electronic lockpick / Electronic lock pick MK II / Geiger counter / Motion sensor

Cheers!
Title: Re: 3d models development
Post by: White tiger on May 08, 2011, 10:00:11 pm
Version of High Quality Minerals for two hands

(http://img29.mediafire.com/cd0349cd09f5f7ddabe230939ed955a5e498fc3ed38a8dc6d09d784bdb3b342d4g.jpg)

http://www.mediafire.com/?00d1y025bsmu0cp

Title: Re: 3d models development
Post by: Surf on May 08, 2011, 10:01:48 pm
It looks really good (the Phazer looks extraordinary too, good job!) - but AFAIK the item must be made so that the player can hold it in one hand, not two.
Title: Re: 3d models development
Post by: White tiger on May 09, 2011, 12:54:03 am

(http://img14.mediafire.com/df935ab80a4e2bb827c78a3379ff7e0865e166e19c84ff02e7295e98113642f94g.jpg)

http://www.mediafire.com/?xio0pwnu1f1lbnn

Title: Re: 3d models development
Post by: Lexx on May 09, 2011, 07:21:42 am
It looks really good (the Phazer looks extraordinary too, good job!) - but AFAIK the item must be made so that the player can hold it in one hand, not two.

This.

We already have problems with finishing the needed animations. But I'd really like to see some extra animation for heavy items, some day in the future.
Title: Re: 3d models development
Post by: LagMaster on May 09, 2011, 07:44:40 am
Version of High Quality Minerals for two hands

(http://img29.mediafire.com/cd0349cd09f5f7ddabe230939ed955a5e498fc3ed38a8dc6d09d784bdb3b342d4g.jpg)

http://www.mediafire.com/?00d1y025bsmu0cp


awesome job man
but AFAIK the item must be made so that the player can hold it in one hand, not two.

This.

We already have problems with finishing the needed animations. But I'd really like to see some extra animation for heavy items, some day in the future.
well, in my opinion is a cool ideea, but if it can not be implemented, i will try to make some forms in the near future
Title: Re: 3d models development
Post by: Graf on May 09, 2011, 10:04:49 am
Congratulations with finishing recreation of weapon models from Fallout 2 in 3D!  ;) And thanks everyone who participated and helped with it! Karpov, Gray, IvanSyomin, Jotisz, Luther Blissett, Giemz, pistacja, Haraldx, Elmehdi, SxDemon, Ztormi, Mr_Gazo, mikq2, SmartCheetah, White Tiger, TommyTheGun, bikkebakke, 3dZipp0, TheBob, LagMaster, EVERYONE! Without you it wouldn't be possible!  :)

(http://www.imagepost.eu/images/1/short.jpg)

We are more than on a halfway to build the dream. Keep up the great work!
Title: Re: 3d models development
Post by: bikkebakke on May 09, 2011, 10:11:35 am
(http://cache.daylife.com/imageserve/04TldYRbw26a5/610x.jpg)

Sweet :D
Title: Re: 3d models development
Post by: Luther Blissett on May 09, 2011, 10:24:08 am
Awesome :)

So, armours and clothing next? I should finally have those coat / suit things done later today - though they'll still need the rigging and animation doing (I don't know how the magic stuff works).
Title: Re: 3d models development
Post by: avv on May 09, 2011, 02:34:58 pm
Ok no need to thank me, it was all in a days work... no wait i'm not on that list.

Sweet job guys, you actually did something while the rest of us just played the game and had fun.
Title: Re: 3d models development
Post by: Handyman on May 09, 2011, 03:06:14 pm
(http://i205.photobucket.com/albums/bb237/Bleachomoan/Celebrate.gif)
nice job good work and all  i tried but i am just terrible in doing such things


but if you have any ilness i can cure it maybe :P that's my gift ;P
Title: Re: 3d models development
Post by: Graf on May 09, 2011, 04:16:05 pm
Made a box with cookies  :) Who knows, maybe someone will use it someday. Tried to keep the style as close to the 1960s as possible.

(http://www.imagepost.eu/images/1/cookiebox_textured.png)
Download link (http://www.mediafire.com/?zcbaa4ldf1dj7u1)

The only thing I didn't realize is why the texture acts like a mirror? I wanted to make a texture of the bottom too, but it's just reflected its top.

nice job good work and all  i tried but i am just terrible in doing such things

From what I've seen I can say that you can make a good models. Keep trying and next time you'll be on the list too  :)
Title: Re: 3d models development
Post by: Nexxos on May 09, 2011, 04:32:35 pm
Awesome job guys, really nice. One big obstacle has been finally dealt with.
Title: Re: 3d models development
Post by: White tiger on May 09, 2011, 04:42:23 pm
version Trauma pack

(http://img5.mediafire.com/496fc53ac703c45fa3b884c5bf3a075854d67e8e617ff264abebb960a3914c304g.jpg)


http://www.mediafire.com/?xhl7uv8e23j8i0r

Title: Re: 3d models development
Post by: Haraldx on May 09, 2011, 05:47:03 pm
Hey, Graf, here is a low-poly rock model. Only 66 edges. Sorry, no textures, just model. I was quite shocked when saw the rock and it's variations has 108 edges. Also, I'm thinking about remaking the texture for the sawed-off one day. I realised it isn't really that good. Working on those missing books now tho.

http://www.2shared.com/file/_vbNc5wq/Low-poly_rock.html

(http://img829.imageshack.us/img829/356/tricksandtraps.jpg) (http://imageshack.us/photo/my-images/829/tricksandtraps.jpg/)(http://www.fo2238.fodev.net/wiki/images/b/be/Maddock%27s_Tricks_%26_Traps.png)

Download coming when more books are done.


EDIT: I'm out of ideas for the Hintbook other side :/ Any ideas?
Title: Re: 3d models development
Post by: Johnnybravo on May 09, 2011, 06:44:17 pm
Are cars going to be remodelled as well?
Title: Re: 3d models development
Post by: Graf on May 09, 2011, 06:48:04 pm
Are cars going to be remodelled as well?
It doesn't makes much sense now. If developers will add a feature, the will allow the real map (not the world map) travel, then probably yes, but not now.

EDIT: I'm out of ideas for the Hintbook other side :/ Any ideas?
Just make it blue or something like that.
Title: Re: 3d models development
Post by: Haraldx on May 09, 2011, 07:23:45 pm
Well, the other side is just gray and something like that with a writing "Fallout 2" over it.

(http://img84.imageshack.us/img84/9595/hintbook.jpg) (http://imageshack.us/photo/my-images/84/hintbook.jpg/)(http://www.fo2238.fodev.net/wiki/images/a/a5/F2hintbk.gif)

Next:
1. Bio med gel
2. Chemical components
3. Advanced Super-burn mix
Title: Re: 3d models development
Post by: LagMaster on May 09, 2011, 08:07:39 pm
Well, the other side is just gray and something like that with a writing "Fallout 2" over it.

(http://img84.imageshack.us/img84/9595/hintbook.jpg) (http://imageshack.us/photo/my-images/84/hintbook.jpg/)(http://www.fo2238.fodev.net/wiki/images/a/a5/F2hintbk.gif)

it has to be a bit withish, but good job


also we must remember, finishing half the job will not make the other half work itself alone, let's continue all the good work guys!
NOW LET'S DO SOME MODELING!!!!
Title: Re: 3d models development
Post by: Haraldx on May 09, 2011, 08:28:48 pm
it has to be a bit withish, but good job


also we must remember, finishing half the job will not make the other half work itself alone, let's continue all the good work guys!
NOW LET'S DO SOME MODELING!!!!
I do suppose the hintbook will be given only events anyway...
Title: Re: 3d models development
Post by: LagMaster on May 09, 2011, 08:31:17 pm
I do suppose the hintbook will be given only events anyway...
the hint book is xp reward from devs/GMs, so nvm that
Title: Re: 3d models development
Post by: Haraldx on May 09, 2011, 08:48:04 pm
the hint book is xp reward from devs/GMs, so nvm that
Yeah, pretty much like that.
(http://img849.imageshack.us/img849/9807/biomedgel.jpg) (http://imageshack.us/photo/my-images/849/biomedgel.jpg/)(http://www.fo2238.fodev.net/wiki/images/3/30/Biomedgel.gif)

Comments?
Title: Re: 3d models development
Post by: DocAN. on May 09, 2011, 08:54:21 pm
looks fine, keep going with other items
Title: Re: 3d models development
Post by: Balthasar on May 09, 2011, 09:19:29 pm
Ok, started over again with some more simple object:

Download Link (http://www.mediafire.com/?fcw50yyn97ceqn8)

The 4.7 mm ammunition

(http://i53.tinypic.com/2j5mbyf.png)

Thanks to Harald for some tips/support on this and yeah good job guys! :)
Title: Re: 3d models development
Post by: White tiger on May 09, 2011, 09:48:16 pm

(http://img8.mediafire.com/71fc59289b32978749fc677157c948c9bc0429563205d97e8e6c9bc469acfd074g.jpg)


http://www.mediafire.com/?rbhvclq2c9s69r2

Title: Re: 3d models development
Post by: zamp on May 09, 2011, 09:48:56 pm
I did this last friday and also pasted the link on #2238

Iguana Stick
Vertex Count: 87
(http://zamp.koode.org/junk/misc/iguana_stick.jpg)
Download (http://zamp.koode.org/junk/misc/iguana_stick.zip)
Title: Re: 3d models development
Post by: LagMaster on May 09, 2011, 09:55:15 pm
awesome jobs!
Title: Re: 3d models development
Post by: Gray on May 09, 2011, 09:59:45 pm
EDIT: I'm out of ideas for the Hintbook other side :/ Any ideas?
Maybe you should try to use something from this 3224x2149 disc cover:
http://www.fallout-archives.com/pics/cover_fallout_2.jpg (http://www.fallout-archives.com/pics/cover_fallout_2.jpg)
Iguana Stick
Vertex Count: 112
Awesome, but a bit too detailed. Try to lower the polycount at least to 70-80. Use 3-sided stick and 6-sided tomatoes/onions. There will not be any visible difference.
Title: Re: 3d models development
Post by: zamp on May 09, 2011, 11:20:06 pm
Awesome, but a bit too detailed. Try to lower the polycount at least to 70-80. Use 3-sided stick and 6-sided tomatoes/onions. There will not be any visible difference.

Yeah I'll try ripping out some vertexes later. Now tho I just finished the first draft of the fruit.
The texture doesn't match properly here and there and it's a tad too high poly (102 vertexes)
I'll fix that later too.


Vertex count: 85

(http://zamp.koode.org/junk/misc/fruit.jpg)
Download (http://zamp.koode.org/junk/misc/fruit.zip)
Title: Re: 3d models development
Post by: White tiger on May 10, 2011, 12:24:45 am
It would be nice if you put objects on the ground, they were randomly rotate.

junk
(http://img14.mediafire.com/d770ca73b37abd600bb22e97e7e2cf4c44ab9322019424dd20ba88ce272ebadb4g.jpg)

http://www.mediafire.com/?ph57uzhef8nr71n

Title: Re: 3d models development
Post by: Graf on May 10, 2011, 09:51:03 am
Iguana Stick
Please don't save it to the .blender and .x. Both file formats are inapproprite. Use .obj or .3ds instead.
Title: Re: 3d models development
Post by: Balthasar on May 10, 2011, 11:36:15 am
Lockpick Set (normal one):

(http://i56.tinypic.com/2ljhjsj.png) (http://www.fo2238.fodev.net/wiki/images/2/29/Lockpic2.gif)

Download Link (http://www.mediafire.com/?5yoagxfzkim1494)
Title: Re: 3d models development
Post by: Gray on May 10, 2011, 11:55:06 am
Lockpick Set (normal one):
(http://i56.tinypic.com/2ljhjsj.png) (http://www.fo2238.fodev.net/wiki/images/2/29/Lockpic2.gif)
What about the other side?
Title: Re: 3d models development
Post by: Balthasar on May 10, 2011, 12:23:21 pm
What about the other side?

Here is the back (or outside):

(http://i55.tinypic.com/jfydrp.png)

I didn't copy the same tex to the outside because this wouldn't really make sense since you have an inside (with the lockpicks in it) and a blank outside. If you would fold it together you would only see the leather outside.
Title: Re: 3d models development
Post by: zamp on May 10, 2011, 12:37:10 pm
Please don't save it to the .blender and .x. Both file formats are inapproprite. Use .obj or .3ds instead.

Ah.. Last time I read the 3d development wiki page it said save to .x, I'll add .3ds to the packages
Edit1: Also I fixed the iguana stick, now it has 87 vertexes. Can't really go any lower unless you make the onions/tomatoes into squares or remove a part of the model
Edit2: Also fixed the fruit, the texture doesn't match perfectly yet. Removed quite a few polygons from it and brought vertex count down to 85
Title: Re: 3d models development
Post by: Gray on May 10, 2011, 01:32:35 pm
I didn't copy the same tex to the outside because this wouldn't really make sense since you have an inside (with the lockpicks in it) and a blank outside. If you would fold it together you would only see the leather outside.
(http://i.smiles2k.net/aiwan_smiles/good.gif)
I fixed the iguana stick, now it has 87 vertexes. Can't really go any lower unless you make the onions/tomatoes into squares or remove a part of the model
87 is good, but I can't open your kebab.3ds because of "Improper file format" error. Fruit opens normally. Is it my personal trouble or the file is damaged?

P.S. low-poly modelling has a lot of tricks to lower the polycount. I can show the main one.
(http://img64.imageshack.us/img64/3491/4vertstick.png)
If it small enough, you will never note that there are just 4 vertexes in this stick ;)
Optimization is a creative process. Think, what will be visible and what won't be and cut the excesses.
Title: Re: 3d models development
Post by: Balthasar on May 10, 2011, 02:07:21 pm
Extendend Lockpick Set:

(http://i52.tinypic.com/2ednzlz.png) (http://www.fo2238.fodev.net/wiki/images/b/bc/Exlockpk.gif)

Download Link (http://www.mediafire.com/?m94gnopjoloj3n7) 

Hmm, the texture is a bit ugly due to the big amount of scaling/stretching of the original picture, which is really small. If someone could do better or even does a totally new tex for it maybe this would fit better.
Title: Re: 3d models development
Post by: Haraldx on May 10, 2011, 02:55:02 pm
Extendend Lockpick Set:

(http://i52.tinypic.com/2ednzlz.png) (http://www.fo2238.fodev.net/wiki/images/b/bc/Exlockpk.gif)

Download Link (http://www.mediafire.com/?m94gnopjoloj3n7) 

Hmm, the texture is a bit ugly due to the big amount of scaling/stretching of the original picture, which is really small. If someone could do better or even does a totally new tex for it maybe this would fit better.
Nah, it's fine! Great job, it'll be a quite small object, so take it easy. However, if something is wrong I occasionally edit the inventory image using GIMP - sharpening, lighting things up or darkening them.
Title: Re: 3d models development
Post by: zamp on May 10, 2011, 03:26:37 pm
Here's gunpowder

Vertex count: 24
(http://zamp.koode.org/junk/misc/fomodels/gunpowder.jpg)
Download (http://zamp.koode.org/junk/misc/fomodels/gunpowder.zip)
Title: Re: 3d models development
Post by: Xarr on May 10, 2011, 03:29:02 pm
nice work done yet! keep working  ;)
Title: Re: 3d models development
Post by: zamp on May 10, 2011, 03:36:27 pm
87 is good, but I can't open your kebab.3ds because of "Improper file format" error. Fruit opens normally. Is it my personal trouble or the file is damaged?

Odd..
Try grabbing the kebab.3ds or kebab.obj from here http://zamp.koode.org/junk/misc/fomodels/

Edit: On a side note, strange iguana stick geometry is somewhat complete, I'll look for places where to rip out some vertexes so it'll go down from the current 97 vertexes. I'll make the texture a tad later tho.
(http://zamp.koode.org/junk/misc/fomodels/strange_ig_stick.jpg)
Title: Re: 3d models development
Post by: Mr_Gazo on May 10, 2011, 05:23:01 pm
Made a box with cookies  :) Who knows, maybe someone will use it someday. Tried to keep the style as close to the 1960s as possible.

(http://www.imagepost.eu/images/1/cookiebox_textured.png)
Download link (http://www.mediafire.com/?zcbaa4ldf1dj7u1)

The only thing I didn't realize is why the texture acts like a mirror? I wanted to make a texture of the bottom too, but it's just reflected its top.

If you set like mirror it's been mirror. Video.
https://rapidshare.com/files/461737585/fonline-tex-fix-to-graf2.rar
00:48 - Hold Ctrl to select.

Lockpick Set (normal one):

(http://i56.tinypic.com/2ljhjsj.png) (http://www.fo2238.fodev.net/wiki/images/2/29/Lockpic2.gif)

Download Link (http://www.mediafire.com/?5yoagxfzkim1494)

Looks great, but a little advice do not leave a white background because many times it is seen on the 3D model.
Here's an example:
(http://img837.imageshack.us/img837/8885/texfix1.th.jpg) (http://img837.imageshack.us/i/texfix1.jpg/)
Title: Re: 3d models development
Post by: Balthasar on May 10, 2011, 06:29:15 pm
Looks great, but a little advice do not leave a white background because many times it is seen on the 3D model.

Thanks and you're right of course. Here is the fixed version:

Fixed version (http://www.mediafire.com/?sj8xvibcnnm34ir)
Title: Re: 3d models development
Post by: Balthasar on May 10, 2011, 06:47:26 pm
Messed around with the motion sensor:

(http://i56.tinypic.com/2cz94xt.png)  --> (http://i52.tinypic.com/2zf60ef.png)

Problem here is, that "somebody" would have to add the tex still ;) and second is, that the poly/edge-count is still too high at the splines i think. Couldn't reduce them more or at least i don't know how this could be done. Those splines were "sweeped" so that a 3D outline was added to the shape. Maybe somebody knows how to still reduce them more. Otherwise those cables have to be done again from the scratch i guess.

Download Link (http://www.mediafire.com/?4a8z2c186v8y33x)
Title: Re: 3d models development
Post by: Haraldx on May 10, 2011, 07:41:17 pm
Messed around with the motion sensor:

(http://i56.tinypic.com/2cz94xt.png)  --> (http://i52.tinypic.com/2zf60ef.png)

Problem here is, that "somebody" would have to add the tex still ;) and second is, that the poly/edge-count is still too high at the splines i think. Couldn't reduce them more or at least i don't know how this could be done. Those splines were "sweeped" so that a 3D outline was added to the shape. Maybe somebody knows how to still reduce them more. Otherwise those cables have to be done again from the scratch i guess.

Download Link (http://www.mediafire.com/?4a8z2c186v8y33x)
Mostly use 6 edged cylinders for medium size stuff, 5 edged cylinders for rather small stuff, and 8 for quite big stuff. Wires can be 3 edges, in this case, make the wires most "straight" - don't make it so curvy and if use curves, make them as big as possible - it seems you curved one wire like 7 times in 1 place, where you could have easily went with only 2 or 3 curves. The side thing can have 6 side edges - the handle can have 6 or 5, most of the stuff will be covered by the characters hand anyway. That's a pretty small review.
Title: Re: 3d models development
Post by: 3dZipp0 on May 10, 2011, 08:30:48 pm
Messed around with the motion sensor:


Problem here is, that "somebody" would have to add the tex still ;) and second is, that the poly/edge-count is still too high at the splines i think. Couldn't reduce them more or at least i don't know how this could be done. Those splines were "sweeped" so that a 3D outline was added to the shape. Maybe somebody knows how to still reduce them more. Otherwise those cables have to be done again from the scratch i guess.

Download Link (http://www.mediafire.com/?4a8z2c186v8y33x)
you have captured it pretty good! but take a look at Geiger counter I've modeled recently, maybe its not perfect, but still shows pretty much how to capture shape with a relatively small polycount.
(http://img705.imageshack.us/img705/4543/geigerwire.png) (http://imageshack.us/photo/my-images/705/geigerwire.png/)

and, while modeling, you should plan how you would unwrap it and texture it with pretty lowres texture, so you should keep symmetry where its possible to get more texture space for details

good luck! ;)

PS here's a hint how to do wires quickly - do it with splines, then go to "Rendering" rollout of editable spline properties, and check some parameters as shown on the pic below
(http://img535.imageshack.us/img535/4927/spline.png) (http://imageshack.us/photo/my-images/535/spline.png/)
also keep in mint that interpolation steps also sould be kept as low as possible (I always set it down to zero)
Title: Re: 3d models development
Post by: Gray on May 10, 2011, 09:19:06 pm
PS here's a hint how to do wires quickly - do it with splines, then go to "Rendering" rollout of editable spline properties, and check some parameters
Unfortunately, splines are not supported by the game engine. They should be made as mesh (remember about optimization) or as a texture with transparency.
Title: Re: 3d models development
Post by: Balthasar on May 10, 2011, 09:37:27 pm
Thx for the tipps guys ;). Ok seems the wires have to be made new anyway then.
Title: Re: 3d models development
Post by: 3dZipp0 on May 11, 2011, 12:00:58 am
Unfortunately, splines are not supported by the game engine. They should be made as mesh (remember about optimization) or as a texture with transparency.
yepp, I forgot to mention about splines conversion into mesh after all adjustments :) splines itself are just a way to get wire shapes quickly :)

upd:
here is my version of Tool
(http://img593.imageshack.us/img593/303/toolshowcase.png) (http://imageshack.us/photo/my-images/593/toolshowcase.png/)

I noticed White Tiger's version just before texturing mine, so I decided to finish it and you guys just choose which one goes to the game :)

https://rapidshare.com/files/461815697/Tool.zip

Cheers!
Title: Re: 3d models development
Post by: Graf on May 11, 2011, 12:44:24 pm
Messed around with the motion sensor:

2100 polys?  ??? Dude, are you serious?  :P Even APA barely have that many polys... and it's like 20 times bigger than this device.

Please do something to these wires, make a texture and it would be fine.

Iguana Stick
Vertex Count: 87

We are counting polygons, not vertexes. This model now have almost 150 of them. Please reduce it somehow.
Title: Re: 3d models development
Post by: zamp on May 11, 2011, 02:36:11 pm
We are counting polygons, not vertexes. This model now have almost 150 of them. Please reduce it somehow.

Can't really reduce any more geometry without making it not look like what it is in the inventory icon.
Hmm just thought of the damn tomatoes.. they're fan like, fixing soon
Title: Re: 3d models development
Post by: Graf on May 11, 2011, 06:39:20 pm
Can't really reduce any more geometry without making it not look like what it is in the inventory icon.
Hmm just thought of the damn tomatoes.. they're fan like, fixing soon

Alright. 80-100 would be ok.

gunpowder
May I ask you to check your models before uploading please? Gunpowder and fruit has screwed UV mapping, and I can't fix it on my own. If you're on the Blender, try to use export into .STL It helps... from time to time.

P.S. Thanks again, Mr_Gazo. I've got it now. I have no idea why it didn't worked like that last time (though it looks like I did the same thing).
Title: Re: 3d models development
Post by: Haraldx on May 11, 2011, 07:12:57 pm
yepp, I forgot to mention about splines conversion into mesh after all adjustments :) splines itself are just a way to get wire shapes quickly :)

upd:
here is my version of Tool
(http://img593.imageshack.us/img593/303/toolshowcase.png) (http://imageshack.us/photo/my-images/593/toolshowcase.png/)

I noticed White Tiger's version just before texturing mine, so I decided to finish it and you guys just choose which one goes to the game :)

https://rapidshare.com/files/461815697/Tool.zip

Cheers!
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.
Title: Re: 3d models development
Post by: Balthasar on May 11, 2011, 08:19:54 pm
2100 polys?  ??? Dude, are you serious?  :P Even APA barely have that many polys... and it's like 20 times bigger than this device.

Please do something to these wires, make a texture and it would be fine.

Yes, i knew it was still too high. Thats why i was asking for help :). Im at a poly count of 161 all in all at the moment. Maybe this is still too high, though. Texture still needs to be done and i'm currently working on it.
Title: Re: 3d models development
Post by: Lexx on May 11, 2011, 09:01:35 pm
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.

Well, textures can be scalled down. For the mini-items, it's questionable if 128x128px is really needed or if it can be even 50% smaller.
Title: Re: 3d models development
Post by: Luther Blissett on May 11, 2011, 09:06:56 pm
Given the relative size of the model in game, you could probably get away with :
1) A box with a sloped front
2) A box on the side of it
3) A 3 sided tube underneath
4) Ignore the wires
5) Stick a texture on it

It'll be less than a centimetre on screen, even at maximum zoom, so this would look roughly the same as the high poly equivalent, probably in about 30-40 triangles.

Same with the pliers (tool) above, ignore the fine detail on the handle - handles as two 3 or 4 sided tubes, with a block in the middle, with two 3 or 4 sides tubes for the head - probably get something around 30-40 triangles.

It's a shame to simplify them so much, as these models are quite beautiful, but if you look at the digram below, horribly low-poly models would probably be better for the game, with little difference visually.
(http://img845.imageshack.us/img845/9549/lowpoly.png)

The models I've just made as example are probably a bit too far in simplification (and possibly the two ugliest models I've ever made), but if you get the idea of "ignore everything which can't be seen in the game", there must be something in roughly the same area of triangles which would work as well.

The short version is "the model is too good for items this size".

Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.

I think the textures will all be resized, paletted and dithered, so having the source file at a slightly higher resolution isn't going to matter too much - I uploaded most of the things I did with a far higher texture resolution, as it's easier to repair / alter / recolour when there's a few more pixels (and full RGB colour) available, then resize the final one. These tiny items may even want to be as low as 64x or 32x eventually - if the 3D items will also be 3D on the floor (instead of changing to sprites when out of hands), imagine how much difference it could make when someone makes a "Brahmin shit party in NCR" for example.
Title: Re: 3d models development
Post by: Gray on May 11, 2011, 09:39:51 pm
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128.
Texture size is not a problem at all. You can resize it any time with any graphic editor and it will work properly.
Title: Re: 3d models development
Post by: pistacja on May 11, 2011, 10:26:13 pm
Guys, don't overdo on the optimisation.
40 or 120 tris makes absolutely no  difference performance wise.  If there will be a slowdown when rendering 500 tools then it will be because the graphic pipeline has to reset for every object (mesh). Once the GPU gets cranking it's tristrips, trifans and all the other tricks in the book all the way, drawing a extra triangle in a tristrip takes the same time as drawing 100 more (well, maybe a Plank Time or two longer :P).   

The same goes for textures, 256x256 is what? 300kb in video memory? And how much memory has a (semi)modern graphic card 1GB? Even uncompressed, even with mip-mapping you can squeeze over 2000 textures that size into video ram before thing get messy. 

I know that for small objects it is not needed to have a detailed texture and model... but if it easer to make them with a few extra polygons, then c'mon, give the modellers a brake.

Do some benchmarking and if it turns out I'm wrong, then the "hi" poly models still can be used as higher level LOD.
Title: Re: 3d models development
Post by: Gray on May 11, 2011, 10:42:18 pm
The same goes for textures, 256x256 is what? 300kb in video memory?
2 Mb exactly. Textures are always loaded in video memory uncompressed.
Title: Re: 3d models development
Post by: Majer on May 11, 2011, 10:53:26 pm
The thing is, that they are loaded blazing fast. Also, some objects could share one texture to prevent waste of space.
Title: Re: 3d models development
Post by: Ganado on May 11, 2011, 10:59:29 pm
Is there a way to make it so that 3D models fade as they go out of your Field of Vision, like normal 2D models?
Title: Re: 3d models development
Post by: 3dZipp0 on May 11, 2011, 11:06:07 pm
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.
Nope, texture is 128 here. And I've read about tex size, but gave up after reading it 7498 times, sorry ;D
Polys can be easily reduced by anyone, its not a big deal I think.

Cheers!
Title: Re: 3d models development
Post by: pistacja on May 12, 2011, 09:43:27 am
2 Mb exactly. Textures are always loaded in video memory uncompressed.
256x256 pixels, 32 bits per pixel, 8 bits per byte, 1024 bytes per kilo byte, 1024 kb per Mb... Thats 2Mb? Well maybe it is, I'm a blond, don't ask me to do math.

But always uncompressed? No. DDS and they are compressed in video ram, but I've wrote that elsewere already ;)
Title: Re: 3d models development
Post by: Gray on May 12, 2011, 10:25:24 am
256x256 pixels, 32 bits per pixel, 8 bits per byte, 1024 bytes per kilo byte, 1024 kb per Mb... Thats 2Mb? Well maybe it is, I'm a blond, don't ask me to do math.
Sorry, You're right. Three night works in a row...
But always uncompressed? No. DDS and they are compressed in video ram, but I've wrote that elsewere already ;)
Memory can't be compressed, AFAIK. It's direct calculations... argh... It's hard to explain with my language level.
Maybe something changed since I've study graphics, but I doubt.
Title: Re: 3d models development
Post by: Graf on May 12, 2011, 10:58:36 am
Tried to make a Nuka-Cola as it looks on the sprite. Though, it have too many polys, so probably it wouldn't be used. Also, I've used a Mr_Gazo's textures, coz it I knew from the beginning that it would have to many polys, so there was no sense to make my own textures.

(http://www.imagepost.eu/images/2/nukazzzz.png)
Title: Re: 3d models development
Post by: pistacja on May 12, 2011, 12:21:02 pm
Sorry, You're right. Three night works in a row...Memory can't be compressed, AFAIK. It's direct calculations... argh... It's hard to explain with my language level.
Maybe something changed since I've study graphics, but I doubt.
The thing exists since mid '90, I think Rage 3d was the first one to use it, but don't quote me on that. Look up dds, dxt and hardware texture compression on wikipedia.
The texture is stored compressed and if its used it gets uncompressed on the fly with no noticable slowdown. 
Title: Re: 3d models development
Post by: Gray on May 12, 2011, 12:44:16 pm
The texture is stored compressed and if its used it gets uncompressed on the fly with no noticable slowdown.  
We are talking about the same thing, but different stages of process :)
Of course, it may be stored compressed, but in use it can't, because it's a pixel processing, you should know exact texel's color to calculate it.
Now it's clear :)
Anyway, there is no reason in making over-detailed models or textures. It's just a resource waste, they will be barely half used.
On the other hand, 4-hours optimization for 10 polygons economy has no reason too.
Title: Re: 3d models development
Post by: Johnnybravo on May 12, 2011, 01:35:26 pm
Is there a way to make it so that 3D models fade as they go out of your Field of Vision, like normal 2D models?
Not as simple, especialy not in one pass, unless you like shitty overlapping polygons.
Title: Re: 3d models development
Post by: Balthasar on May 12, 2011, 04:09:20 pm
Motion Sensor (latest Version):

(http://i55.tinypic.com/nzoosl.png)

I wasn't able to attach the original texture on the main cylinder (theres not really much material to work with). Except at the small box, which comes out of the left site of the sensor itself, i made a new tex for this object. If thats bad (imo it may could be done better ;)) just discard it and do a better one please.

Download Link (http://www.mediafire.com/?snps83zl66g8967)
EDIT: Updated the link, one of the textures was missing.

The poly count is at 115 now.  
Title: Re: 3d models development
Post by: LagMaster on May 12, 2011, 04:15:35 pm
awesome job baltha!
Title: Re: 3d models development
Post by: Haraldx on May 12, 2011, 04:28:10 pm
Motion Sensor (latest Version):

(http://i55.tinypic.com/nzoosl.png)

I wasn't able to attach the original texture on the main cylinder (theres not really much material to work with). Except at the small box, which comes out of the left site of the sensor itself, i made a new tex for this object. If thats bad (imo it may could be done better ;)) just discard it and do a better one please.

Download Link (http://www.mediafire.com/?snps83zl66g8967)
EDIT: Updated the link, one of the textures was missing.

The poly count is at 115 now.  

How can it be 115? the little green thing on top of the cylinder looks to have about 30 itself o.O
Title: Re: 3d models development
Post by: bikkebakke on May 12, 2011, 04:31:10 pm
How can it be 115? the little green thing on top of the cylinder looks to have about 30 itself o.O
smart modeling and good texture :P
Title: Re: 3d models development
Post by: Balthasar on May 12, 2011, 04:33:28 pm
How can it be 115? the little green thing on top of the cylinder looks to have about 30 itself o.O

Well, just have a look at the model Harald. Max tells me its 115.
Title: Re: 3d models development
Post by: Haraldx on May 12, 2011, 06:02:12 pm
Well, just have a look at the model Harald. Max tells me its 115.
Wings 3D tells me 196 -_- I checked everything I could check, it said 115 in no possible place!
Title: Re: 3d models development
Post by: 3dZipp0 on May 12, 2011, 06:31:11 pm
Wings 3D tells me 196 -_- I checked everything I could check, it said 115 in no possible place!
Don't argue guys, it has 204 polys - I just opened .3ds in max.
(http://img268.imageshack.us/img268/7216/polycount.png) (http://img268.imageshack.us/i/polycount.png/)

Cheers!
Title: Re: 3d models development
Post by: Graf on May 12, 2011, 06:37:52 pm
Motion Sensor (latest Version):

Nice model, but it needs a few tweaks:
1.All objects should be attached (so it should be a single object, not 8 like it's now)
2. Make a single texture (128x128 px), not 3 of them.

Polycount could be easily reduced by applying "Optimize" modifier (if you're using 3d max), but I can do it by myself, just fix what I've said before.
Title: Re: 3d models development
Post by: Balthasar on May 12, 2011, 06:41:59 pm
Strange, it tells me 115!

(http://i56.tinypic.com/m90fp1.png)

Well, anyway...the model needs to be corrected in this case of course. I'll leave the wires and will create a new scope. Still i wonder why both max users get different counts but i already heared that there are problems in different versions of Max.
Title: Re: 3d models development
Post by: Balthasar on May 12, 2011, 06:47:32 pm
Nice model, but it needs a few tweaks:
1.All objects should be attached (so it should be a single object, not 8 like it's now)

2. Make a single texture (128x128 px), not 3 of them.

Ok, will try this.
Title: Re: 3d models development
Post by: Graf on May 12, 2011, 06:47:54 pm
Still i wonder why both max users get different counts but i already heared that there are problems in different versions of Max.

It seems to depend on the file format.

"right click -> open" to enlarge this image.

(http://www.imagepost.eu/images/2/comparsion.png)
Title: Re: 3d models development
Post by: Mr_Gazo on May 12, 2011, 06:56:01 pm
Balthasar, four textures to one 3d model it's too much, I set up a quick example of how the texture should look like of course it's not perfect.
(http://img39.imageshack.us/img39/3508/msensor.png)
https://rapidshare.com/files/604997369/msensor.rar
Title: Re: 3d models development
Post by: 3dZipp0 on May 12, 2011, 07:03:55 pm
Quote
Still i wonder why both max users get different counts but i already heared that there are problems in different versions of Max.
There's no problems with counting.
The point is that in Max polygon not always = triangle. You could easily build a 8-triangled polygon, and default polygon counter will show you 1, still it will contain 8 tris, thats why I always switch on Tris counter (it can be switched under menu "Customize -> Viewport configuration -> Statistics tab")

.obj format tries to preserve "quad polys", thats why it still has polys<tris, and .3ds format always strips all polys to tris, so after import back it has equivalent counter.
Do not look at the poly counter and you will be ok! it's simple :)
Title: Re: 3d models development
Post by: Balthasar on May 12, 2011, 07:17:44 pm
Balthasar, four textures to one 3d model it's too much, I set up a quick example of how the texture should look like of course it's not perfect.

Alright, thank you. It's a good preset ;). Will take a bit to change it, though. I'm not the fastest in texturing as you might have noticed yet :). The main reason i was using several textures was that i'm still in a learning process about UVW mapping. If i texture each object (or at least the main parts) seperatly its much easier for me to know where which part of the texture is modified/wrapped on the 3D model itself. 

 
There's no problems with counting.
The point is that in Max polygon not always = triangle. You could easily build a 8-triangled polygon, and default polygon counter will show you 1, still it will contain 8 tris, thats why I always switch on Tris counter (it can be switched under menu "Customize -> Viewport configuration -> Statistics tab")

.obj format tries to preserve "quad polys", thats why it still has polys<tris, and .3ds format always strips all polys to tris, so after import back it has equivalent counter.
Do not look at the poly counter and you will be ok! it's simple :)

Ok, ty for the tip on this. If you don't know this you stick to what the program tells you of course.
Title: Re: 3d models development
Post by: Mr_Gazo on May 12, 2011, 07:31:57 pm
The point is that in Max polygon not always = triangle. You could easily build a 8-triangled polygon, and default polygon counter will show you 1, still it will contain 8 tris, thats why I always switch on Tris counter
now at last on forum have one more man who understands the difference of the polys and between tris  :D  ;D

The main reason i was using several textures was that i'm still in a learning process about UVW mapping.
maybe I later will set up a tutorial as UVW mapping.
Title: Re: 3d models development
Post by: Haraldx on May 12, 2011, 07:37:21 pm
Download of my models: http://www.2shared.com/file/gKK-PUmQ/Even_more_misc_stuff.html
Hintbook, moose magazine thingy, bio med gel (I made my one before White Tiger posted his one, Graf is free to chose which one he likes), chemical components
Title: Re: 3d models development
Post by: Graf on May 12, 2011, 08:16:10 pm
Graf is free to chose which one he likes
Well, I'm not the last instance who have to choose the best model  ;D I always store all versions of the same model, so it would be possible to switch between models when they will be implemented in the game. So, the players will choose which one they like more, after all.

btw, I've been thinking of a setting up of the test server with one or two maps, just to test new 3D features. Not now, I'd rather do it in the early summer.
Title: Re: 3d models development
Post by: LagMaster on May 12, 2011, 08:42:35 pm
btw, I've been thinking of a setting up of the test server with one or two maps, just to test new 3D features. Not now, I'd rather do it in the early summer.
count me in
Title: Re: 3d models development
Post by: Balthasar on May 13, 2011, 01:54:20 pm
Nice model, but it needs a few tweaks:
1.All objects should be attached (so it should be a single object, not 8 like it's now)
2. Make a single texture (128x128 px), not 3 of them.

Polycount could be easily reduced by applying "Optimize" modifier (if you're using 3d max), but I can do it by myself, just fix what I've said before.

Alright, according to MrGazo's UVW-preset i made a single texture file and unwrapped it to the model. Attaching was done by him too already (i was using his max file to continue) as it seems. Also i tried the optimization tool but for some reason it didn't work properly. So it would be nice Graf, if you could do this, this time. Beside the fact, that i will have to watch the polys/tris count more carefully when creating a model next time, i'll look for some tutorials about this function too to get a bit more familiar with it.  Thanks for the tips/help again :).

Download Link (http://www.mediafire.com/?120ppp557q1517w)
Title: Re: 3d models development
Post by: zamp on May 14, 2011, 03:47:14 pm
138 triangles for the strange iguana stick. Still too many?
Title: Re: 3d models development
Post by: Graf on May 14, 2011, 04:08:02 pm
138 triangles for the strange iguana stick. Still too many?
It's just a little over the limit. Try to reduce it to ~100 and it would be good.

EDIT: Please export it correctly next time. 
Title: Re: 3d models development
Post by: zamp on May 14, 2011, 04:17:32 pm
It's just a little over the limit. Try to reduce it to ~100 and it would be good.

Aight I'll try
Edit: Here we go, 102 triangles
Edit2: Now fully textured
Screenshots from a 3ds model viewer

(http://zamp.koode.org/junk/misc/fomodels/strange_ig_stick.jpg)
Download (http://zamp.koode.org/junk/misc/fomodels/strange_ig_stick.zip)

New/Last iguana stick. 80 triangles
(http://zamp.koode.org/junk/misc/fomodels/iguana_stick.jpg)
Download (http://zamp.koode.org/junk/misc/fomodels/iguana_stick.zip)

Please export it correctly next time.

Hmm.. not much I can do to change export issues.
I press a button and a .3ds file appears.
Although I can try to export to some other format that people can use.
Looks like the UV isn't properly exported to 3ds

Redownload the zip files. Now they should be ok.
Not totally sure why it doesn't export properly but I changed the material texture name to match the texture file name. Now the viewer loads them properly.
Title: Re: 3d models development
Post by: LagMaster on May 15, 2011, 12:17:48 am
(http://zamp.koode.org/junk/misc/fomodels/iguana_stick.jpg)
Download (http://zamp.koode.org/junk/misc/fomodels/iguana_stick.zip)
this is what i call smart modeling, the bound of tomatoes and onions is the ideea of a genius!
Title: Re: 3d models development
Post by: zamp on May 15, 2011, 01:59:00 am
this is what i call smart modeling, the bound of tomatoes and onions is the ideea of a genius!

Well.. Thanks!

Here's my version of the geiger counter
102 Polygons
(http://zamp.koode.org/junk/misc/fomodels/geiger_counter.jpg)(http://www.fo2238.fodev.net/wiki/images/6/67/GEIGER4.gif)
Download (http://zamp.koode.org/junk/misc/fomodels/geiger_counter.zip)

Electronic Lockpick Mk2
A tad too high poly count (121) but the model is so complex that I doubt i'll be able to carve out anything without trashing the looks
Edit: Had an epiphany and reduced polys to 107
(http://zamp.koode.org/junk/misc/fomodels/epick_mk2.jpg)(http://fo2238.fodev.net/wiki/images/4/4a/ELOCKPK2.gif)
Download (http://zamp.koode.org/junk/misc/fomodels/epick_mk2.zip)

Meat jerky

58 polygons
(http://zamp.koode.org/junk/misc/fomodels/meat_jerky.jpg)(http://fo2238.fodev.net/wiki/images/f/f5/Drymeat1.gif)
Download (http://zamp.koode.org/junk/misc/fomodels/meat_jerky.zip)
Title: Re: 3d models development
Post by: LagMaster on May 15, 2011, 11:28:08 am
t-t-triple post!!!
but since your models are so good we can pass it with the sight
keep up the good work

also: use modify next time
Title: Re: 3d models development
Post by: zamp on May 15, 2011, 11:39:51 am
also: use modify next time

Will do.
Title: Re: 3d models development
Post by: Gray on May 15, 2011, 02:31:28 pm
Here's my version of the geiger counter
102 Polygons
(http://zamp.koode.org/junk/misc/fomodels/geiger_counter.jpg)(http://www.fo2238.fodev.net/wiki/images/6/67/GEIGER4.gif)
Download (http://zamp.koode.org/junk/misc/fomodels/geiger_counter.zip)
It is not symmetrical. The icon one is.
Title: Re: 3d models development
Post by: LagMaster on May 15, 2011, 03:44:31 pm
It is not symmetrical. The icon one is.
how do you whant to check the screen if your hand blocks it
Title: Re: 3d models development
Post by: Gray on May 15, 2011, 05:05:35 pm
how do you whant to check the screen if your hand blocks it
How want you to hold it (it's quite heavy) not by the center of mass. It will screw out your hand.
Title: Re: 3d models development
Post by: Graf on May 15, 2011, 07:10:30 pm
Here's my version of the geiger counter

Improper file format, once again. Meat Jerky and Lockpick had missing UV maps, but I've fixed them already.
Title: Re: 3d models development
Post by: zamp on May 15, 2011, 11:50:50 pm
Improper file format, once again. Meat Jerky and Lockpick had missing UV maps, but I've fixed them already.

How can this be if I'm using an external .3ds viewer to make sure UVs are properly exported?
Edit: Oh and please stop "fixing" my models. It's like I paint a painting and you take it from me and spray paint over it. Just don't do it. If something is wrong with the model tell me and I'll fix it.
I fixed the geiger counter, now the handle is in the middle.
Title: Re: 3d models development
Post by: Graf on May 16, 2011, 09:00:00 am
Oh and please stop "fixing" my models.

Alright, but please note, that none of them are working correctly in 3DS max. Which means, that I can't accept them.
Title: Re: 3d models development
Post by: 3dZipp0 on May 17, 2011, 04:57:09 pm
Hi all!

Here is my version of Geiger counter.

(http://img703.imageshack.us/img703/8486/geigershowcase.png) (http://img703.imageshack.us/i/geigershowcase.png/)

http://www.mediafire.com/?n0wg14q2p5qooag

In my opinion its not symmetrical - I thoroughly investigated an icon, and for me it's clear :)

Feel free to use it :)

Cheers!
Title: Re: 3d models development
Post by: Graf on May 17, 2011, 06:59:00 pm
This model is a perfect replica of the Geiger counter. Good job!
Title: Re: 3d models development
Post by: Gray on May 17, 2011, 08:45:18 pm
In my opinion its not symmetrical
Not the whole, but mostly. Exelent job.
Title: Re: 3d models development
Post by: zamp on May 17, 2011, 09:27:15 pm
That's a lot better than mine. Good job!
Title: Re: 3d models development
Post by: 3dZipp0 on May 18, 2011, 08:21:11 am
Thanks guys!  ;)
Title: Re: 3d models development
Post by: Haraldx on May 18, 2011, 08:25:36 pm
[Insert seal of awesomeness here]
You, sir, are epic!
Title: Re: 3d models development
Post by: Jotisz on May 18, 2011, 08:29:30 pm
New models looks cool

Matal armor mkI maybe it should go to armors but well I started posting it here originally.
So it should work fully textures are edited version of the ones Karpov used so it should be ok fully now.
Though I had some strange render but since these tex were used in the game already then the prob can be
that the model i downloaded is old so take textures from it mainly. Rar contains female and male version too.
http://www.2shared.com/file/IFsObaha/metalarmormkI.html
Title: Re: 3d models development
Post by: Balthasar on May 18, 2011, 09:09:32 pm
Agree, nice job zippo ;).
Title: Re: 3d models development
Post by: LagMaster on May 18, 2011, 09:27:29 pm
awesome job to the new guys! zipp0, Jotisz, zamb and Gazo

also a lot of thanks to the allready existing ones that where active in the last weeks(me not included)

i whant to restart 3D modeling with some awesome models
Title: Re: 3d models development
Post by: Haraldx on May 18, 2011, 09:29:03 pm
i whant to restart 3D modeling with some awesome models
If you need any help, you can talk to me, I'm on Skype, however, not modeling for now.

EDIT: Made this suit recolor. I also made a lighter blue version, but I like this darker blue.
(http://img59.imageshack.us/img59/1567/clipboard01rwa.jpg) (http://imageshack.us/photo/my-images/59/clipboard01rwa.jpg/)


Anyone want it? It still has that huge ass 1024x*** texture however.

EDIT2: Recently on a huge GIMP'ing hype - I want to recolor, remake or create stuff with GIMP so much. Some stuff can be seen on my Moddb page.
Title: Re: 3d models development
Post by: bikkebakke on May 20, 2011, 02:50:55 pm
(http://img59.imageshack.us/img59/1567/clipboard01rwa.jpg) (http://imageshack.us/photo/my-images/59/clipboard01rwa.jpg/)

Thats a nice gangster suit (for the bouncers in new reno, I guess that was your inspiration?).
Title: Re: 3d models development
Post by: Haraldx on May 20, 2011, 03:22:17 pm
Thats a nice gangster suit (for the bouncers in new reno, I guess that was your inspiration?).
Actually, I only did the recolor of the original texture. Original texture/model can be found here: http://fodev.net/forum/index.php?topic=13877.495
Title: Re: 3d models development
Post by: LagMaster on May 20, 2011, 07:09:52 pm
awesome job, can you make his hads white?(gloves)
Title: Re: 3d models development
Post by: zamp on May 20, 2011, 08:01:11 pm
hmm.. he's wearing tights ;D
Title: Re: 3d models development
Post by: 3dZipp0 on May 21, 2011, 12:34:12 am
Hi everybody!

Here's some model I made just for fun before some serious stuff

introducing... Mutated Toe!

(http://img802.imageshack.us/img802/4254/mtoeshowcase.png) (http://imageshack.us/photo/my-images/802/mtoeshowcase.png/)

https://rapidshare.com/files/4174193032/MutatedToe.zip

Hope you like it!

Cheers!
Title: Re: 3d models development
Post by: Jotisz on May 21, 2011, 07:13:49 am
This toe looks like the exact replica of the one in Fallout nice.
About the gangster suit it looks nice I wish to see a white one though
(would look strange in a wasteland but still.)
Title: Re: 3d models development
Post by: Xarr on May 21, 2011, 07:16:32 am
the toe and the suit, both looks delicious ;>
Title: Re: 3d models development
Post by: Haraldx on May 21, 2011, 08:50:20 am
the toe and the suit, both looks delicious ;>
You want to eat it? :>
Nah, just joking, the toe looks great! I'm currently making even more recolors of the suit, however, I'm busy all the current day, so - no Gimp'ing around today :(
Title: Re: 3d models development
Post by: Graf on May 22, 2011, 10:24:46 am
Meal. A bit too high poly (164 tris), but I can't optimize it further. Though it could be done as just a plate with a drawn sandwich and stuff over it. But it requires a whole work to be redone.
Download link (http://www.mediafire.com/?vqaic9ft5a3jmty)
(http://www.fo2238.fodev.net/wiki/images/b/b0/Meal_textured.png)

Zen and art of piloting (12 tris)
Download link (http://www.mediafire.com/?xqyxng8rn37uxy6)
(http://www.fo2238.fodev.net/wiki/images/4/49/Zen_textured.png)


The Lavender Flower (12 tris)
Download link (http://www.mediafire.com/?7hp1p2qfvqq9pxg)
(http://www.fo2238.fodev.net/wiki/images/4/48/Lavender_textured.png)

Medical Supplies (96 tris)
Download link (http://www.mediafire.com/?7hp1p2qfvqq9pxg)
(http://www.fo2238.fodev.net/wiki/images/b/bd/Medicalsupp_textured.png)

Flint (36 tris)
Download link (http://www.mediafire.com/?cxqbp9da76qtxeq)
(http://www.fo2238.fodev.net/wiki/images/5/55/Flint_textured.png)
Title: Re: 3d models development
Post by: LagMaster on May 22, 2011, 11:05:13 am
nice models, but can't you make screens?
Title: Re: 3d models development
Post by: Graf on May 22, 2011, 11:17:32 am
I've experienced some problems with photo hosting, but now it's ok.
Title: Re: 3d models development
Post by: LagMaster on May 22, 2011, 10:49:11 pm
can someone try to make humans, please

any of the new guys? we need armors

(not confirmed) if we finish the 3D models with animations, probably we will ahve them after next wipe with current gameplay
Title: Re: 3d models development
Post by: 3dZipp0 on May 23, 2011, 01:08:42 am
can someone try to make humans, please

any of the new guys? we need armors
I will do some armors soon, Graf is aware about it
Title: Re: 3d models development
Post by: Graf on May 23, 2011, 07:57:22 am
can someone try to make humans, please
Do you mean human bodies, like those which Jotisz were making? If so, then we  should ask if he's able to give them out, since most of them were done a few months ago. I personally have only models of the strong human (male & female) and the fat male, while there was a picture with all bodytypes.
Title: Re: 3d models development
Post by: Jotisz on May 23, 2011, 01:03:54 pm
For meshes almost all body is made males only (females can use same mesh since most of them is the same only texture change needed). All have a basic uv map with some problems along the hands I will need to correct that or have someone to do it. About giving them out sure why not the more who work on them the best chance they will end up looking good. The following critters and bodies I have so far ghoul (NA VGUL but it will be ok for NA GHUL), supermutant (MA MTNT), midget (NM GRCH), strong male (NM BOXX), Male Junkie (NM LOSR), brahmin (MA BROM), gecko (MA GCKO), Eye Robot (MA FEYE). All the "humanoid" chars have the same polycount a bit less then the original char Karpov made (note these new ones are made from his base male model I have some more that are made by me only but those have way less detail).
Title: Re: 3d models development
Post by: Graf on May 23, 2011, 02:40:26 pm
About giving them out sure why not the more who work on them the best chance they will end up looking good.

It would be great, if you will put it onto the public. Maybe I'll try to do some texture for some of them.
Title: Re: 3d models development
Post by: Luther Blissett on May 23, 2011, 04:54:40 pm
Is there any chance of making the UV maps for the other body types compatible (or at least very close) with the existing one?

I mean like, if there is a texture drawn for a shirt and jeans, for example, that the same texture could be used for the junkie / fat man / dwarf etc - either exactly as is, or with minor changes, rather than having to redraw a full set of everything for all body types?
Title: Re: 3d models development
Post by: Jotisz on May 24, 2011, 07:11:39 am
Sadly I needed to modify some on Karpov's base model so the textures looks different then the ones used there. The new ones could be made to be similar since all char has the same topology and vertex count right now they differ from each a bit. Sadly I couldn't find yet the brahmin, gecko and robot I know I have them somewhere well maybe later I can get them too though I still don't know if its ok to start them before the humanoid critters done. Btw I've been making a model sheet of fallout critters it has a plenty of the critters lined up in all direction. Anyway here are the bodies in the rar I'm at this stage right now ghoul is done as far as texturing goes still if someone want to make other texture I put his obj and uv map in the rar too also as always I provided the blend file which has a badly lighted but good camera setting with the Fallout perspective. (The blend file has Uv seams for each model except the base ghoul which was reworked to look like a ghoul)
And one more important thing hands they aren't mapped good they need correction so keep that in mind if you start to make a texture for any of them.
http://www.2shared.com/file/yb_Nx1Mv/body_types.html
Title: Re: 3d models development
Post by: 3dZipp0 on May 24, 2011, 10:45:28 am
Is there any chance of making the UV maps for the other body types compatible (or at least very close) with the existing one?

I mean like, if there is a texture drawn for a shirt and jeans, for example, that the same texture could be used for the junkie / fat man / dwarf etc - either exactly as is, or with minor changes, rather than having to redraw a full set of everything for all body types?
Have you ever tried to use RTT baking to have same texture on two models with different mapping? This will help I think.
Title: Re: 3d models development
Post by: Luther Blissett on May 24, 2011, 11:55:07 am
Unfortunately no, I'm a bit of a 3D noob to be honest. I've used the "render to texture" to put light or shadows onto a texture before, but didn't even realise it could be used for anything else :P

I was kind of thinking if it was possible to rearrange the UV map, so it was head in top left, body in bottom left, legs in bottom right etc, it would be far easier to use or adapt all existing textures to the other models.

I quickly knocked together an example (http://img41.imageshack.us/img41/6839/testuvcopy.png) - which is obviously a bit messy (most of it is very misplaced and badly aligned), but it's halfway there just by moving the UVs around the sheet in 2 minutes, without redoing the whole thing. If the body, shoes, groin and hands were remapped, and the legs and arms were resized slightly, it should work perfectly.

Obviously redoing the UVs would be quite a lot of extra work now, but would save a lot of work later on - so you'd instantly have a full set of underclothes from the existing textures, so after resizing the existing armours (like we do already for female / male), you'd have a full set of armours available for each body type, and adding new ones would equally be as easy.

I'm sure some of them would need some slight redrawing, and the ghoul / supermutant would need quite a lot of retexturing, but this could be done by editing the existing textures, rather than fully producing many textures for each set of clothes - and we obviously don't want the situation where they all end up half finished, so you have "fat man can't wear a leather jacket".

I'd happily volunteer to attempt remapping these if needed (after I've finished the models I'm working on now) - of course, if anyone has a clever way of making this even easier, then completely ignore everything I said :)
Title: Re: 3d models development
Post by: Balthasar on May 24, 2011, 06:59:43 pm
Pile of Wood:

(http://i54.tinypic.com/6zlnyu.jpg)  (http://www.fo2238.fodev.net/wiki/images/a/ac/Firewood.gif)

Tris: 76 (still too much?)

Download Link (http://www.mediafire.com/?8yyl29e7302od5g)

The front sides of those piles look a bit odd if you look closer. That's because its a round texture on a hexaginal model but i speculate that the model will be small enough in game that one won't notice this.

What you think?

Title: Re: 3d models development
Post by: LagMaster on May 24, 2011, 08:59:23 pm
Pile of Wood:

awesome, but we can make only 1 wood for floor+hand, know what i mean?
Title: Re: 3d models development
Post by: bikkebakke on May 24, 2011, 09:08:37 pm
Pile of Wood:
awesome, but we can make only 1 wood for floor+hand, know what i mean?

fixxed, also ye, maybe just having one piece of wood, at least for when holding it in your hands.
Title: Re: 3d models development
Post by: Balthasar on May 25, 2011, 03:42:42 pm
Alright, here's the single one:

(http://i55.tinypic.com/4pzfhf.jpg)

Download Link (http://www.mediafire.com/?56mgjzlc4063x5n)
Title: Re: 3d models development
Post by: Graf on May 25, 2011, 04:44:45 pm
only 1 wood for floor+hand
maybe just having one piece of wood, at least for when holding it in your hands.

Once we'll have a 2-hands animation for carrying heavy items (such as ore or wood), it wouldn't be necessary, though I'll keep both models in case it will be used somewhere else.
Title: Re: 3d models development
Post by: 3dZipp0 on May 25, 2011, 05:30:42 pm
Pile of Wood:

What you think?

I think you're doing just great! One small advice though - if you make those pixels at hex corners not black but a color of adjacent sides (brown) - it will trick human eye a bit easier :)
Title: Re: 3d models development
Post by: Balthasar on May 25, 2011, 09:33:30 pm
Thanks. Actually i used the same wood texture to fill those "black" areas. The picture was rendered without any lights/effects. That may be the reason that it appears so dark. If you open the model and lighten up the scene a bit (with a spot for example) you'll see it :).
Title: Re: 3d models development
Post by: Graf on May 26, 2011, 07:32:38 pm
Here's what I did recently:

Mega Stimpak (aka Super Duper Stimpak) 190 tris, but it couldn't be optimized without of loss in the model quality, so it will stay like that. Moreover, I'm not sure if it gets in-game.
(http://www.fo2238.fodev.net/wiki/images/6/65/Megastim_textured.png)
Download link (http://www.mediafire.com/?b1o0hkfb2tc39ie)

Chemisty Journals/Big Book of Science (68 tris)
(http://www.fo2238.fodev.net/wiki/images/0/00/Cmj_textured.png)
Download link (http://www.mediafire.com/?6oa71agk0lwecm2)

and the Cat's Paw magazine issue #5 (12 tris)
(http://www.fo2238.fodev.net/wiki/images/0/09/Catspaw5_textured.png)
Download link (http://www.mediafire.com/?6oa71agk0lwecm2)

I also gave a try on the electronic lockpick MK1, but I didn't succeeded with texturing, so if anyone wish to texture this model, it would be appreciated.
(http://www.fo2238.fodev.net/wiki/images/archive/0/0b/20110526173040!Elockpick_untextured.png)
Download link (http://www.mediafire.com/?cw6l82f85bm89pz)

P.S. I'm also waiting for more works from you, guys. There's not too many of them left undone.
Title: Re: 3d models development
Post by: Karpov on May 26, 2011, 08:36:52 pm
Hi, It's been a long time. Sorry for that. I'll go checking out the many pages now. .... done

I see a LOT of good stuff. Also new people , that's very good. Some of the textures are amazing.

I'll be checking the other threads....
Title: Re: 3d models development
Post by: SmartCheetah on May 26, 2011, 08:38:21 pm
Hi, It's been a long time. Sorry for that. I'll go checking out the many pages now.
The king is back! Long live the king!  ;D
Good to see you back on board, mate!
Title: Re: 3d models development
Post by: Graf on May 26, 2011, 08:55:25 pm
Woohoo ;D Finally you're back!  :) I'll send all our latest progress asap.
Title: Re: 3d models development
Post by: Haraldx on May 26, 2011, 09:14:52 pm
Isn't it Karpov himself? Welcome back aboard, mate! Ready to keep this thing rollin'?

Right now making low-poly version of meal, and maybe will give a shot to texture Graf's electronic lockpick.

EDIT: Gaah, I'm not in the mood of modelling today, will do it tomorow.
Also, Graf, can you update the armor tracker?
Title: Re: 3d models development
Post by: Graf on May 26, 2011, 09:40:37 pm
Graf, can you update the armor tracker?

I'll do it tomorrow. I'm right now busy with converting all stuff (100+ models) to the both .obj and .3ds file formats.
Title: Re: 3d models development
Post by: Karpov on May 26, 2011, 10:57:39 pm
Ok, Graf sent me those files already, all I have to do is export them, add them to the list for both right hand and holstered (optional) with the proper scale.

But I have one thing to ask. I was thinking about using the same numbers that appear on the ITEM_PID list.

that would be
1      PID_LEATHER_ARMOR
2      PID_METAL_ARMOR
3      PID_POWERED_ARMOR
4      PID_KNIFE
5      PID_CLUB
6      PID_SLEDGEHAMMER
7      PID_SPEAR
8      PID_10MM_PISTOL
9      PID_10MM_SMG

and so on. I think this way it would be easier for developers.

The problem is that right now the weapons do not follow these numbers. So if I change those, we will have to change the in-hand weapon model by console, because it would not be right. Anyway, some of them do not match the inventory item, even the ones from VB.

So what do you think? I'll try to keep the numbers as they are when possible, but eventually they will be changed.
____________________________________________________________________________________________

Now, I have another thing to ask. When I upload the items and weapons, the coordinates for the right hand and holster will be messed up, because I won't take the time to fix it. So, what I am asking is for your help with this. All you need is patience, a text editor, and patience.
I will make a thread with the instructions on this, and where we will post the line with the correct coordinates for each item. After that I will merge them into the master file. Sounds like fun...

However, I haven't started with these item models yet.  ;)
Title: Re: 3d models development
Post by: Graf on May 27, 2011, 09:03:20 am
So if I change those, we will have to change the in-hand weapon model by console, because it would not be right.

Is there any way to assign numbers to these models without of changing model by console? Right now it works fine with those models from repository.

I will make a thread with the instructions on this, and where we will post the line with the correct coordinates for each item. After that I will merge them into the master file.

Sounds good. I think we'll handle this.

UPDATE: Trophy of recognition is done
(http://www.fo2238.fodev.net/wiki/images/a/a1/Trophy_textured.png)
Download link (http://www.mediafire.com/?owsnw6v6bis1a5g)

45 mm ammo (12 tris)
(http://www.fo2238.fodev.net/wiki/images/5/59/45mm_textured.png)
Download link (http://www.mediafire.com/?vx4y9pnuzrkg4x8)

P.S. It would be nice, if you'll write some kind of short manual, how to make an animation and put it into the game, in case someone wish to try their powers in it.
Title: Re: 3d models development
Post by: Haraldx on May 27, 2011, 01:27:02 pm
UPDATE: Trophy of recognition is done
Looks nice! Good job!
P.S. It would be nice, if you'll write some kind of short manual, how to make an animation and put it into the game, in case someone wish to try their powers in it.
Agreed.
Title: Re: 3d models development
Post by: Luther Blissett on May 27, 2011, 04:24:39 pm
But I have one thing to ask. I was thinking about using the same numbers that appear on the ITEM_PID list.

that would be
1      PID_LEATHER_ARMOR
2      PID_METAL_ARMOR
3      PID_POWERED_ARMOR
[...]

I was thinking similarly for the filenames of the models and textures - currently there's no "standard format", I have been particularly guilty of this when naming each file with no consistency, i.e. "ncr10_coat.png, male_cljacket_clothing.png, f_clj_jacket4.png" which has nothing to connect models, textures, in-game codes etc

So was wondering whether we should decide on a sort of "format" to stick to with model / texture naming, for example something like :

001_0_leather_armour_male_body
001_1_leather_armour_female_body
001_2_leather_armour_coat_part_1
001_3_leather_armour_coat_part_2
001_4_leather_armour_helmet
002_0_metal_armour_male_body
002_1_metal_armour_female_body
etc

This is just as an example, but perhaps something similar, which uses the ID number of the object, followed by other numbers / words to clarify everything. Obviously all the items which don't currently exist in game would need new numbers, but if it's consistent throughout, it would be much easier than trying to connect "Armor_male_cmbleatherJacket.X" and "Armor_Female_cmbleatherJacket.X", with "cljacket_texture.tga" and "f_clj_jacket4.png" for example - in a way similar to how the original has names like "HMLTHRCH.FRM", which once you could read the code, made connecting / locating specific files much easier.

I'm aware this may involve a lot of re-exporting work, but perhaps if it was done or agreed upon sooner rather than later, this would only be 100 to re-export, rather than 1000 - and if all future models used this, it could save a lot of work at a later date.

On the other hand, maybe we've done too much already to do this easily, and will just have to cope with our (my) inconsistent naming of files.

Title: Re: 3d models development
Post by: Karpov on May 27, 2011, 04:39:09 pm
Luther, you are right, in fact that's what I'm doing with new weapons. I use "ITEM_" prefix for the textures. But there is no need to reexport, you can assign another texture file to any model from the text file, that's what makes the same hair model to have different colours, for example.
Title: Re: 3d models development
Post by: Luther Blissett on May 27, 2011, 06:35:15 pm
So, if I was to export and upload the finished female gangster suit now, should I use a particular naming pattern, or just do it "as is" and we correct them all later?
Title: Re: 3d models development
Post by: Karpov on May 27, 2011, 10:06:44 pm
Yes, name your textures with the prefix "ARMOR_". All exported armors and clothing models have this prefix because it was getting hard for me to find them on the folder. Also after that I put Female or male. I never worked much with textures so I did not bother with that, but it would be better if they were sorted the same way.
We can correct the rest later, but from now on we should use these patterns.
Title: Re: 3d models development
Post by: Luther Blissett on May 27, 2011, 10:43:07 pm
Cool. Should I group them as subsections like :

ARMOR_Female_suit_coat
ARMOR_Female_suit_hat
ARMOR_Female_suit_body (the clothing texture on the base model underneath)
Title: Re: 3d models development
Post by: Bones on May 28, 2011, 05:28:57 am
Wow, I reciently heard of this project and I am amazed, not only from the game itself but for the community development, I am completely blown away.

Being a fan of fallout and having some experience in 3d development graphics (and indie mmorpg development as well) I would like to help and provide some models and textures. I have seen the general requirements for the models, but I got lost with the different trackings (I don't even know if they are up to date) and it would be very helpful if someone can point at me which 3D models are more required in terms of higher priority/most needed

Are decorative assets most needed? Weapons or clothings? NPC's? which ones?


Title: Re: 3d models development
Post by: Graf on May 28, 2011, 07:00:51 am
it would be very helpful if someone can point at me which 3D models are more required in terms of higher priority/most needed. Are decorative assets most needed? Weapons or clothings? NPC's? which ones?

Hello and welcome  ;) You can see our trackers in my signature, there you can find all up to date info about ongoing progress. Depending on missing items you can deside which model you want to do at the moment. Decorations aren't needed because most likely they wouldn't be used, since developers want to make the game look as it was in F1/F2 except PC, NPC and critters.

If you're good with modeling, you can make this model, since no one started making it - http://fallout.wikia.com/wiki/NCR_Ranger_patrol_armor
Title: Re: 3d models development
Post by: LagMaster on May 28, 2011, 08:19:35 am
as Graf said, you can start by creating armors, like the NCR ranger armor
but first we must tell you why we whant 3D:
we like the game in 2D and we think is way better than 3D, but with 3D we will not have to create over 9000 frames for every animation pic, so it will be easy for us to implement new animations with lower requirements
Title: Re: 3d models development
Post by: 3dZipp0 on May 28, 2011, 06:32:22 pm
Hi everybody!

Check out my ver of Medical supplies I've just made.
(http://img685.imageshack.us/img685/3951/medsuppshow.png) (http://img685.imageshack.us/i/medsuppshow.png/)

Cheers!
Title: Re: 3d models development
Post by: Bones on May 28, 2011, 07:45:20 pm
as Graf said, you can start by creating armors, like the NCR ranger armor
but first we must tell you why we whant 3D:
we like the game in 2D and we think is way better than 3D, but with 3D we will not have to create over 9000 frames for every animation pic, so it will be easy for us to implement new animations with lower requirements

I totally agree, what I meant with the decorative assets is if some special sprite is required for any special location in the game (like a destroyed car for example). Nevertheless, I will go ahead and make that armor when I can; I have already posted in the 'Repository' thread with a question ;)
Title: Re: 3d models development
Post by: LagMaster on May 28, 2011, 08:23:32 pm
Check out my ver of Medical supplies I've just made.
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
Title: Re: 3d models development
Post by: 3dZipp0 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! ;)
Title: Re: 3d models development
Post by: Graf 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.
Title: Re: 3d models development
Post by: Gray 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.
Title: Re: 3d models development
Post by: Haraldx on May 29, 2011, 12:55:20 pm
Anyone can send me the male/female model? Might make some armors.Nevermind, found them.
Title: Re: 3d models development
Post by: Graf on May 29, 2011, 02:26:12 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) (http://www.mediafire.com/?a75u6ytyzxwd1od)

I'm still waiting for some models from you guys.
Title: Re: 3d models development
Post by: bikkebakke on May 29, 2011, 05:57:10 pm
nice, but I guess the texture they use now are temporary, it just looks pretty detailed.
Title: Re: 3d models development
Post by: Graf 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.
Title: Re: 3d models development
Post by: Bones 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)
Title: Re: 3d models development
Post by: Graf 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.
Title: Re: 3d models development
Post by: Haraldx 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.
Title: Re: 3d models development
Post by: Bones 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
Title: Re: 3d models development
Post by: Luther Blissett 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 (http://fodev.net/forum/index.php?topic=13894.msg125277#msg125277) about this, and if you look at the following answers from Karpov, it should make sense I think.
Title: Re: 3d models development
Post by: Bones 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!
Title: Re: 3d models development
Post by: Karpov 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.
Title: Re: 3d models development
Post by: smoothjesus 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) (http://www.mediafire.com/?a75u6ytyzxwd1od)

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://2.bp.blogspot.com/_KcFkeN0I6po/TFn8Xlx02wI/AAAAAAAAFXo/hsRrZEedXac/s1600/ammo.jpg)
http://i55.photobucket.com/albums/g126/edards/38boxes.jpg (http://i55.photobucket.com/albums/g126/edards/38boxes.jpg)
http://farm2.static.flickr.com/1087/5137057215_79ab43fe15.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/TJlttXF433I/AAAAAAAAEW8/7lmKIR74zHU/s1600/g11.jpg.w300h175.jpg)
http://1.bp.blogspot.com/_WubeN06WLXQ/TJluoMxNi_I/AAAAAAAAEYE/jFPnNirA2Zc/s1600/z18.jpg.w300h163.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!
Title: Re: 3d models development
Post by: 3dZipp0 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?  ???
Title: Re: 3d models development
Post by: Graf 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
(http://www.fo2238.fodev.net/wiki/images/2/21/44fmjammo_textured.jpg)
Download link (http://www.mediafire.com/?sxxb7l11yt8xsck)
Title: Re: 3d models development
Post by: 3dZipp0 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.
Title: Re: 3d models development
Post by: Bones 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/
Title: Re: 3d models development
Post by: Graf 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!
Title: Re: 3d models development
Post by: Haraldx on June 01, 2011, 09:35:11 am
Indeed, it looks very good, but needs the things Graf stated.
Title: RocketAP
Post by: BlindMaster 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/ (http://uploading.com/files/2fca2ccd/RocketAP.rar/)
Title: Re: 3d models development
Post by: Bones 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?
Title: Re: 3d models development
Post by: Graf 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
Title: Re: 3d models development
Post by: BlindMaster 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
Title: Re: 3d models development
Post by: Haraldx 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.
Title: Re: 3d models development
Post by: LagMaster on June 01, 2011, 05:39:49 pm
Nick, model looks good, but the texture idts
Title: Re: 3d models development
Post by: 3dZipp0 on June 02, 2011, 12:08:57 am
Had couple hours of spare time...
Introducing.. Syringes!

Empty Hypodermic , Mutagen Serum , Poison

(http://img542.imageshack.us/img542/2927/syringesshow.png) (http://img542.imageshack.us/i/syringesshow.png/)

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

Cheers!
Title: Re: 3d models development
Post by: LagMaster 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
Title: Re: 3d models development
Post by: Graf 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.
Title: Re: 3d models development
Post by: BlindMaster on June 02, 2011, 02:38:30 pm
I present you the motor
download:http://uploading.com/files/45bdb68a/Motor.rar/ (http://uploading.com/files/45bdb68a/Motor.rar/)


Picture:http://imageshack.us/photo/my-images/3/youyouh.jpg/]http://imageshack.us/photo/my-images/3/youyouh.jpg/]http://imageshack.us/photo/my-images/3/youyouh.jpg/ (http://imageshack.us/photo/my-images/3/youyouh.jpg/)

Credits:
3d modeler and texturer: Blind Master(made all the job)
Helper with tips:Haraldx(gaved me few tips)
Title: Re: 3d models development
Post by: Graf on June 02, 2011, 04:48:23 pm
Could you make a better texture? You can use sprite for it.
Title: Re: 3d models development
Post by: BlindMaster on June 02, 2011, 05:53:29 pm
Could you make a better texture? You can use sprite for it.
Haraldx is working on it

Magic 8 ball is here
80 Faces
Picture
remade it: (http://img687.imageshack.us/img687/5278/hehexo.jpg)

download http://uploading.com/files/6542mc81/Desktop.rar/
Title: Re: 3d models development
Post by: LagMaster on June 02, 2011, 06:20:04 pm
i am in no way related with the textures and models of BlindMaster

but still, nice job Nick!!!
Title: Re: 3d models development
Post by: Haraldx on June 02, 2011, 08:30:08 pm
Oh god, the texture went out just horrible  :-[ I'm ashamed of myself, how did I get something going that badly!

(http://img853.imageshack.us/img853/6310/clipboard01tl.jpg) (http://imageshack.us/photo/my-images/853/clipboard01tl.jpg/)
Title: Re: 3d models development
Post by: 3dZipp0 on June 02, 2011, 11:00:13 pm
Oh god, the texture went out just horrible  :-[ I'm ashamed of myself, how did I get something going that badly!

(http://img853.imageshack.us/img853/6310/clipboard01tl.jpg) (http://imageshack.us/photo/my-images/853/clipboard01tl.jpg/)

practice and patience, my friend, will lead you to perfection! :)
Title: Re: 3d models development
Post by: Gray on June 03, 2011, 07:32:56 am
practice and patience, my friend, will lead you to perfection! :)
... force be with you ;D
Title: Re: 3d models development
Post by: LagMaster on June 03, 2011, 07:36:53 am
practice and patience, my friend, will lead you to perfection! :)
... The Lag be with you! ;)
Title: Re: 3d models development
Post by: 3dZipp0 on June 03, 2011, 01:37:32 pm
 ;D ;D ;D

and now its getting buggy...  8)

(http://img137.imageshack.us/img137/8169/bugshow.png) (http://img137.imageshack.us/i/bugshow.png/)

http://www.mediafire.com/?ca8l9p936i9kxza

Cheers!
Title: Re: 3d models development
Post by: LagMaster on June 03, 2011, 02:21:46 pm
awesome Zippo, what can we do with the Bug?
Title: Re: 3d models development
Post by: Lizard on June 03, 2011, 02:36:15 pm
Oh god, the texture went out just horrible  :-[ I'm ashamed of myself, how did I get something going that badly!

(http://img853.imageshack.us/img853/6310/clipboard01tl.jpg) (http://imageshack.us/photo/my-images/853/clipboard01tl.jpg/)


Try to cylinder UV projection, if in Blender and warp selection, if in Photoshop?
Title: Re: 3d models development
Post by: BlindMaster on June 03, 2011, 02:51:03 pm
I remade the Rocket.Only 73 faces,and it looks the same
But still,Need a texture
download: http://www.2shared.com/file/ymheRTTA/f3d.html

IMG:http://imageshack.us/photo/my-images/193/unledta.jpg/
Title: Re: 3d models development
Post by: 3dZipp0 on June 03, 2011, 03:22:58 pm
awesome Zippo, what can we do with the Bug?
thanks!
 I don't know what - perhaps, to listen up somebody's secrets?  ;)
Title: Re: 3d models development
Post by: Gray on June 03, 2011, 03:57:34 pm
thanks!
 I don't know what - perhaps, to listen up somebody's secrets?  ;)
It's a quest item from F1. Anyway, item is an item, more = better.
Title: Re: 3d models development
Post by: 3dZipp0 on June 03, 2011, 05:04:30 pm
It's a quest item from F1. Anyway, item is an item, more = better.
do you know what item is needed more than others? cause there are just a bunch of them in the tracker without any priority mark ...
maybe Graf can color-code them such as Red=urgently needed, Yellow - would be great to do, and so on... ?
Title: Re: 3d models development
Post by: LagMaster on June 03, 2011, 06:02:30 pm
do you know what item is needed more than others? cause there are just a bunch of them in the tracker without any priority mark ...
maybe Graf can color-code them such as Red=urgently needed, Yellow - would be great to do, and so on... ?
in this case all will be yellow(exept armors witch will be red)
Title: Re: 3d models development
Post by: Bones on June 04, 2011, 08:01:09 pm
ranger patrol armor update:

.rar with the .obj, the maya scene, and the jpg texture = http://www.mediafire.com/?512121qidd40qiq

samples:

http://imageshack.us/photo/my-images/844/secondattempt.jpg/

http://imageshack.us/photo/my-images/692/secondattemptref.jpg/

http://imageshack.us/photo/my-images/6/secondattemptrender.jpg/
Title: Re: 3d models development
Post by: Graf on June 05, 2011, 07:53:21 pm
3dZipp0 made a contribute of 5 amazing models of mines, which were accidentally missed before. Enjoy.

(http://www.fo2238.fodev.net/wiki/images/8/86/Pulsemine_textured.jpg)
(http://www.fo2238.fodev.net/wiki/images/0/09/Plasmamine_textured.jpg)
(http://www.fo2238.fodev.net/wiki/images/d/d6/Fragmine_textured.jpg)
(http://www.fo2238.fodev.net/wiki/images/f/f0/T45le_textured.png)
(http://www.fo2238.fodev.net/wiki/images/7/7b/Anipersonnel_textured.jpg)

Download link (http://www.mediafire.com/?w5e9cqvw6z2q08b)


Title: Re: 3d models development
Post by: Karpov on June 05, 2011, 11:36:58 pm
I certainly would not want to step on one of these... they are too pretty.
Title: Re: 3d models development
Post by: Surf on June 05, 2011, 11:38:44 pm
Forgive me my amateurish question, but what is the last model supposed to be?
All of them look good nonethless, indeed.
Title: Re: 3d models development
Post by: Michaelh139 on June 05, 2011, 11:43:31 pm
Forgive me my amateurish question, but what is the last model supposed to be?
All of them look good nonethless, indeed.

It's a hidden mine, you dig it under the ground and place it.
Title: Re: 3d models development
Post by: Karpov on June 05, 2011, 11:45:00 pm
it is like the acid mine from FO:Tactics
Title: Re: 3d models development
Post by: bikkebakke on June 06, 2011, 12:48:29 am
how the heck do you miss those, really good models, textures too.
Title: Re: 3d models development
Post by: Karpov on June 06, 2011, 01:21:52 am
One question: Should the laser rifle be held as a standard rifle?
(http://img28.imageshack.us/img28/5980/laserrifle.jpg)

Bad thing is that the sniper rifle is pretty much the same from long distance
Title: Re: 3d models development
Post by: Surf on June 06, 2011, 01:25:29 am
Hm, I think it should appear a bit more bulkier and the barrel of it should be shorter. But that's only my impression, hard to tell since the laser rifle shared the same animations as the flamer etc.
Title: Re: 3d models development
Post by: Michaelh139 on June 06, 2011, 01:25:44 am
Considering in the 80s and shit most complex machines were insanely huge it would be safe to assume the Laser Rifle was a decently large gun so it should probably not be held as "Standard" rifle.
Title: Re: 3d models development
Post by: Haraldx on June 06, 2011, 12:05:05 pm
You seriously? Look at the Fallout Tactics - everyone/thing used the rifle animation for laser weapons (unless it was a gatling laser :P). The Laser rifle IS a rifle, while the plasma rifle really looks more like a big gun. I think it was more like a cosmetic thing in the original Fallout, if you don't have awareness, how can you tell, is it a lame hunting rifle or maybe it's a frickin laser rifle. I say YES to rifle animations for laser rifle. Plasma and pulse rifle should use the big gun animation.
Considering in the 80s and shit most complex machines were insanely huge it would be safe to assume the Laser Rifle was a decently large gun so it should probably not be held as "Standard" rifle.
Whaaa-? Did you even notice Fallout universe is set in around year 2250? These energy weapons were most likely made in year ~2050 not in the 80s :P
Title: Re: 3d models development
Post by: Majer on June 06, 2011, 12:15:02 pm
The fallout universe is placed where differences between 50's 70's and 90's vanished and the outcome is somewhat a mixture of styles we can find throughout a junk-yard.

As to the rifle, it should have been bigger, but it's still a riffle not a canon. Should be held as regular rifle. Think of this like a M107 with a different mechanism.
(http://www.lonestarairsoft.com/photopost/data/500/medium/M107.jpg)
Title: Re: 3d models development
Post by: Lexx on June 06, 2011, 02:07:26 pm
Rifle animation, definitive. If you look at the inventory image, it's pretty much the same as the sniper rifle (both weapons most likely are based on the same base model). Maybe the laser rifle can be scalled a bit bigger than the sniper rifle, so that there is at least some difference from the normal non-zoomed ingame view.
Title: Re: 3d models development
Post by: Graf on June 06, 2011, 02:24:23 pm
Fallout 1 concept art says it all:

(http://www.fo2238.fodev.net/wiki/images/3/3f/Laser_Rifles..jpg)
Title: Re: 3d models development
Post by: Lexx on June 06, 2011, 02:50:29 pm
That doesn't look like Fallout 1 concept art. :p
Title: Re: 3d models development
Post by: Gray on June 06, 2011, 03:16:43 pm
One question: Should the laser rifle be held as a standard rifle?
Yes, of course. As well as pulse rifle.
Title: Re: 3d models development
Post by: LagMaster on June 06, 2011, 03:17:36 pm
anyway you look at it, the laser rifle must have rifle animation, same as a sniper rifle, but in this case we will need the LSW,M60 and flamer have this type of animation type. Don't you think?
Title: Re: 3d models development
Post by: Graf on June 06, 2011, 04:04:43 pm
That doesn't look like Fallout 1 concept art. :p

Well, maybe it isn't a concept art, but still it was taken from the game. Check this (http://fallout.wikia.com/wiki/Laser_rifle_(Fallout)) for the proof-link. Most likely, it was taken from some in-game video.
Title: Re: 3d models development
Post by: Lexx on June 07, 2011, 11:39:28 am
Can't be from Fallout 1 or 2. Never ever saw this not in the game and not in the files. Maybe it's from POS or some wiki user made it by himself and added it with "it's original!"

/Edit: Mystery solved. It's a fan made image and nothing official.
Title: Re: 3d models development
Post by: Haraldx on June 07, 2011, 11:58:32 am
Really disliked the sledgehammer on the wiki, so I made my own.
(http://img41.imageshack.us/img41/1984/clipboard01lac.jpg) (http://imageshack.us/photo/my-images/41/clipboard01lac.jpg/)

Polycount is 76 I think, not sure tho.

Download link:
http://www.2shared.com/file/nJQPeh3W/Sledge_Hammer.html [Not working]
http://www.2shared.com/file/CRKwFvIx/Sledge_Hammer.html [Corrected!]
Title: Re: 3d models development
Post by: 3dZipp0 on June 07, 2011, 01:01:39 pm
Really disliked the sledgehammer on the wiki, so I made my own.

Polycount is 76 I think, not sure tho.

Download link: http://www.2shared.com/file/nJQPeh3W/Sledge_Hammer.html
Hey, nice hammer!
But how can you be unsure about polycount?!  It's not a weather forecast, isn't it? ;D
I can't open your model, cause .obj file has only 55 bytes, and the mesh itself is obviously in the .wings file that I cant import into 3dsmax. Can you please update it properly?
Regarding texture - yepp, it's definitely much nicer than wiki's one, but for me is a bit "dirty" and can be improved :) Keep it up!
Title: Re: 3d models development
Post by: Haraldx on June 07, 2011, 01:47:03 pm
Woah, you are right, it doesn't open the .obj file. 1 second... There! http://www.2shared.com/file/CRKwFvIx/Sledge_Hammer.html

Also, it might need proper scaling and stuff, maybe even the handle might be too small etc etc.
Title: Re: 3d models development
Post by: 3dZipp0 on June 07, 2011, 02:41:18 pm
Woah, you are right, it doesn't open the .obj file. 1 second... There! http://www.2shared.com/file/CRKwFvIx/Sledge_Hammer.html

Also, it might need proper scaling and stuff, maybe even the handle might be too small etc etc.
Thanks, now it opens. 84 triangles :)
Also, I think that lower part of the handle is unnecessary - you could save up to 28 tris by removing it :)
Title: Re: 3d models development
Post by: zamp on June 07, 2011, 02:47:35 pm
Also, I think that lower part of the handle is unnecessary - you could save up to 28 tris by removing it :)

76 tris is just fine for a weapon anyways. No need to remove :)
Title: Re: 3d models development
Post by: Haraldx on June 07, 2011, 06:47:39 pm
Thanks, now it opens. 84 triangles :)
Also, I think that lower part of the handle is unnecessary - you could save up to 28 tris by removing it :)
I was un-sure because Wings3D shows only face, edge and vert count. As we all know, not always faces are triangular, so the face count is always invalid (becuase I extremely rarely use triangular faces). Vert count is also invalid, because it just seems to be edge count divided by 2. However, I recently found out the edge count is the most accurate, sometimes it is exactly the same as triangular face count, sometimes (like in this case) it's a little innacurate.

I will not remove the lower part handle thingy - it's easier to texture it and maybe in a 400% zoom you will be able to see it.
Title: Re: 3d models development
Post by: Graf on June 07, 2011, 07:09:22 pm
Really disliked the sledgehammer on the wiki, so I made my own.

Funny, but yesterday I was checking the models that aren't good enough and thought that it would be good to retexture it. So I did.

(http://rghost.ru/9814261/image.png) (http://rghost.ru/9814261.view)

But anyway, your model seems to be better, so it would be used instead of this one.
Title: Re: 3d models development
Post by: Haraldx on June 07, 2011, 08:15:03 pm
Glad to be of service :)
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 09:00:03 am
Another great contribution from mr. Bones :) Reshaped Ranger Armor for each type of model we have so far.

(http://www.fo2238.fodev.net/wiki/images/a/a8/Ranger_Armor_ALL_TYPES_TEXTURED.jpg)

Download link. (http://www.mediafire.com/?4h9nkkuhanyd0r1)

Now, it's time to move further, and make the same thing for each other model we have done. I'll put armors here, so anyone can try himself in it.
Title: Re: 3d models development
Post by: Haraldx on June 09, 2011, 10:40:42 am
Woah, that looks great! Mind if you update the armor tracker a bit  ;D
Also, found out that my LA MKII is still signed as PENDING, What's the matter with that?
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 11:24:15 am
Also, found out that my LA MKII is still signed as PENDING, What's the matter with that?

It's ok. Pending in this case only means, that it isn't uploaded to the 3D repository yet (It totally depends on Karpov, not me) These, which are marked as uploaded, can be downloaded from the repository. I guess, I have to do the same thing with the weapons tracker.

And... here goes the models, which needs to be reshaped too.

Armor name                   |      Models, which needs to be done (reshaped)

Advanced Power Armor (http://www.mediafire.com/?8gaha3bt6erzp0s)    |    fat dude, junkie, ghoul, super-strong dude
Combat Armor (http://www.mediafire.com/?b5x0vd38p69rzha)                |  fat dude, junkie, ghoul, super-strong dude
Elegant Suit (http://www.mediafire.com/?s0v1o9d7rio7di1)                    | All except strong male
Environmental Armor (http://www.mediafire.com/?7o3u3t8244vqn27)       | fat dude, junkie, ghoul, super-strong dude
Gunsmith Outfit (http://www.mediafire.com/?dexdz7cb4m9j9s2)              | All except strong male
Leather Armor (http://www.mediafire.com/?zywe27sb5mwblgg)                | dwarf, fat dude, junkie, ghoul, super-strong dude
Leather Jacket (http://www.mediafire.com/?mlcysdb8s35ydk8)                | dwarf, fat dude, junkie, ghoul, super-strong dude
Metal Armor (http://www.mediafire.com/?6s6d67f26uhow00)                   | fat dude, junkie, ghoul, super-strong dude
NCR Veteran Ranger (http://www.mediafire.com/?655l448z84bxy5l)      | dwarf, fat dude, junkie, ghoul, super-strong dude
Power Armor (http://www.mediafire.com/?7vxu7s4rlrzzv99)                 | fat dude, junkie, ghoul, super-strong dude
Robes (http://www.mediafire.com/?4pjmi6d67nxrqii)                          | All except female

Models of all bodytypes: http://www.mediafire.com/?4456s10ogt0tv4y
Title: Re: 3d models development
Post by: LagMaster on June 09, 2011, 01:21:46 pm
Models of all bodytypes: http://www.mediafire.com/?4456s10ogt0tv4y
this includes the super mutant and ghoul models? a ghoul armor for ghoul race will be awesome, same for super mutants
Title: Re: 3d models development
Post by: Haraldx on June 09, 2011, 01:24:36 pm
this includes the super mutant and ghoul models? a ghoul armor for ghoul race will be awesome, same for super mutants
As far as I know ghoul uses the junkie model and a separate ghoul skin.
Title: Re: 3d models development
Post by: Lexx on June 09, 2011, 01:37:20 pm
And various own animations. Beside this, it's the same, yes.
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 02:00:28 pm
this includes the super mutant and ghoul models? a ghoul armor for ghoul race will be awesome, same for super mutants

This includes following models:
1. Hero male
2. Hero female
3. Ghoul
4. Junkie
5. Dwarf
6. Fat male
7. Bouncer (that's pretty similar to the hero male, just bigger)

So, no SM model yet. I don't know if Jotisz had finished it.

As far as I know ghoul uses the junkie model and a separate ghoul skin.

Not really, it uses separate model, texture and animations. Though, it probably can use it, if necessary.

It would be great to have a child model too, by the way.
Title: Re: 3d models development
Post by: Jotisz on June 09, 2011, 02:28:20 pm
It was done but I had a little failure when I posted the bodies looks like I only packed in the rar the uv map for the supermutant anyway I uploaded the body set again now nothing is missing I hope...
This pack contains all model in obj + a blend file with a scene setup that can be used to check how the char would look. (Uv maps still has problem with hands didn't have time to correct them)
http://www.2shared.com/file/8MIDjdeY/body_types.html
Btw looks like things are getting fast there are a lot of new models I see (misc items, gecko, ranger armor....)
As I see two body type isn't made yet the children and the generic male (the one that used for peasants, farmers) will try to do something about this. About the armors I'm not sure if making power armors in all size is good but for the others it will look awesome.
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 02:56:27 pm
Awesome, Jotisz  :) Thank you for the SM.
Title: Re: 3d models development
Post by: LagMaster on June 09, 2011, 04:20:28 pm
awesome!!!! we shoud make a topic on the forum with the models that we have, probably some sort of format like this:

   dwarf    hero m   hero f  faty   junky/ghoul   kid m    kid f   adolecent(Myron)    farmer m   farmer f   Super Mutant


or something like that
Title: Re: 3d models development
Post by: Johnnybravo on June 09, 2011, 04:25:39 pm
Dwarves cannot use power armors, unless Enclave recruited them for whatever reason (they're only faction capable of building armors).
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 08:43:41 pm
we shoud make a topic on the forum with the models that we have, probably some sort of format like this

Nah, I'd better make a new category on the armors tracker with other races. That would be much more convenient for everyone.

Dwarves cannot use power armors, unless Enclave recruited them for whatever reason (they're only faction capable of building armors).

Sure. I think they will be only able to carry some light armor at their best. But it doesn't really matter, because they wouldn't be a playable race (most likely).
Title: Re: 3d models development
Post by: Surf on June 09, 2011, 08:48:07 pm
They aren't even a "race", just human widgets. There are no "dwarves" in Fallout.
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 08:51:47 pm
Indeed they are humans. I call them a "race", because this way it is more convenient to differ them from other. You can call them "bodytype" or whatever, it doesn't change anything. The same way I will call "weak peasants" or "junkies" a separate race, while they are all humans. It's just my way to regularize them.
Title: Re: 3d models development
Post by: Haraldx on June 09, 2011, 09:46:04 pm
Link to all body type models seems dead - after pressing "Download" FireFox says the server is not responding or something like that.
Title: Re: 3d models development
Post by: Graf on June 09, 2011, 09:54:38 pm
Link to all body type models seems dead

Reuploaded.  (http://www.2shared.com/file/M6mOvPgv/ALL_BODYTYPES.html)
Title: Re: 3d models development
Post by: Bones on June 10, 2011, 10:34:28 pm
I downloaded the super mutant: I tweaked some points, triangulated everything, and re set the UV's to seize more the jpg and make it more easy to paint, although i am not entirely sure if this will be the final one, since the seams are quite noticeable in some areas, maybe I will lay down the UV's in a different way

Here is a .rar with the .obj, a base sample texture (and a .psd of that texture creation so anyone can improve it ;)):
http://www.mediafire.com/?c7ayet5t0795z32


Here is a sample of the base texture with simple ilumination
(http://www.mediafire.com/imgbnc.php/5ecd98443bb25e9bb056ca6ec0c2cb62183cd78deec393e20d5214b7609179625g.jpg)

And a sample of the reorginization of the UVs
(http://www.mediafire.com/imgbnc.php/73c50ea266319209d38f643dc75ab9de63bd2a870a42b0db400659d0bc8d14935g.jpg)
Title: Re: 3d models development
Post by: zamp on June 10, 2011, 10:45:39 pm
although i am not entirely sure if this will be the final one, since the seams are quite noticeable in some areas, maybe I will lay down the UV's in a different way

I recommend you try to minimize stretching. Look at the arm, the UV below the arm is way stretched out.
If you're using blender you can just select some vertices in the UV editor and then hit W (iirc) and select minimize stretch. This will make all of the UVs match 3d area so you'll end up with perfect UV sizes. The only problem with this is that it pretty much fucks up the UV sizes (stuff gets overlapped) and you're going to need to do quite a bit of fixing to mend that. :)

I'll show you how I UV mapped my gecko on monday. I'm currently in the middle of nowhere and the gecko model is back home :)
Title: Re: 3d models development
Post by: Bones on June 11, 2011, 02:14:02 am
actually I stretched some areas on purpose to maximize the possible area of the texture (and take space of the areas that are not seen despite their actual polygonal size), but I didn't controlled all the seams, and now that I see it, I will reduce the size of the 'hand' area in the arm UV, to make more room to the rest of the arm and hopefully it will be get better.

I mean, you are right, it theory it shouldn't be stretched to maintain a more homogeneus texture, but I think that the stretching can be manually controlled to give 'more pixels of texture' to the areas that are most seen. Although this model doesn't actually help to my argument  :P

regards
Title: Re: 3d models development
Post by: zamp on June 11, 2011, 11:40:16 am
There is always an exception to any rule :)
I'd just minimize stretching (to a certain degree) since it'll make texturing easier.
I usually do the UV mapping by hand; I just split the model into segments and then do the default UV unwrap (or smart unwrap if the default UV is fucked up). Then I just modify the UV areas by hand and make them perfect in my opinion so they use as much of the texture area as possible while still having relatively good stretching.
Whatever looks best and whatever you feel good with is best :)
Keep up with the good work :)

PS.
The easiest way to do hands is to split the bottom part of the hand (think of black man's hand, the piece that is white is a separate area)
Also split the hand around the wrist.
Then you could just split the arm on the bottom side and when you UV unwrap that it should turn out to be a rectangle shaped UV.
Same for the feet, make the bottom of the feet a separate UV area and the top of the foot another, Split the leg on the inside and unwrap that to a rectangle.
Title: Re: 3d models development
Post by: BlindMaster on June 11, 2011, 03:06:46 pm
Bones
Nice MODEL man
Title: Re: 3d models development
Post by: Haraldx on June 11, 2011, 03:12:03 pm
He didn't create the model.
Title: Re: 3d models development
Post by: Bones on June 11, 2011, 05:22:25 pm
the super mutant model wasn't done by me, I only modified the UV and applied a base texture :p
Title: Re: 3d models development
Post by: zamp on June 12, 2011, 07:25:38 pm
Here's the Gecko texture.. Now that I look at it I think the arm and leg should've been vice versa so the arm would be bigger

(http://zamp.koode.org/junk/misc/fomodels/geckoanim/texture2.jpg)
(http://zamp.koode.org/junk/misc/fomodels/geckoanim/texture.jpg)
Title: Re: 3d models development
Post by: LagMaster on June 12, 2011, 07:30:59 pm
let's see the model with texture
Title: Re: 3d models development
Post by: zamp on June 12, 2011, 08:19:40 pm
let's see the model with texture

You're not very bright are you? :D
Edit: here (http://fodev.net/forum/index.php?topic=16601.0)
Title: Re: 3d models development
Post by: Surf on June 12, 2011, 08:22:10 pm
The belly of the gecko needs to be much brighter imo, the texture could be a bit sharper too. I obviously lack experience with 3d modelling,  but could you render the gecko without, or with a bit toned down light reflexions zamp? Other then that, good job! :)
Title: Re: 3d models development
Post by: Bones on June 12, 2011, 11:00:49 pm
really nice texture!!, but the size shouldn't be 256 x 256?
Title: Re: 3d models development
Post by: zamp on June 12, 2011, 11:15:20 pm
really nice texture!!, but the size shouldn't be 256 x 256?

I do them bigger and resize them later
Title: Re: 3d models development
Post by: Bones on June 13, 2011, 12:27:28 am
now that I think about it, it makes much more sense to do that
Title: Re: 3d models development
Post by: Jotisz on June 13, 2011, 07:03:45 pm
Nice to see that the supermutant got some attention already though I think the new uv map you made isn't good but texture looks nice, what software are you using bones? You could set the texture to be wrap on the object by orco or object then bake the whole thing as a normal and full render then merge the two in gimp and add details will try to look up the ghoul tex I made for reference if you want.
Zamp that gecko looks real cute nice texture you made for the little fella.
Title: Re: 3d models development
Post by: Bones on June 13, 2011, 09:21:52 pm
im using maya
Im not sure if I understood what you said  :P

I am currently watching some UV tutorials to see how can I improve the layout (Y)
Title: Re: 3d models development
Post by: Gob on June 14, 2011, 06:57:27 pm
I made the Holotape.
Polycount 12
To who do I have to give it?

(http://img405.imageshack.us/img405/2529/unledmz.jpg)

(http://img696.imageshack.us/img696/2610/unled2mek.jpg)
Title: Re: 3d models development
Post by: Haraldx on June 14, 2011, 07:10:08 pm
Uhh... Maybe let's start with making a proper texture? Where is the side and rear texture? Also, polycount is not 6, it's 12. We need triangular polies, not rectangular. Ussually we just uplaod our models and post them in this thread, but if you want it privately send it to Graf.
Title: Re: 3d models development
Post by: Gob on June 14, 2011, 07:32:21 pm
Uhh... Maybe let's start with making a proper texture? Where is the side and rear texture? Also, polycount is not 6, it's 12. We need triangular polies, not rectangular. Ussually we just uplaod our models and post them in this thread, but if you want it privately send it to Graf.

I don't belive it will make a difference at normal zoom . Not even at 200.

EDIT: I will retexture and then give it to Graf.
Title: Re: 3d models development
Post by: Graf on June 16, 2011, 10:53:08 am
А friend of mine did a model of the fuel cell regulator, and I've made a texture for it.
(http://www.fo2238.fodev.net/wiki/images/9/9a/Fcr_textured.jpg)
Download link (http://www.mediafire.com/?vhtihzfhlrjzypy)
Title: Re: 3d models development
Post by: Haraldx on June 16, 2011, 11:39:17 am
Looks fine, good job.
Title: Re: 3d models development
Post by: Graf on June 20, 2011, 02:45:42 pm
Made a scorpion tail, but it came out a very high-poly comparing to the other misc. models.
And I have no idea how to optimize the model that have so many shapes. So if someone would optimize this model, it will appreciate it.

(http://www.fo2238.fodev.net/wiki/images/c/cd/Radtail_textured.jpg)
Download link (http://www.mediafire.com/?qz9s1hgvp1k6h6s)

UPDATE: Here comes a model of the electronic parts, made by this guy (http://fonline.ru/forum/member.php?u=6343) from fonline.ru

(http://plasmon.rghost.ru/11424951.image)

Download link (http://www.2shared.com/file/1Kx9O375/Electronic_parts.html)

UPDATE (20.06.2011) Jimmy Hats

(http://rghost.ru/11689111/image.png)

Download link (http://www.mediafire.com/?i3i1pci49qc8c3r)

Empty Jet Canister

(http://rghost.ru/11705681/image.png)

(http://rghost.ru/11705881/image.png)

Download link (http://"http://www.mediafire.com/?8o4w9oi2cq7awc3")
Title: Re: 3d models development
Post by: LagMaster on June 20, 2011, 05:50:36 pm
awesome Earl!!!!!!
Title: Re: 3d models development
Post by: Lexx on June 21, 2011, 10:45:59 am
I am pretty sure, Jimmy Hats is too detailed for it's object size. :>
Title: Re: 3d models development
Post by: Jotisz on June 21, 2011, 11:32:36 am
Could be a simple plane no need for width but it looks nice with the electronic parts the nice texture makes the three cylinder (resistor/battery) look a bit bad that way they could use a texture otherwise its nice too. Btw I downloaded the tail and tried to make it a bit lower poly from 368 i made it 262 with some shape change and 298 without change of the shape
(http://img546.imageshack.us/img546/6963/tails.png) (http://imageshack.us/photo/my-images/546/tails.png/)
Title: Re: 3d models development
Post by: Graf on June 21, 2011, 01:15:53 pm
I am pretty sure, Jimmy Hats is too detailed for it's object size. :>

Yes, you're absolutely right. This model could have 12 tris, but I've decided to add some more shapes in order to give it some more aesthetics. Moreover, it's a pretty rare object, so I don't think it need a lower polycount. But if you insist, I can make an extremely low-poly model of the Jimmy's. 

i made it 262 with some shape change and 298 without change of the shape

How did you done this? :) Thank you so much for help, Jotisz! Do you mind to send it to me?

Title: Re: 3d models development
Post by: LagMaster on June 21, 2011, 01:53:10 pm
Yes, you're absolutely right. This model could have 12 tris, but I've decided to add some more shapes in order to give it some more aesthetics. Moreover, it's a pretty rare object, so I don't think it need a lower polycount. But if you insist, I can make an extremely low-poly model of the Jimmy's. 
they are not that rare, ask the slavers
Title: Re: 3d models development
Post by: Luther Blissett on June 21, 2011, 06:45:03 pm
Jotisz, I would like to try and adjust the UV maps on some of the new bodytypes, to try and make them align with the existing human UV maps as far as possible, so to do the "underclothes" for the armours would be a case of adjusting the texture (like we currently do between male and female models), rather than redrawing the entire clothing for each one.

I've got one model (the hooded ragged coat) to finish adjusting for female first, but would like to try and do this UV adjustment next (during this week, I think). As far as I'm aware, we don't have any finished underclothes for any of these new models yet, so hopefully it wouldn't make any existing work invalid.

I have no guarantee I'll be able to do it, but would like to try, if it was okay with you?

[edit] I have started a test UV realignment (http://img545.imageshack.us/img545/3641/alignexamplecopy.png) on the dwarf. I have only done the front of the face and some of the front of the torso so far, but hopefully you can see that it looks like it should work.

So with your permission, I'll finish this one, then try to do the same with the other body types. If it works, it will save hundreds of hours in converting existing models to all body types, and obviously make the process for future models much easier.

[edit2] I was in the frame of mind to sit moving dots around, so did a bit more on it :
(http://img191.imageshack.us/img191/1213/alignex2copy.png)
It needs tweaking quite a lot still. Quite a bit needs doing on the arms, and a little on the head, but the rest of it's there pretty much. Maybe adjust it further to minimise stretching in places.

Anyway, to me that looks like it's working. It also looks like quite a few of the clothing textures would actually work without even needing tweaking - though some of them definitely would a little - but I think much easier to redraw a belt, rather than redraw the entire texture.

Anyway, if you're happy for me to carry on with this, then do the same to some of the other models, I would happily do so.
Title: Re: 3d models development
Post by: Graf on June 22, 2011, 02:44:26 pm
Recent progress from yesterday and today's.

Heart Pills
(http://www.fo2238.fodev.net/wiki/images/a/ae/Heartpills_textured.png)

Clipboard
(http://www.fo2238.fodev.net/wiki/images/b/bf/Clip_textured.png)

Account book
(http://www.fo2238.fodev.net/wiki/images/c/c4/Accbook_textured.png)

Fibers
(http://www.fo2238.fodev.net/wiki/images/d/dd/Fibers_textured.png)

Download link (http://"http://www.mediafire.com/?1niw4a44mx20t0d")
Title: Re: 3d models development
Post by: Jotisz on June 22, 2011, 04:34:09 pm
Luther you are free to do anything with the models that I made and I'm glad someone started working on he UVs good luck to it it looks quite good that midget starts to look cool.

Graf here is a download link for the tail 262 poly its in triangles.
Your model was complex but it was because each part of the tail was separate I joined them in one then merged some vertex at some places.
http://www.2shared.com/file/gqRuIKri/tail.html

About the new ones they are ok maybe I would add some kind of text on the account book so it doesn't look plain but its ok.

Title: Re: 3d models development
Post by: Luther Blissett on June 22, 2011, 05:09:42 pm
Excellent. I think someone may need to make a proper skin texture for these, but this should be much easier if they can use the existing human texture as a base.

I'll try and finish off dwarf, then do junkie, fat man etc
Title: Re: 3d models development
Post by: White tiger on June 22, 2011, 07:16:22 pm
(http://img30.mediafire.com/df2dfebe492cc04dbc918fd54fdb0d2884cb6eed231644406312b9b81588ad314g.jpg)

http://www.mediafire.com/?o5c732u4n18xbnw

(http://img21.mediafire.com/4be814e6bee1b4a843afcf80c363b979574b6fc647f087950c97ab7d840cbb534g.jpg)   

More texture, not included in the archive
Title: Re: 3d models development
Post by: Johnnybravo on June 22, 2011, 07:59:25 pm
Huh, never noticed rockets have colored warheads :>.
Nice job, though it coulb a little darker.
Title: Re: 3d models development
Post by: Bones on June 23, 2011, 12:03:46 am
so, later than I wished for (been quite busy at work), I made a slight progress with the super mutant:

I unfolded the UV's for the legs and arms, although I think it is still pending to make a more seamless UV layout (although I guess the common pants of the supermutants help to hide the ones from the hip, the same goes for the protective piece for the shoulder, but nevertheless I guess it should be much better), here is a sample:
(http://www.mediafire.com/imgbnc.php/7d9309a58168b8a471ec00815a9c31933ce7d29ea5af90b765ca569798cccf455g.jpg)

actual texture:
(http://www.mediafire.com/imgbnc.php/1c08cd525b314b5625a601c259c404beeb3814872056c6f99aa44b6451b097b05g.jpg)

render with a higher definition texture (1024 x 1024)
(http://www.mediafire.com/imgbnc.php/6b9138fe13266281172a9e8fe926b035c18754178bf802c6274a885eb5226dd25g.jpg)


and in the following link you can download the .obj, the texture used, and the .psd of that texture creation in photoshop so anyone can improve it:
http://www.mediafire.com/?lifyz7dz93j9yd9




Title: Re: 3d models development
Post by: zamp on June 23, 2011, 01:06:56 am
Nice mutie, although I edited it a bit. (Also optimized it, dropped poly count to 1040)
Here's my version of the UV mapping
(http://zamp.koode.org/fomodels/mutie.jpg)
(http://zamp.koode.org/fomodels/mutantuv.jpg)
Download (http://zamp.koode.org/fomodels/smutant.zip)

Also here's your uv map. I highlighted areas where you're going to have errors/problems where the UV map overlaps itself and texture gets inverted in some polys or you have too small area for a poly and end up stretching one pixel over a fairly large area (with the low resolution texture)
Dashed area is a maybe zone where you might or might not have a problem
(http://zamp.koode.org/fomodels/problems.jpg)
Title: Re: 3d models development
Post by: Bones on June 23, 2011, 01:18:01 am
I think it looks great now!!
Title: Re: 3d models development
Post by: zamp on June 23, 2011, 01:21:14 am
Also there were some errors in the model itself, most polys were smooth shaded, others hard and a few polys/vertices had their normals inverted
Title: Re: 3d models development
Post by: Luther Blissett on June 23, 2011, 03:21:02 am
Do you think it's possible to align the supermutant UV with the original human UV (like I've started doing on the dwarf guy)? If we can get as many as possible of the models to work from the same base textures, then it will make it much easier to produce armours and clothing for all models (i.e. one texture can easily be tweaked to fit each body type).

Of course, the supermutant is quite different from the humans, and I'm not sure if he'd be sharing any of the clothing and armours, or whether he'd have his own entirely different sets - so may not really be an issue in this case, but you would have a base of trousers / shirts / shoes / gloves etc to work from.

[edit] I have finished redoing the UV map for the dwarf, so any existing human texture will pretty much work with it (though some belts and lines may need adjusting). I've sent it to be checked over. If it's fine, I'll upload it in here.

[edit2] Same as above with the "fat man" UV map.
Title: Re: 3d models development
Post by: Opera on June 23, 2011, 03:43:52 pm
I made a small edit on the colors of the super mutant texture. I think it was bit too greenish. However, I have no idea what this really looks like when applied as a texture on the model.
http://imageshack.us/photo/my-images/190/supermutantuvhdcolormod.jpg/

If someone is interested in trying it on the model, here is the .zip file containing the pic above and the .psd file.
http://www.mediafire.com/?lpm88qanil4x388
Title: Re: 3d models development
Post by: zamp on June 23, 2011, 05:06:27 pm
Do you think it's possible to align the supermutant UV with the original human UV (like I've started doing on the dwarf guy)? If we can get as many as possible of the models to work from the same base textures, then it will make it much easier to produce armours and clothing for all models (i.e. one texture can easily be tweaked to fit each body type).

How so? The armors have different UV maps altogether and who says we cant just stretch the model to fit over another bodytype? There's no point in modifying existing UV mapping.
Title: Re: 3d models development
Post by: Luther Blissett on June 24, 2011, 03:04:28 am
Sorry - long message - I'll try to explain why I think it would be useful (please feel free to disagree) :

Firstly - for the armour models (i.e. coat, armour etc) - yes, you're right - they just need stretching over the different bodies, and keep the same texture. They don't need the UVs adjusting at all. That's fine the way we're doing it already.

I'm referring to the texture underneath on the base model - the legs, shirt, sleeves or anything else which isn't covered by the armour model, this is what I'm trying to make easier.

They're all made by moving parts around from the same original model - so all the vertices on the UV map can be lined up as with the original model. As I said, it might not need doing so much for the supermutant, as the supermutant armours and textures are likely to be considerably different from those worn by normal sized humans - but still, it would be much easier to use an existing texture as a starting point to work from, rather than painting an entirely new texture from nothing.

For example, if you pick the "human in underpants" texture, tint the skin green, adjust the face, add extra highlight to the muscles, then apply the skin patterning which is shown a few posts above, then you have a supermutant base texture. If the supermutant needs to wear trousers or a vest, you can copy one from a human model, paste it on, then adjust it until it's right. If at some point in the future, people want a wider range of armours for the supermutant, this can be done quickly by adjusting existing textures, rather than painting an entirely new texture every time.

These are the textures for the male and female suit underclothes :
(http://img824.imageshack.us/img824/3894/suitmalefemalecopy.png)
The red braces on the shirt needed to be moved, the highlighting needed to be changed on the arms, legs and torso, but the majority of the texture was copied across from the male suit and the base female texture.

Further to this, I've adjusted the UV maps of the dwarf and fat man so far (they're just waiting to be checked by the 3D experts before posting & uploading), so they line up with the original human. This means that half of these human textures can easily be transferred to the other models, with no extra work. I plan on doing the same for the junkie, strong man, ghoul etc. Some of them need adjusting slightly (i.e. red braces on suit model on fat man) - but with no more work than making the female version. When someone paints the blue overalls for the dwarf, we can quickly have blue overalls for all other human types, and when someone paints Vic's clothes for the fat man, we can quickly have the same clothes for the others.
(http://img845.imageshack.us/img845/9670/clothexamplecopy.png)

If we then produce all the variations in armour shape like this :
(http://www.fo2238.fodev.net/wiki/images/a/a8/Ranger_Armor_ALL_TYPES_TEXTURED.jpg)
Then we have a full set of armours for all types.

As said previously, perhaps the supermutant is exempt from this, because of wearing different armours and clothing to the other models, but I still think it would make things much easier than completely redrawing several copies of the same texture, so it fitted the completely different UV maps as below i.e drawing every shirt, face, leg, arm etc etc in 7 different positions, in 7 different shapes :
(http://img7.imageshack.us/img7/8448/clothexample2copy.png)

So, though it's not essential, if we do the same with the supermutant texture, we can copy brown supermutant trousers to the other humans, or copy blue jeans to the supermutant, or copy vest / shirts / armour underclothes between them etc etc. They would probably need small changes to fit properly, but this would still be much less work than manually drawing every single one.

Anyway, hope that all made sense. If you agree that it would be useful, I can try and redo the supermutant UV next (unless you want to do it), so you can produce the base skin texture for him. If you're sure it wouldn't be of any use for this to be done, then I'll miss the supermutant out and just do the humans and ghoul.
Title: Re: 3d models development
Post by: Bones on June 24, 2011, 04:33:21 am
I made a small edit on the colors of the super mutant texture. I think it was bit too greenish. However, I have no idea what this really looks like when applied as a texture on the model.
http://imageshack.us/photo/my-images/190/supermutantuvhdcolormod.jpg/

If someone is interested in trying it on the model, here is the .zip file containing the pic above and the .psd file.
http://www.mediafire.com/?lpm88qanil4x388

I loved the color variations, I had actually overlooked the color myself, thanks for the tweak ;)
Title: Re: 3d models development
Post by: Graf on June 24, 2011, 01:56:05 pm
Here goes the latest progress of yesterday and today.

Deck of cards
(http://www.fo2238.fodev.net/wiki/images/a/aa/Cards_normal_textured.png)

Deck of marked cards
(http://www.fo2238.fodev.net/wiki/images/c/c2/Cards_marked_textured.png)

Deck of "Tragic" cards
(http://www.fo2238.fodev.net/wiki/images/1/18/Tragic_textured.png)

Scheme
(http://www.fo2238.fodev.net/wiki/images/8/8c/Scheme_textured.png)

Train Ticket
(http://www.fo2238.fodev.net/wiki/images/b/b3/Tticket_textured.png)

Download link (http://"http://www.fo2238.fodev.net/wiki/images/c/c2/Cards_marked_textured.png")

I didn't succeeded with making a texture for the scheme, so if anyone wants to improve it, I would appreciate any help.
Title: Re: 3d models development
Post by: smoothjesus on June 24, 2011, 04:52:05 pm
The deck of cards logo in fallout 2 is actually a brand of hog lard. Why they did it? I guess nobody will ever know.
Title: Re: 3d models development
Post by: Balthasar on July 04, 2011, 12:27:22 pm
Again, great work on those new models Graf and i really like the rockets @white tiger :)..

Here's some little update from my side:

(http://i53.tinypic.com/10ehlkp.png)

Day Pass

Download Link (http://www.zshare.net/download/92242456c965da6a/)
Title: Re: 3d models development
Post by: KatzSmile on July 05, 2011, 10:15:02 am
Dogtag

76 poly

(http://xmages.net/storage/10/1/0/3/d/upload/773512fb.png)

Download link (http://www.mediafire.com/?16b65zd688l3kgh)

Gold Coins

112polys (28 per coin)

(http://xmages.net/storage/10/1/0/9/0/upload/7724cc61.png)

Download link (http://www.mediafire.com/?bkbg1q5hxfb28h5)
Title: Re: 3d models development
Post by: Graf on July 05, 2011, 10:50:04 am
Welcome aboard, Katz! :) Thank you for the nice models you did. Hope to see more from you soon. By the way, when I see new faces, that's somehow inspiring me to do some more 3D stuff. I hope for the same thing from other 3D artists.
Title: Re: 3d models development
Post by: Lexx on July 05, 2011, 01:05:42 pm
The gold dollars need to be in a small back, which the PC holds in his hands.
Title: Re: 3d models development
Post by: KatzSmile on July 05, 2011, 03:21:51 pm
Holotape

36 poly

(http://xmages.net/storage/10/1/0/9/d/upload/837eb6ce.png)

Download link (http://www.mediafire.com/?b3vl76bc61pcjk2)
Title: Re: 3d models development
Post by: White tiger on July 05, 2011, 04:42:27 pm
version of metal parts, for two handed animation.

(http://img25.mediafire.com/823ff47880e4bbf62c1df7aec2484c1f276fa5afc4732d47ff3e14efadbbf69b4g.jpg)

http://www.mediafire.com/?2fzhlxm83sjw168
Title: Re: 3d models development
Post by: Haraldx on July 05, 2011, 05:10:31 pm
1 question - Helmets need 128x128 texture or 256x256?
Title: Re: 3d models development
Post by: Balthasar on July 05, 2011, 06:42:38 pm
The Raiders Map:

(http://i55.tinypic.com/r0rq08.png)

Download Link (http://www.zshare.net/download/92298258308c72e2/)

The map key maybe has a bit too many symbols/colors in it. What do you think?
Title: Re: 3d models development
Post by: jangling on July 05, 2011, 10:14:22 pm
imo not bad but i think no one is wasteland has color printers and this map looks way too tech.
Dont know what the sprite looked like but id expect more of a pirate map for a raider base, Or just less color like you say.



Also, just wanted to say, i stopped playing 2238 but i check this post everyday you guys are doing amazing work.
Title: Re: 3d models development
Post by: bikkebakke on July 05, 2011, 10:56:38 pm
imo not bad but i think no one is wasteland has color printers and this map looks way too tech.
Dont know what the sprite looked like but id expect more of a pirate map for a raider base, Or just less color like you say.

Depends, could be a pre-war preserved map (laying in big cartons or something underground?
Original sprite:
(http://www.fo2238.fodev.net/wiki/images/e/e5/FO2_Raiders_Map.gif)
Hard to see, but to me it looks like it's made out of paper (not cloth or anything more durable) and on its side it has some information, like a normal tourist map.

So to me it looks like they have just found a bunch of preserved maps and used them and even if they are newly created, I'm pretty sure vault city can print out a few of them (just a few for their patrols i guess).
Title: Re: 3d models development
Post by: Balthasar on July 05, 2011, 10:56:49 pm
@jangling

In general you are right but the map those Raiders had was actually a pre-war map of North California. They just marked some spots plus some trade routes in it.

Edit: Seems as bikkebakke was faster ;).
Title: Re: 3d models development
Post by: Haraldx on July 05, 2011, 11:30:33 pm
1 question - Helmets need 128x128 texture or 256x256?
Just saying this again. Want to know this.
Title: Re: 3d models development
Post by: Luther Blissett on July 06, 2011, 01:50:10 am
Personally, I'd say do it as large as you need - it'll be resized / reformatted as needed when it's put into game. Existing hats and helmets and stuff seem to have been implemented as 256x256 so far though, if you want to do the same.
Title: Re: 3d models development
Post by: KatzSmile on July 06, 2011, 01:21:28 pm
Gold

60 polys

(http://xmages.net/storage/10/1/0/2/2/upload/b4fbdeec.png)

Download link (http://www.mediafire.com/?bxa29213oy2t0i3)



Caps

60 polys

(http://xmages.net/storage/10/1/0/e/c/upload/8b4ce668.png)

Download link (http://www.mediafire.com/?xt4al397rtsu4s4)
Title: Re: 3d models development
Post by: Graf on July 06, 2011, 04:11:22 pm
Some stuff from me, just as promised.

Glass bottle
(http://www.fo2238.fodev.net/wiki/images/thumb/6/66/Gbotte_textured.png/120px-Gbotte_textured.png)

Plastic bottle
(http://www.fo2238.fodev.net/wiki/images/thumb/1/17/Plastic_bottle_textured_nowater.png/68px-Plastic_bottle_textured_nowater.png) (http://www.fo2238.fodev.net/wiki/images/thumb/8/87/Plastic_bottle_textured_water.png/69px-Plastic_bottle_textured_water.png)

V13 Water Flask
(http://www.fo2238.fodev.net/wiki/images/thumb/f/f4/13_textured.png/76px-13_textured.png)

Download link (http://www.mediafire.com/?jf10yk4vdgx1wcw)
Title: Re: 3d models development
Post by: White tiger on July 06, 2011, 08:52:57 pm
 
Buckets for improved minerals. And so there was no questions: Where did they take these buckets?
Empty buckets and old that you can toss in large numbers, next to mine.

PS Sorry for my russian english :)

(http://img20.mediafire.com/33c65a419330b22148e51328c63417694eda3d99ad5a69b21ba9843e50fbbf424g.jpg)

http://www.mediafire.com/?kgi77pt7cbm56ur
Title: Re: 3d models development
Post by: Luther Blissett on July 07, 2011, 12:51:16 am
I have finished aligning the UV maps of Jotisz's male humanoids, so they match with Karpov's hero human UV, pending confirmation that there are no errors. If anyone wants to download them, check them, try some different textures on them etc, then let us know if there's anything which could be adjusted to make them work better.

I have made a diagram with a few existing textures, so you can see how it works. Obviously the ghoul and supermutant are just using "human skin" in this example, but this should also make the development of their base skins much easier too.

(http://img62.imageshack.us/img62/25/allmalebodytypecollectc.png)
(click to view full size)

Existing "hero human" textures will probably need tweaking for fine details to fit correctly (e.g. stripes, patterns, pockets, buttons, belts) but the majority of the texture is reusable between all the models, which should speed up all-models armour development significantly.

Also, though the "hero human in underpants" base skin roughly fits most of them, we definitely need base textures for ghouls and supermutant, and possibly for the other human sizes - it depends on how well people think the existing ones work when transferred.

Dwarf, Fatman, Ghoul, Junkie, Strongman, Supermutant
3DS, Obj, Wings & edges texture
http://www.megaupload.com/?d=NBF0708Z (http://www.megaupload.com/?d=NBF0708Z)

p.s. excellent work on the objects above :)
Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 09:16:34 am
I just thought I post this here too. Based off the Raider's archlight helmet from F3/F:NV.
Bump... and new content
https://www.youtube.com/watch?v=D3AlD2z-Jco

Took me some time to make the texturing, but actually came out pretty well I think.
It's been a long time since I modeled anything actually...
Might need some aligning to fit the human model perfectly.

Click me to download (http://www.2shared.com/file/TzduUbrB/Archlight_Helmet.html)

Great work on the objects above. Good job on the UV maps of the humanoid models. Working now on alignemt to fit on human hero model.
Title: Re: 3d models development
Post by: Graf on July 07, 2011, 01:15:13 pm
Congratulations with finishing this great work on the UV's, Luther!  :) This is a very important contribution to the general work.

So, what's our next step? I guess, it some of us, who have necessary skills have to make reshaping of the armors to make them fit these body types. Others will still be doing the miscellaneous items. To help with the armors task, I've made a spreadsheet (as the temporary replacement for the armors tracker, which is pretty much useless, unless mr. Karpov will start to update the repository more often) to make the progress tracking more convenient. I'll put it in the first post of this topic as well.

(http://www.fo2238.fodev.net/wiki/images/e/e2/Spreadsheet.png)

Orange - applicable to this body type, but missing
Blue - not applicable to this body type
Green - done


That's how I imagine which players will be able to wear particular armor. If you have anything to add to it - please declare it.
Title: Re: 3d models development
Post by: Balthasar on July 07, 2011, 01:30:32 pm
Access card (yellow):

(http://i51.tinypic.com/11u803d.png)

Download Link (http://www.zshare.net/download/923542407a3044e6/)


Update

Access card (red):

(http://i54.tinypic.com/2rhsjs8.png)

Download Link (http://www.zshare.net/download/9235506392cf27d4/)

Small note: While exporting this one as 3DS-file it told me, that the UVW Map Picture was renamed for unknown reason. That's why i packed this one into the rar-file too, in case you wonder about it.


Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 03:19:11 pm
Fitted, scaled and aligned.
(http://img844.imageshack.us/img844/7007/clipboard01ct.jpg) (http://imageshack.us/photo/my-images/844/clipboard01ct.jpg/)
Title: Re: 3d models development
Post by: Luther Blissett on July 07, 2011, 04:23:04 pm
[...]That's how I imagine which players will be able to wear particular armor. If you have anything to add to it - please declare it.

Excellent work again, Graf.

Couple of bits :
1) On the hero/normal/weak/fat/various, which ones correspond to which models? I think we're missing a few character models currently, which I'd describe as :
(http://img84.imageshack.us/img84/4784/humanoidspritesgotnotgo.png)
(I'm not sure this is 100% accurate - i.e. the sand-coloured robes might be more "weak" than "junkie". Also, I didn't have the supermutant sprite to hand, but it's obvious which ones that applies to).
GREEN = Got
RED = Not got
= sign = I'm pretty sure these are off the same base model at some point, so perhaps these are quite quick to do?

2) From these, are we to skip the F2 style people, and replace them with their F1 equivalents? I know a lot of people weren't exactly keen with the F2 human shape.

3) Ghoul and Supermutant (and maybe fat / dwarf etc) base textures are also a priority, but need doing by someone very skilful.

4) I'd imagine the following are fairly simple texturing jobs (i.e. no / not much modelling), if there are any volunteers :
Hero tribal - note that his "diagonal leather strap" might need to be modelled, to allow base skin texture underneath to be changed.
Hero bluesuit (I don't have this - I couldn't see it in repository)
Female tribal - bra might need to be modelled, as with male tribal above
Female bluesuit (I don't have this - I couldn't see it in repository)
Female brown clothes (2nd from right - I've seen a version of this on the forums somewhere already)
Fat man clothes
Junkie yellow clothes
Peasant clothes (although we don't have model yet, texture should work)
Strong boxer (just shorts and boots - gloves as model)
Dwarf overalls
F2 males 2nd, 3rd and 4th from left
Child clothes (even without child model, if we align UVs, then grey top, yellow trousers fits all)



Title: Re: 3d models development
Post by: Graf on July 07, 2011, 05:58:29 pm
1) On the hero/normal/weak/fat/various, which ones correspond to which models? I think we're missing a few character models currently

I'm pretty sure we didn't missed anything, since I've beed updating the armors tracker by launching the mapper and placing every character on the map (after that I did screenshots and stuff, but it doesn't matter). So, unless there was some specific models, added to 2238 only (I don't remember any, except different hair styles and skins characters) we are good with it. Make sure to check the tracker if you still have any doubts concerning which clothes related to which body type.

2) From these, are we to skip the F2 style people, and replace them with their F1 equivalents? I know a lot of people weren't exactly keen with the F2 human shape.

I didn't get it. Is there any difference between F1 and F2 people styles?

3) Ghoul and Supermutant (and maybe fat / dwarf etc) base textures are also a priority, but need doing by someone very skilful.

This guy (http://fodev.net/forum/index.php?action=profile;u=8651) promised to deal with it. I assume he's really skillful in modelling and texturing, since he made a few huge mods for the F3/NV. Haven seen him for a logn time already, though.

Hero bluesuit (I don't have this - I couldn't see it in repository)
Female bluesuit (I don't have this - I couldn't see it in repository)

(http://imagepost.eu/images/2/Female_JmpsuitBcorrectedA.jpg) (http://imagepost.eu/images/2/Male_Jmpsuit.jpg)
Title: Re: 3d models development
Post by: Solar on July 07, 2011, 06:45:18 pm
Been a good while since we had some videos! ;)
Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 07:29:30 pm
Been a good while since we had some videos! ;)
So... you want videos or something? Well, it's good to just have any kind of progress going on.
Title: Re: 3d models development
Post by: Luther Blissett on July 07, 2011, 07:53:54 pm
If you look at diagram of sprites http://img84.imageshack.us/img84/4784/humanoidspritesgotnotgo.png (http://img84.imageshack.us/img84/4784/humanoidspritesgotnotgo.png)
and diagram of models http://img62.imageshack.us/img62/25/allmalebodytypecollectc.png (http://img62.imageshack.us/img62/25/allmalebodytypecollectc.png)
1) The model which I labelled as junkie on the model diagram :
Does this correspond to "various/junkie outfit" or "weak bodytype" on the tracker? One leans forward more, and only wears a yellow outfit. The other has the various peasant clothing.
Either way, we only have one of these two. If we have "weak", we don't have "junkie". If we have "junkie", we don't have "weak".

2) The new sprites in F2 were made from completely different models (probably because they lost the originals) If you look at sprite diagram, they're very "stiff looking", the shadows are "wrong" when compared with F1 sprites, and the angle of the models is slightly different.

They're the ones labelled as "normal bodytype" and "female normal" on the tracker. We don't have models for either of these currently. We also don't have a model for the F2 ghoul (ghoul scavenger on tracker).
- so should we add them, or just use the "hero", "weak", "female hero" and "ghoul" shapes for them?

3&4) Excellent :)
Title: Re: 3d models development
Post by: bikkebakke on July 07, 2011, 07:58:44 pm
Been a good while since we had some videos! ;)
bumpilibump

I do want to see some videos as well, just want to see... stuff people have done...
Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 08:00:57 pm
@ the weak/junkie thing... Oh snap, damn, you are right... I think!

Made an NCR Veteran armor icon, the picture was found on Google, I just cropped out the background, resized it, turned it a bit and BAM, here we have it. Should I remove the reflections?
(http://img26.imageshack.us/img26/5408/ncrveteranicon.png) (http://imageshack.us/photo/my-images/26/ncrveteranicon.png/)
Title: Re: 3d models development
Post by: Luther Blissett on July 07, 2011, 08:22:02 pm
I do want to see some videos as well, just want to see... stuff people have done...

For any new videos, we need new things in the repository / game engine etc. I can move dots and lines around, make basic models and textures, but I don't have the skill and knowledge to do the complex work like rigging and animating the models, or implementing them into the repository. Currently, I think all of this work has to go through Karpov - unless some more people want to learn how all that stuff works... any volunteers?

[...]Made an NCR Veteran armor icon[...]

Looks fine to me - though I don't know if there's a problem with taking google image or whether it should be a render from the model we have (i.e. copyright things etc).

Regardless, we do need inventory icons doing for all the new models / clothings etc - I don't know the best way of doing this (maybe importing model into 3D program, print screen, crop bits out with photoshop?), but if you're willing to try with some of the others, I think it would be very useful.
Title: Re: 3d models development
Post by: Balthasar on July 07, 2011, 08:56:17 pm
Quote
Regardless, we do need inventory icons doing for all the new models / clothings etc - I don't know the best way of doing this (maybe importing model into 3D program, print screen, crop bits out with photoshop?), but if you're willing to try with some of the others, I think it would be very useful.

If those are really needed the best way would be to just render each model quick and save the rendered picture as png-file (dunno if gifs work with FO engine). This way, at least you don't need to crop away some background. Of course this should be made by only a few guys and/or there should be some general guideline how it should be done (i.e. angle, size, light etc.) to make them look similar.
Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 09:15:58 pm
Hmmm... maybe... maybe...

All my images already have alpha and are saved in PNG format.
Gray robe.
(http://img707.imageshack.us/img707/421/grayrobe.png) (http://imageshack.us/photo/my-images/707/grayrobe.png/)
Title: Re: 3d models development
Post by: Luther Blissett on July 07, 2011, 09:40:24 pm
I got a message from Jotisz, who is working on other body type (whichever junkie/weak is missing), children, critter models and ghoul texture. So all is looking good :D
Title: Re: 3d models development
Post by: Jotisz on July 07, 2011, 09:42:52 pm
Was about to say it personally too but you were faster:)
Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 10:15:32 pm
Yay, it's good to hear good news.

Remade the NCR veteran armor icon a bit.
(http://img143.imageshack.us/img143/5408/ncrveteranicon.png) (http://imageshack.us/photo/my-images/143/ncrveteranicon.png/)
Title: Re: 3d models development
Post by: Balthasar on July 07, 2011, 10:30:51 pm
Hmmm... maybe... maybe...

All my images already have alpha and are saved in PNG format.
Gray robe.
(http://img707.imageshack.us/img707/421/grayrobe.png) (http://imageshack.us/photo/my-images/707/grayrobe.png/)

Yeah, i mean...most of the model pictures here are saved as PNG anyway :), thats right. Only difference may be the resolution, the color depth and also the angle at witch they are rendered from. Those things should be taken care of to avoid further editing, in my opionion.
Title: Re: 3d models development
Post by: Haraldx on July 07, 2011, 11:10:39 pm
Yeah, i mean...most of the model pictures here are saved as PNG anyway :), thats right. Only difference may be the resolution, the color depth and also the angle at witch they are rendered from. Those things should be taken care of to avoid further editing, in my opionion.
Another problem would be the pixelated look. However, I feel it can be done with the "pixelate" filter on GIMP.
Title: Re: 3d models development
Post by: Opera on July 07, 2011, 11:50:54 pm
I tried to make it fit more with the other inventory images. Two of the images are sharpened, one is without sharpening, but all three are made to use "Web colors" with transparency.
(http://img28.imageshack.us/img28/8666/ncrveteraniconedit.png)(http://img801.imageshack.us/img801/2523/ncrveteraniconedit2.png)(http://img838.imageshack.us/img838/5073/ncrveteraniconedit3.png)(http://img143.imageshack.us/img143/5408/ncrveteranicon.png)
Sharpened a lot - Sharpened a bit - Not sharpened - Original

Edit: Tried with the fallout palette too:
(http://img535.imageshack.us/img535/7128/ncrveteraniconfopal3.png)(http://img7.imageshack.us/img7/911/ncrveteraniconfopal.png)
Sharpened - Not sharpened
Title: Re: 3d models development
Post by: Surf on July 08, 2011, 12:47:47 am
@ the weak/junkie thing... Oh snap, damn, you are right... I think!

Made an NCR Veteran armor icon, the picture was found on Google, I just cropped out the background, resized it, turned it a bit and BAM, here we have it. Should I remove the reflections?
(http://img26.imageshack.us/img26/5408/ncrveteranicon.png) (http://imageshack.us/photo/my-images/26/ncrveteranicon.png/)

It's directly taken out of Fallout New Vegas and we can't take it.
Title: Re: 3d models development
Post by: Johnnybravo on July 08, 2011, 02:18:11 am
How are those faces on model done? Every single armor sources it in it's own texture or it uses single file?

I mean somebody mights want to mod it early (because tbh it is not pleasant at all) and editing all the files would be a pain. But then again it wouldn't make sense to waste image space by having empty spots for every single model.
Title: Re: 3d models development
Post by: Luther Blissett on July 08, 2011, 02:37:25 am
I did a few quick texture tests, to see what they'd look like on the models. Though I can't add any new models to the SDK to test, I can add new base textures to the human model.
 
(http://img718.imageshack.us/img718/2701/frobisher01.png)
This is the bluesuit, with human skin 3 underneath (black man, no tattoos). The clothing texture is split into several subsets (0 Short Sleeve, 1 Shirt Body, 2 Long Sleeve, 3 Knee, 4 Shoe, 5 Hands, 6 Briefs, 7 Hi-Boot, 8 Short Pants, 9 Head, 10 Hi waist female). The bluesuit texture has been applied to 0,1,2,3,4,6,7,8, leaving the head and hands to show the skin texture underneath.Comparing the two characters, it probably needs a little tweaking to get just right, but it's pretty close. I think the main difference in the images is the shadow and highlight from the engine.

(http://img9.imageshack.us/img9/6899/frobisher06.png)
I removed the yellow stripe off the vault suit, to make a "base texture" of highlight and shadow, and tried a few colour tints to it. So this one is literally just tinted red, and tinted blue-grey. No extra work into it. The texture hasn't been applied to subsets 2, 9 and 10, leaving the face, hands and lower arm showing the skin texture underneath. Obviously, it's the wrong model (3D hero model talking to weak sprite), and the colour isn't quite there - but I don't think it'd be much more work to make it correct. In theory, once the other body types are implemented you could drop this texture on it, and it'd be ready. It also means these coloured clothes could be worn by all body types.

(http://img854.imageshack.us/img854/6483/frobisher02.png)
Though you missed all the action, fake 3D Martin Frobisher killed real sprite Martin Frobisher with some pretty accurate punching animations. He could have killed him with any of the current skin colours, or any of the current clothing textures, without the need for 10,000 more sprites to be drawn. That's pretty awesome, really. If he wants a "13" or "8" painted on his back, just add it to the texture, then it's all ready to go.

(http://img813.imageshack.us/img813/1291/frobisher08.png)
Again this is simply a colour tint, with no extra work. It's not quite right though. It's meant to match the peasant guy stood next to him. One of the problems I've found is the lighting and colour seems quite different between the image file, testing in 3D program and the game engine, so it's a bit of trial and error. Basically, I need to save the game, quit, adjust in photoshop, resave, then reload. It's still 9,999 times quicker than drawing all the frames though. I can test them on this model, until the colours are right, then when the appropriate models are implemented, it'll automatically work.

(http://img135.imageshack.us/img135/7114/frobisher03.png)
Fake 3D Martin Frobisher can convince these two ladies that he's the real thing, but can he convince you? No? Then we need to think about what he'd need to do to look better. I think the lighting / shadow on the model is probably the first one, followed by tweaking the colours until they're perfect. Fake 3D Martin Frobisher needs your feedback, thoughts and ideas.

(http://img192.imageshack.us/img192/3991/frobisher07.png)
These colours seem about right, I think. With another 10 minutes in photoshop, that texture's probably ready to use on the junkie model. Note that the texture layering has missed out "subset 2" along with face and hands, so he has short sleeves, and the skin tone for the arms shows instead.

[edit]
How are those faces on model done? Every single armor sources it in it's own texture or it uses single file?

I mean somebody mights want to mod it early (because tbh it is not pleasant at all) and editing all the files would be a pain. But then again it wouldn't make sense to waste image space by having empty spots for every single model.

The face textures are part of a lower "layer" of texture (param 150). By default, this is a man in underpants. An extra layer of clothing texture (param 155) can be applied on top of this, and as explained above, can cover certain parts of it and leave others blank. On top of that, an extra layer of armour (param 153) and helmet (param 154) can be added on top. You can add / take away all these bits separately.

Basically, the face / hands on the clothing textures are not needed, unless they cover up the face or hands (gloves, for example). If someone redraws a the face, it would be updated for everything automatically (magically).
Title: Re: 3d models development
Post by: Surf on July 08, 2011, 02:45:34 am
Very good showcase Luther. The colors like presented in the last screen are the best - it only could be a bit sharper (and ofcourse the pixelisation is missing). Much stuff can be done with just looking at the fallout color palette though, or even applying it directly to the texture (should be done anyway, but I don't know the workflow of the 3d people that much) or even doing the texture as an 8bit picture file, just like all the original Fallout graphics are.

I'd btw need the "naked" basic human models really naked, not with some underwear on. If anyone wants to look at some 2d penii or other genitalia for quite some time while editing the texture - I'd be very glad (: Standard underwear looks way too clean and lacks a stenchy look too btw
Title: Re: 3d models development
Post by: Graf on July 08, 2011, 10:31:45 am
Great presentation, Luther :) Some of the pics are really funny to me.

Yesterday I've made a model of motor:

(http://www.fo2238.fodev.net/wiki/images/3/31/Motor_textured.png)

Download link (http://"http://www.mediafire.com/?mnug10ey23tjr6p")

Also, you've been looking for a mrs. Kitty outfit
Female brown clothes (2nd from right - I've seen a version of this on the forums somewhere already)
so I've remembered that pistacja did that texture. I've asked for it, and here we go:
(http://imagepost.eu/thumbs/2/taper_wip.png) (http://imagepost.eu/?v=2/taper_wip.png)

If anyone wants to look at some 2d penii or other genitalia for quite some time while editing the texture

Uh, I don't really see any reason, why someone would like to add this into the official version of the 3D project ::) This can be added as a separate mod later (if someone would like to make it), but not as something that would be availabe to everyone.
Title: Re: 3d models development
Post by: Lexx on July 08, 2011, 11:01:53 am
It's directly taken out of Fallout New Vegas and we can't take it.

Not true. This is just an image, nobody will kill anyone for that. But converting 3d models with their textures 1:1 to be usable in FOnline is a quite different thing, which we will not do.

Title: Re: 3d models development
Post by: Surf on July 08, 2011, 02:55:06 pm

Uh, I don't really see any reason, why someone would like to add this into the official version of the 3D project ::) This can be added as a separate mod later (if someone would like to make it), but not as something that would be availabe to everyone.

I asked if someone wants to make it if (s)he finds the time, not that it "must immediately be made!!111". It was mainly directed to Luther, not you, so you can leave your fancy rolleyes at home.

Not true. This is just an image, nobody will kill anyone for that. But converting 3d models with their textures 1:1 to be usable in FOnline is a quite different thing, which we will not do.

It's still basing on their work and I wouldn't want to risk it, but it's ultimatively your decision.

(http://www.abload.de/img/ncrveteraniconkopie3ne3.png)

Title: Re: 3d models development
Post by: Luther Blissett on July 08, 2011, 04:56:54 pm
I've remembered that pistacja did that texture. I've asked for it, and here we go:
(http://imagepost.eu/thumbs/2/taper_wip.png) (http://imagepost.eu/?v=2/taper_wip.png)

That was the one - yes. Am I right in thinking that the upper breast area will cause a problem, as it doesn't match to the texture subsets - i.e. if the woman model has black or brown skin, she would still have a white chest? I know it won't matter for the original sprite, as she is white - but for customisation it would be a problem.

Is there any way of using transparency on this layer (155 clothes) to see the layer underneath in game (150 skin)? Otherwise we need to think of a good solution for this - because it will be the same on several of the female models.
Some thoughts :
a) No other skin tones with such textures (this seems wrong)
b) Separate textures for different skin colours (this seems wrong, and also may be hard to implement)
c) Change textures to only contain skin within the "subset zones" (ruins appearance of sprite?)
d) Add extra subsets to female model, to allow skin areas to show through (may be a lot of extra work for Karpov)
e) Some change in engine, to allow alpha transparency between layers? (or does it work already?)

Uh, I don't really see any reason, why someone would like to add this into the official version of the 3D project ::)

I could actually see a use in a "no underwear" texture, but without genitalia, just "blank area" - when I was doing the test colouring before, the underpants area showed up as a very different colour to the rest of the body - and if you look at screenshots above, you can still see the underpants through the trousers texture, as I couldn't balance the colours quite right. If it was the same skin tone, this would make things easier.

Also, if one with genitalia is needed, for whatever reason (sex? torture? slavery? joke? humiliating the enemy?) in a mod, I don't mind trying to draw this. Drawing one penis in pixels will not turn me gay :P

It's low priority on my list though, so I'll happily let someone else do it if they want to - but if nobody will, and it's needed, I'll do it at some point.

[edit]

For NCR icon - try taking this model (below), loading it in Wings3D, Blender, Max, whatever, making a "print screen" or render, then turning this into an icon. Then we can see how well that works, and compare the two.

I think the one that has been drawn is excellent - but if we can get the same effect from our own resources, we may as well use them (so it's definitely not a copyright problem). If it works well, we can use the same method for doing all the other armours which don't have an icon. If it looks rubbish, we use the sprite that has been made above. I think it would be worth trying anyway, just to see how well it could work.

Male NCR Longcoat
1034 tris
Files (wings, 3ds, obj, and textures)
http://www.megaupload.com/?d=E1XJC1R8 (http://www.megaupload.com/?d=E1XJC1R8)
Title: Re: 3d models development
Post by: Surf on July 08, 2011, 05:09:52 pm
I could actually see a use in a "no underwear" texture, but without genitalia, just "blank area" - when I was doing the test colouring before, the underpants area showed up as a very different colour to the rest of the body - and if you look at screenshots above, you can still see the underpants through the trousers texture, as I couldn't balance the colours quite right. If it was the same skin tone, this would make things easier.

Yep, exactly. The underwear we have at the moment rather looks like diapers and/or are a little out of place as they look like some wastelander grabbed a cheap deal at walmarts fresh new undies ad - buy 4, get one for free etc. ;) Blank area  seems fine to me, doesn't have to include any genitalia (someone might get offended! )


Quote
Also, if one with genitalia is needed, for whatever reason (sex? torture? slavery? joke? humiliating the enemy?) in a mod, I don't mind trying to draw this. Drawing one penis in pixels will not turn me gay :P

Yep, the bolded parts are what I mean, especially the humilating one. :) I could imagine some quests for 2238  where you are stripped of all your posessions and dignity and have to  fight with just that - then it would look a bit weird if the enemy is so generous to leave your undies to you. It is an interesting way to do a quest/mission, especially in a game where everyone runs around in such ridicolous hightech armory, I'd love to do some quests with that background. Letting a human run around forcefully in the adams costume is the ultimate insult someone can do to someone else - there was a good scene in "The Road" too where such thing happened.

Quote
It's low priority on my list though, so I'll happily let someone else do it if they want to - but if nobody will, and it's needed, I'll do it at some point.

Yup, as said, it'd be just for the flavor in 3-4 scenes inside the game, not for default wastelanders. So it can wait till more important things are done. ;)

Quote
I think the one that has been drawn is excellent - but if we can get the same effect from our own resources, we may as well use them (so it's definitely not a copyright problem).

My thoughts exactly! If people are doing such a good job on modeling all those cool armors etc. from scratch, why going the cheap route on those item images for example when it can actually be made from our own ressources..
Title: Re: 3d models development
Post by: Graf on July 08, 2011, 07:39:24 pm
the upper breast area will cause a problem, as it doesn't match to the texture subsets

If I remember correctly, quite long time ago Gray had the same problem with the prisoner suit and it was successfully solved. We have to ask him how he did it, since I can't find that post atm.

I asked if someone wants to make it if (s)he finds the time, not that it "must immediately be made!!111". It was mainly directed to Luther, not you, so you can leave your fancy rolleyes at home.

I didn't saw any reference text, not even a quote. I didn't saw a normal explanation why do you need it either. Without of background which was added later, your request pretty much senseless (and this isn't even a suggestion topic!) my post is a logical answer. So keep your negative emotions to yourself and your folks.
Title: Re: 3d models development
Post by: Mr_Gazo on July 08, 2011, 10:14:59 pm
Sunglasses, Spectacles. Tris: 166, Tex: 32px.
(http://img35.imageshack.us/img35/2092/fonlineglasses.png)
Tomorrow will upload a files.
Title: Re: 3d models development
Post by: Johnnybravo on July 08, 2011, 10:28:57 pm
(http://img718.imageshack.us/img718/2701/frobisher01.png)
From what it looks like, it seems lighting parameters are somewhat wrong, and it might be necessary to add not only specular maps, but also normal maps to characters to achieve same look. It is definetly obvious that simple shading won't do the job even if you try to pixelizate or sharpen it.

Luckily bloom and any other fancy techniques were not used when Fallout was created, so it's just some more tricks needed to achieve phong lighting used at the time.
I really hope engine developers will allow few more additions, because there's no way it'd look bright, blurry and  wrong without making those adjustements.
Title: Re: 3d models development
Post by: Jotisz on July 09, 2011, 11:02:45 am
Here is some update for body types will need to make a list to tell what critters can be made from them.
(http://img7.imageshack.us/img7/3978/bodytypes2.jpg) (http://imageshack.us/photo/my-images/7/bodytypes2.jpg/)
Btw Fake Martin is cool wish I could in his shoes when he asked the girls :) (though only if they went with him if he was dumped then not)

About normal maps if the engine supports it then we can give a lot more detail to all.
About making sprite like effect the best way would be to have the textures way smaller instead of 250 it could be 50-100 and before resize a noise filter would do the trick I think still I think 250 should be the texture size since we have zoom in the engine.
Title: Re: 3d models development
Post by: Luther Blissett on July 09, 2011, 01:53:01 pm
If I remember correctly, quite long time ago Gray had the same problem with the prisoner suit and it was successfully solved. We have to ask him how he did it, since I can't find that post atm.

I'd be very interested to know about this, as it's probably something we'll need to apply to quite a lot of textures.

From what it looks like, it seems lighting parameters are somewhat wrong[...]

(http://img8.imageshack.us/img8/3337/spritezoom.png)

This is "100% zoom", zoomed in with photoshop - so this is what they look like on a pixel-by-pixel level. The shade of blue / yellow and skin tone can be tweaked by altering the texture, and we can achieve SOME highlighting by "painting it on" in places. However, the main point is simply that the shadows aren't dark enough, and the "very highlight" highlights aren't light enough.

If it was in a 3D program, I would probably decrease the "ambient light" and increase the directional light to try and do this. I have no idea how that works in a programmed game engine though - or if it's something we can actually alter in the SDK, by editing some parameters in a file somewhere. I'm under the impression it's not easy.

Normal maps are probably not necessary, as we're unlikely to really need the extra detail - though the specular (shiny) map is probably quite important. We need highlights on metal to work correctly (watch the way the light moves across the back of the APA sprite whilst walking), but obviously, we don't want anything else shining in the same way.

Models look brilliant again, Jotisz. If you want me to try and unwrap the UV to match the other people, send me the models and I'll try and do this.
Title: Re: 3d models development
Post by: Johnnybravo on July 09, 2011, 04:43:28 pm
Well, I'm  not familiar with D3D shaders (or whatever that stuff FOnline uses), but apparently there's already support for normal-mapped models, however nothing for specular yet.

You can play around with lighting by editing shaders directly - structs are declared in them with following parameters
Quote
float3 LightDir                          = {0.0f, 0.0f,-1.0f};       // Light direction
float4 LightDiffuse                      = {0.6f, 0.6f, 0.6f, 1.0f}; // Light diffuse color
float4 MaterialAmbient : MATERIALAMBIENT = {0.3f, 0.3f, 0.3f, 1.0f}; // Ambient color
float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Diffuse color

Though generaly it'd be nicer if game could set lighting for stuff and pass it in shaders, so that one could do some effects based on daytime perhaps.
Title: Re: 3d models development
Post by: Graf on July 09, 2011, 05:23:26 pm
Here is some update for body types

I can see there's a normal and weak male body type and the kid. Am I right? Looks great anyway.
Also, Jotisz, we would probably need a normal, fat and weak female body types as well. Can you try to make it? Here's the reference for normal and weak (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker#Female_Human_Armors_.28normal_bodytype.29), but I'm afraid there wasn't a fat female model in both F1 or F2.

we can achieve SOME highlighting by "painting it on" in places.

Or we can try to use SDK built-in shaders. Here's how it works:

Before: (http://imagepost.eu/thumbs/2/ffd8a8365331.jpg) (http://imagepost.eu/?v=2/ffd8a8365331.jpg)
After: (http://imagepost.eu/thumbs/2/8596ae683efe.jpg) (http://imagepost.eu/?v=2/8596ae683efe.jpg)

These effects can be found in Client\data\effects folder of SDK
Title: Re: 3d models development
Post by: White tiger on July 09, 2011, 07:23:02 pm
  I really wanted to paint a motorcycle, and he is almost ready.
There 2 types of motorcycles.
   It would be great to cut heath, not only on its two legs, but also on two wheels monster of a bygone era.
  all the necessary details there, but unfortunately I do not know how to do animation and skeleton.

(http://img1.mediafire.com/0379bed7d69fac91f0fe972c7454d4d2d9681bd54ef55a3f5dab6fc319b08a796g.jpg)

3ds + texture

http://www.mediafire.com/?8ye3mb3q30by65v   
Title: Re: 3d models development
Post by: Luther Blissett on July 09, 2011, 08:08:13 pm
we would probably need a normal, fat and weak female body types as well

Are the "weak female" sprites the same model as the "hero female" sprites - i.e. it's the same model, but with a different standing pose? The arm is in a different position, but the rest looks the same to me. Difficult to tell, though. If it is different, it's probably only a tiny modification of the current female 3D model.

we can try to use SDK built-in shaders[...]These effects can be found in Client\data\effects folder of SDK

I've got those files in a seperate SDK.

I have one "stable" SDK folder, which works with our 3D repository, with animations etc, but doesn't contain the "effects" folder, and separately I have an "up to date" SDK folder, which contains those effects files, but doesn't seem to work with our 3D repository (the animations don't seem to work).

Can I just copy the effects folder over, and it will magically work, or should there be other config files somewhere to refer to them? Alternately, is there a way of making the newer SDK compatible with the repository?
Title: Re: 3d models development
Post by: spears on July 09, 2011, 08:15:55 pm
Is that a train style drive on the bike? if so that is pretty damn cool.
Title: Re: 3d models development
Post by: Graf on July 09, 2011, 08:59:55 pm
Are the "weak female" sprites the same model as the "hero female" sprites - i.e. it's the same model, but with a different standing pose? The arm is in a different position, but the rest looks the same to me.

You're right, I didn't mentioned that before. Probably even all of them using the same (hero) model and have a different animations set (though hero and "weak" have the same idle position - should I merge these two types maybe?). Don't know if we should follow these sprites this time. It would be good to have a slight difference between them for the sake of gameplay improvement. Take a look at the VB models:

(http://imagepost.eu/thumbs/2/attachment.phprattachmentid06829UstcP1rdD1278762612) (http://imagepost.eu/?v=2/attachment.phprattachmentid06829UstcP1rdD1278762612)

In my opinion, their body types is too much exaggerated (weak is too weak etc.), but I've shown this to illustrate my idea only.

Can I just copy the effects folder over, and it will magically work, or should there be other config files somewhere to refer to them? Alternately, is there a way of making the newer SDK compatible with the repository?

Yes and yes. I don't see a reason why it wouldn't work that way. Of course you should apply these shaders in some .ini file (can't say which one as I didn't tried to do it by myself).

Also, afaik every version of SDK after ~120 is compatible with the 3D repo. Though if you would use the revision after ~170 you should enable 3D models in the .ini files. Nevertheless, I've personally prefer to use a version before this one, as it's less problematic to me. 
Title: Re: 3d models development
Post by: Mr_Gazo on July 10, 2011, 01:57:37 am
I little bit fix lines and make two versions. Tris:166, Tris:94.
(http://img651.imageshack.us/img651/1248/fonlineglasses3.png)
3dsmax9, 3ds: http://hotfile.com/dl/123616717/4313e8d/fonline-glasses3d.rar.html (http://hotfile.com/dl/123616717/4313e8d/fonline-glasses3d.rar.html)
Title: Re: 3d models development
Post by: Surf on July 10, 2011, 02:23:51 am

Or we can try to use SDK built-in shaders. Here's how it works:

Before: (http://imagepost.eu/thumbs/2/ffd8a8365331.jpg) (http://imagepost.eu/?v=2/ffd8a8365331.jpg)
After: (http://imagepost.eu/thumbs/2/8596ae683efe.jpg) (http://imagepost.eu/?v=2/8596ae683efe.jpg)

These effects can be found in Client\data\effects folder of SDK

Yep, it's a step in the right direction, but the one you posted looks almost like some "new gen" game with way too much bloom, it's overdone. It can be worked upon it, though. Anyone wanting to contribute such a shader may have to ask Atom about it - he's done some of experimental/test shaders before and'll work/or atleast help to build the pixelisation filter in the future as far as I can tell. Though, it's doubtful that it is any high on his priority list, so don't blame me for him not answering to you. ;)
Title: Re: 3d models development
Post by: Jotisz on July 10, 2011, 08:10:13 am
About the lighting shader personally I find the shader too strong and it makes the models look as Surf said like a new gen game models.

White Tiger that bike looks cool I always felt that there was something missing from the vehicles now I think the list is full especially if that bike makes it into.
Mr_Gazo nice move on the glasses though I'm unsure how it will look in normal view (gonna check it) but since we have zoom it will be great.

About female bodies well I could work on them after all its not that hard and unlike with the males the females wouldn't need so many changes so yeah why not.

Since the bodies I made needs some uv mapping I pmed them toward Luther
Also since I saw some information about how the bodies got connected with the existing 2 critters I wrote a little of which is which
The new ones has naming like the frm version for old ones I used the obj name

NM NICE equals to the following bodies NM LABB, NM COPP
NM BRLP equals to the following bodies NM DOCC, NM BPEA
NM OLDD and NM MEXI is like NM FATT and NM MYRN they used only for one type of critter.
NA CHLD can be used for both gender of kids

NM ASIA looks similar to the NM NICE body I still need to check it though to be sure.

About previous models
Dwarf is NM GRCH
Fatman is NM FATT
Strongman is NM BOXX
Jukie NM LOSR

The other bodies are quite easy to mix
Mutie is for MA MTNT and MA MTN2 (also for Lou from Fallout 1)
ghoul is for NA GHUL NA GLOW and NA VGUL
Title: Re: 3d models development
Post by: Luther Blissett on July 10, 2011, 04:52:00 pm
I have the models off Jotisz, which I'll remap over the next couple of weeks. I'm quite busy at work this week, and maybe next too, so it'll probably be a few little chunks of activity, with gaps in between. If I seem to disappear for a week, it's not a permanent disappearance - I will reappear with things done.

For female bodies, the "normal" body is the Fallout 2 type one (San Francisco woman, and woman in black dress), which is quite different, so probably wants matching closely. For fat / weak, yes - I think we can make a little change from sprites - but like Graf says, the VB ones were a bit TOO severe with changes. The weak one should probably be only slightly thinner, though perhaps the fat one should be "Vic sized"? Would people find this model useful in game? i.e. "Big fat mom" working in the diner etc

For the shader thing, opening the .fx files in wordpad, they're "human readable" - well annotated and editable as text files. The bloom is, as noticed, far too much, but proof that it can work, so a subtle version of the same could be very good. Perhaps adjusting some numbers in the .fx file will do this.

I wonder if it reacts to the material settings from the models, or could be made to react to a specular map? We don't want cloth to shine like metal. Maybe someone wants to do some experiments with these, and see if they can get something that works well. Once we get the lighting right, we'll probably need to adjust all the textures (and possibly materials in the models) to match, so maybe someone wants to volunteer to try and work on this quite soon, while there are still a comparatively small number of textures / materials that would need changing.

Glasses and bike look really nice. Probably worth adding black sunglasses too.
Title: Re: 3d models development
Post by: Cryptopsy on July 10, 2011, 06:23:03 pm
(http://img1.mediafire.com/0379bed7d69fac91f0fe972c7454d4d2d9681bd54ef55a3f5dab6fc319b08a796g.jpg)

In my opinion, a dirt-bike style would be more appropriate for Fonline.
Title: Re: 3d models development
Post by: Mr_Gazo on July 10, 2011, 07:11:30 pm
Metal Tube . Tris: 28, Tex: 64px. :D
(http://img269.imageshack.us/img269/1928/47475865.png)
3dsmax9, 3ds: http://hotfile.com/dl/123674129/99cc218/fonline-MetalTube3D.rar.html
/* +++ */
Painting of the King. Tris: 28, Tex: 128px.
(http://img855.imageshack.us/img855/5117/fo2elvispainting1.png)
3dsmax9, 3ds: http://www.mediafire.com/?53qhphf5y2va51u
Title: Re: 3d models development
Post by: Lexx on July 11, 2011, 07:13:10 am
  all the necessary details there, but unfortunately I do not know how to do animation and skeleton.

Scenery are 2d models. There is no need to animate anything. It's not even needed to add details and textures to a model, because you paint this over to achieve original Fallout scenery style. Fallout scenery is not simply rendered 3d models- they all have a paint-over style. Defined shadows, light contrast, etc.
Title: Re: 3d models development
Post by: Luther Blissett on July 11, 2011, 07:24:54 am
I have the models off Jotisz, which I'll remap over the next couple of weeks.

I found I could group them together, and move the vertices in groups, effectively realigning several models at once, therefore it's pretty much all done already :)

(http://img845.imageshack.us/img845/4348/bodies2ex1copy.png)

(Left-Right) NACHLD, NMBRLP, NMMEXI, NMNICE, NMOLDD

NM NICE equals to the following bodies NM LABB, NM COPP
NM BRLP equals to the following bodies NM DOCC, NM BPEA
NM OLDD and NM MEXI is like NM FATT and NM MYRN they used only for one type of critter.
NA CHLD can be used for both gender of kids

Still a bit of fine tuning on all of them, but I should be able to finish them later today when I finish work.
Title: Re: 3d models development
Post by: Johnnybravo on July 11, 2011, 08:47:42 am
Quote
I wonder if it reacts to the material settings from the models, or could be made to react to a specular map? We don't want cloth to shine like metal. Maybe someone wants to do some experiments with these, and see if they can get something that works well. Once we get the lighting right, we'll probably need to adjust all the textures (and possibly materials in the models) to match, so maybe someone wants to volunteer to try and work on this quite soon, while there are still a comparatively small number of textures / materials that would need changing.
Bloom effect is dumb, forget it being ever interacting with anything. It's just sort of blur.

Problem with specular lighting is that you'll have to pass it to PS, if you want to use specular maps, otherwise you'd be unable to use them without calculating light in PS.
This is however quite questionable, because calculating light in PS is much more precise (and has to be done in case of using normal maps, which may be an option, and there's no need to dismiss it, and to be honest specular without normal mapping tends to make models appear flat).

You probably can't just edit those shaders (it's no rocket science though), because you'd need engine to add some more details to your hw (eg. you need texture source that you can read at least :d)
It's not big deal, but I'm quite surprised there is shader for both normal mapped and vertex shaded models and none of them calculates specular reflection.
Title: Re: 3d models development
Post by: pistacja on July 11, 2011, 12:17:15 pm
We could get a nice shine effect with simple sphere mapping... check google or wikipedia on this.

Title: Re: 3d models development
Post by: Johnnybravo on July 11, 2011, 02:04:42 pm
We could get a nice shine effect with simple sphere mapping... check google or wikipedia on this.
That'd be using same amount of resources on inferior result. It'd look good on glass surfaces, but there are not much of those in Fallout to begin with.
For artists it does not matter much, because they'd have to mask the effct with some map (might be alpha, or whatever, but you can mask white specular reflection with it as well)

EDIT:
I've modified shader a little (don't yet tried new IOstructures instead just sent specular as alpha of diffuse lighting) to see how'd stuff look like per-vertex shading with specular
Note that this stuff is not masked, and I've pulled quite arbitary viewpos (this should be calculated in VS correctly, to have better result)

In my estimation, it won't really be faithful to sprites without normal map as well, so that you can paint over precious details without loosing flattening them out.

Anyway you can have a look (keep in mind he's bald and black, and this is some completly random value), http://imageshack.us/g/51/specular1.jpg/
EDIT2: modified it even more just to interpolate normals and do stuff per pixel, not that the specular is that great, but shading itselfs looks much closer to sprites, question is how much horsepower it will take, but I'm quite happy with the result even though it misses a lot of polish (also tuned down ambient a little, but that was already done in first showcase)
http://imageshack.us/g/402/specular3.jpg/
Title: Re: 3d models development
Post by: bikkebakke on July 11, 2011, 06:58:47 pm
Quote from: Johnnybravo
(http://desmond.imageshack.us/Himg263/scaled.php?server=263&filename=specular4.jpg&res=medium)
The normal zoomed out picture looks really good (obviously the ones you zoomed in on looks weird due to resolution etc)

Could you show one with vault suit? Easier to do a comparison, or place a guy with power armor next to you  (a sprite)
Title: Re: 3d models development
Post by: Luther Blissett on July 11, 2011, 09:02:11 pm
I've modified shader a little [...]

I'm very much liking the potential of this, it looks very promising. Good work. Is there anything in place that would make the metal shiny, without doing the same to other materials / people's skin etc?

On a completely unrelated note, I didn't realise previously, but transparency in textures seems to work. I tried it with png, tga and dds files. Can't immediately think of a use for it, but maybe a way to do "rough, damaged" versions of armour (like for ghouls)? Maybe something for some death animations? I don't know. Even if it's not useful, at least we know we can, if we wanted to.

(http://img713.imageshack.us/img713/4910/transparencyworkscopy.th.png) (http://imageshack.us/photo/my-images/713/transparencyworkscopy.png/)

Clockwise from top left :
1) 50% opacity works (can't think how it'd be useful though)
2) Cropping parts of model seems to work
3) For example, one armed versions of things, which are all the fashion
4) Or cutting a big hole in Fake 3D Martin Frobisher
Title: Re: 3d models development
Post by: Johnnybravo on July 11, 2011, 09:44:23 pm
I guess it's just possible to get a sampler using texture1 from fo3d, but I have yet no idea how'd it know there is no file available.

It's no problem to skip stuff in HLSL like in C++, but finding out there is not anything might be a problem.
I guess it'll still need some engine mods, because you'd really want to modify power value per material or in fo3d file or whatever.
Alternatively you could just mask everything out (to be honest even stuff like leather and skin should have subtle reflection), but that's not nice solution memory wise.

As for normal maps, I have completly no idea, because one have to switch whole effect in script and that supplies (or at least should supply, not sure if this is working, as I have no textures available for it, and it looks kinda weird without anything) us with tangents and binormals we don't really need for anything else.

However the fact you can switch shaders used for effects is excuse good enough to implement all 3 shading methods, vertex-lighting for loosers, per-pixel-lighting as default, and if possible people with normal mapping for the best results (this would be quite always near 90% close the original, minding of course artist errors)
Title: Re: 3d models development
Post by: Haraldx on July 11, 2011, 09:58:28 pm
1) 50% opacity works (can't think how it'd be useful though)
Glass, hair (separate parts of hair), somekind of plastic etc.
Title: Re: 3d models development
Post by: Bartosz on July 12, 2011, 09:09:30 am
It's no problem to skip stuff in HLSL like in C++, but finding out there is not anything might be a problem.
I guess it'll still need some engine mods, because you'd really want to modify power value per material or in fo3d file or whatever.
Alternatively you could just mask everything out (to be honest even stuff like leather and skin should have subtle reflection), but that's not nice solution memory wise.

Aye, but sometimes it's better to waste memory, than to add some conditional logic (if I understood you correctly). Anyway, are you experimenting a bit with shaders here?
Title: Re: 3d models development
Post by: Jimmy BoyX on July 12, 2011, 10:31:56 am
(http://img8.imageshack.us/img8/3337/spritezoom.png)
models and I'll try and do this.
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.
Title: Re: 3d models development
Post by: Bartosz on July 12, 2011, 11:44:46 am
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.

Wasn't it zoomed after screenshot was taken, and not ingame (which would result in pixelated backgroun, and higher-res model?
Title: Re: 3d models development
Post by: Luther Blissett on July 12, 2011, 01:39:54 pm
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.

See below.

Wasn't it zoomed after screenshot was taken, and not ingame

Yes, exactly.

This is "100% zoom", zoomed in with photoshop - so this is what they look like on a pixel-by-pixel level.

It's a screenshot at normal zoom, which I have zoomed in using photoshop, to make the pixels about 400% bigger, so I could look closely at where the highlights and shadows were - to compare for instance, that it should be making very dark edges under biceps and round edges of legs etc - this is NOT what it looks like in game (unless your display resolution was like... 320x240 or something).
Title: Re: 3d models development
Post by: SmartCheetah on July 12, 2011, 02:26:30 pm
Nice thing with transparency. I believe we could use it with death animations. And to make stockings!  ;D

Anyway - If you guys want me to work on female skin(face lifting, skintones plus tattoos) I would need two things.

UVmapped .x format actual female model(So I can check what I broke with DXviewer) with base female texture(This "complete" one). Karpov sent me male skin with .x model, and it was damn easy to work for me. I'm totally lazy so would be lovely if someone can make this package and send it to me via PM.

Title: Re: 3d models development
Post by: Luther Blissett on July 12, 2011, 02:35:27 pm
Do you need it in .x, or can you work with obj/3ds etc?
Title: Re: 3d models development
Post by: SmartCheetah on July 12, 2011, 02:53:47 pm
Only .x .fx because those are only supported formats in DXViewer as far as I know. :<
Title: Re: 3d models development
Post by: Luther Blissett on July 12, 2011, 03:16:34 pm
I've packaged and sent that to you.
Title: Re: 3d models development
Post by: SmartCheetah on July 12, 2011, 03:18:50 pm
I've packaged and sent that to you.
Great thanks! 'gonna check it out when I'll come back home.
Title: Re: 3d models development
Post by: Johnnybravo on July 12, 2011, 03:42:38 pm
Aye, but sometimes it's better to waste memory, than to add some conditional logic (if I understood you correctly). Anyway, are you experimenting a bit with shaders here?
The way modelers would like it would be probably if they did not have to bother at all unless they specificaly wanted the stuff.
I've got little idea how to correctly work in HLSL (all my previous efforts were always in GLSL, though the idea is really the same), however there's no rocket science here. Fallout needs just good phong lighting imitation and several additional effects like stealth boy invisibility (which would be fairly simple).

I'm sure I can just get something ready, so that people who can do nice stuff can play with it already and be prepared whhen it recieves full support by engine (by that I mean required variables sent by application and read from files, so that artists can choose their own parameters where required).

I think it'd be the most interesting on texture where all efforts to keep it similar to sprites failed ( like metal armors ).
Quote
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.
Models are fairly detailed, though for example VB had better detailed heads (might post some comparion), this is fairly enough to look great at 1:1 zoom. It's somewhat unfair to compare low-poly vertex-shaded models to original sprites rendered by at the time slow methods. However since we can afford those methods on fairly arbitary hardware nowdays, it's just matter of time and effort to make it look good enough for everyone.
Title: Re: 3d models development
Post by: Graf on July 12, 2011, 10:05:45 pm
Some of the latest suff from me:

m202a1
(http://www.fo2238.fodev.net/wiki/images/c/c7/M202_textured.png)
New model, which wasn't in F1/F2 (obviously). Made it to fill the gap - impossibility to shoot more than a single rocket in a row. Not sure if it would be implemented in the game though. It's all up to devs to decide.

Download link (http://"http://www.mediafire.com/?d37s3dt4rvysi2t")

Poison
(http://www.fo2238.fodev.net/wiki/images/thumb/e/ed/Poison_textured.png/66px-Poison_textured.png)
Download link (http://"http://www.mediafire.com/?bohmkon87pdcahr")

Rusty knife
(http://www.fo2238.fodev.net/wiki/images/thumb/4/4d/Knife2_textured.png/128px-Knife2_textured.png)
This models was cut from the final version of F1 and now gets a second life in 3D.
Download link (http://"http://www.mediafire.com/?o4ke6083dv6xt98")

Sandbag
(http://www.fo2238.fodev.net/wiki/images/0/0e/Sandbag_textured.png)
Dwonload link (http://"http://www.mediafire.com/?bohmkon87pdcahr")
Title: Re: 3d models development
Post by: DocAN. on July 12, 2011, 10:14:19 pm
Hmm, maybe if the shot will cost 12AP it could shot 2 rockets.
Title: Re: 3d models development
Post by: Lexx on July 12, 2011, 10:34:49 pm
That's funny, because a character can only have 10 normal ap maximum. Everything else can only be achieved with drugs and stuff.
Title: Re: 3d models development
Post by: DocAN. on July 12, 2011, 10:55:07 pm
Hmm, if You tryin to say that two extra Action Boy isnt a good idea then maybe single shot should take 10AP as max avaible without drugs and stuff.
In same way Piercing Kick (which takes 9AP) should be reworked to allow 10AP alt to kick in eyes.

My idea about 12AP for single shot came from 2x single shot with BRoF (which cost 6AP x2).
Title: Re: 3d models development
Post by: Johnnybravo on July 12, 2011, 11:26:18 pm
That's funny, because a character can only have 10 normal ap maximum. Everything else can only be achieved with drugs and stuff.
You could just look on the way you stiched people in Tactics :d. However that'd be abit weird for shooting stuff.
Title: Re: 3d models development
Post by: Graf on July 13, 2011, 10:13:42 am
Hmm, maybe if the shot will cost 12AP it could shot 2 rockets.

I personally think, that it should cost 6-7 AP for each shot, since there's no need (and ability) to shoot 2 rockets simultaneously. As for the downside this weapon can have a little lowered damage.
Title: Re: 3d models development
Post by: Haraldx on July 13, 2011, 11:23:32 am
(http://img535.imageshack.us/img535/7128/ncrveteraniconfopal3.png)(http://img707.imageshack.us/img707/421/grayrobe.png)

Graf, you might want to add these pictures in the armor tracker.
Title: Re: 3d models development
Post by: Graf on July 15, 2011, 03:54:08 pm
We now have two models of APA. First is the one made by Gray, and the second is made by Darin from NMA. He kindly provided all necessary files and permission to use and modify it. But since it was a was too high-poly to fit our needs (~40k tris), it was optimized by this guy (http://fonline.ru/forum/member.php?u=13427) from fonline.ru and now it have about 1500 tris. He also made a texture for it, but it seems that nobody likes it, so I suggest to make a new texture for it.

(http://imagepost.eu/images/2/5345345.png)

Download link (http://www.mediafire.com/?b5zo5m7n3yn4vjq)

Once the texture is finished, I suppose it could be used as APA mk1 model and another model will be APA mk2.

Graf, you might want to add these pictures in the armor tracker.

Ok, done. Thanks.

Title: Re: 3d models development
Post by: Johnnybravo on July 15, 2011, 04:19:11 pm
I think that problem with APA in SDK is it not matching the sprite very well. I've had some problems with groin and shoulderpads mismatching quite a lot, and maybe helmet being way too big.
Texture was quite ok, but a bit too grainy and bright I suppose.

When you're on model just be sure helmet is nearly covered by body armor from back, because it seems this is how it was supposed to look, and everything else just seems wrong.
EDIT: just for comparsion, note that while you'd control how shiny is the result, weird normals would be still problem, and thus if any reflection forms wrong, it is wrong and would not be easy to fix by masking it.
(http://fo2238.fodev.net/wiki/images/2/27/Hanpwraa_sw.gif)
vs
(http://img39.imageshack.us/img39/6126/screen15072011162910.jpg)
Title: Re: 3d models development
Post by: Cryptopsy on July 15, 2011, 04:58:54 pm
I never really thought that the new 3D APA looked right anyways. It just doesn't match up in general.
Title: Re: 3d models development
Post by: Haraldx on July 15, 2011, 06:08:48 pm
I never really thought that the new 3D APA looked right anyways. It just doesn't match up in general.
It might be because I do believe it was modeled after the talking heads not the character sprite. Let's say this is APA MKII.
Title: Re: 3d models development
Post by: Luther Blissett on July 15, 2011, 06:51:21 pm
Finished remapping UVs on Jotisz's models from here (http://fodev.net/forum/index.php?topic=2407.msg144593#msg144593).

(http://img853.imageshack.us/img853/8687/types2ex2.png)
http://www.megaupload.com/?d=9990X89W (http://www.megaupload.com/?d=9990X89W)

NACHLD, NMBRLP, NMMEXI, NMNICE, NMOLDD

Need double checking by someone, but think they're all about right.
Title: Re: 3d models development
Post by: Johnnybravo on July 15, 2011, 09:52:28 pm
It might be because I do believe it was modeled after the talking heads not the character sprite. Let's say this is APA MKII.
My guess it'd be some sort of officer model, as you're right so with talking heads (and main menu as well), however sprite uses quite different model (shoulderpads namely) as well as original concept art.

Intro movie seems to use same model as sprite does. It could be explained that they wanted head to be better visible for talking animations. But even so the model seems quite different to F2 stuff and more close to NV.

In any way whether you talk about TH or 3rd Person model, they still both are supposed to be bulkier than NV version, as you can see here:
http://fallout.wikia.com/wiki/File:Enclavetrooper.gif
the metal part forming up probably a sleeve wouldn't much sleeves on NV model in their size
http://fallout.wikia.com/wiki/File:RemnantsPowerArmor.png
Title: Re: 3d models development
Post by: Gray on July 16, 2011, 02:21:46 am
It might be because I do believe it was modeled after the talking heads not the character sprite.
Confirmed this. It was made after the talking heads and CD covers. Sprite was just a rough guide.

New one is pretty good, much better then my one, but it will have some troubles with arms animation. The pauldrons are too low.
Title: Re: 3d models development
Post by: Haraldx on July 16, 2011, 11:43:52 am
I actually checked out the .ru forum and got to say the texture ain't that bad, it actually looks very good.
Title: Re: 3d models development
Post by: Opera on July 16, 2011, 10:23:07 pm
I don't know if the Enclave Combat armor's inventory icon is the final version, but it looks bit strange (the color is somehow "flat"):
(http://fo2238.fodev.net/wiki/images/8/88/3265356.png)

So I tried to make something bit different:
(http://img535.imageshack.us/img535/9029/combaencfopal.png)
Title: Re: 3d models development
Post by: Johnnybravo on July 16, 2011, 11:39:39 pm
You need to add that enclave insignia, otherwise you got just black BA
Title: Re: 3d models development
Post by: Opera on July 17, 2011, 04:12:57 am
You need to add that enclave insignia, otherwise you got just black BA

Should it be the "E" logo as in the current one, or USA flag like in the model?
http://www.fo2238.fodev.net/wiki/File:ECAM_SW.png
Title: Re: 3d models development
Post by: Jotisz on July 17, 2011, 11:27:25 am
I would prefer the E there but I think both would look good still looking at the texture I think it must be the flag except if someone changes the texture for the armor.
Title: Re: 3d models development
Post by: Opera on July 17, 2011, 02:43:45 pm
Well, I came up with these. I didn't get the flag any better, but I'm pretty happy with the result myself.
(http://img828.imageshack.us/img828/7231/combaence.png)(http://img600.imageshack.us/img600/1064/combaencusa.png)
Title: Re: 3d models development
Post by: Haraldx on July 17, 2011, 03:17:53 pm
I wonder why the model has that flag on it - it looks rather bad with the model.
Title: Re: 3d models development
Post by: SmartCheetah on July 17, 2011, 06:22:44 pm
I wonder why the model has that flag on it - it looks rather bad with the model.
I told them that "E" insignia fits better to Enclave forces but for some reason they've sticked to flag and more "cop-like" colour. No devs word on that but it's pretty easy to change. ;)
Title: Re: 3d models development
Post by: Haraldx on July 18, 2011, 10:08:26 am
Hmm... checked the misc item tracker and saw stuff like improved capacitor battery etc. and thought:
We could cut off stuff like the battery from the super cattle prod, laser sight from the FN FAL (night sight) etc. Comments?
Title: Re: 3d models development
Post by: Graf on July 18, 2011, 10:39:41 am
We could cut off stuff like the battery from the super cattle prod, laser sight from the FN FAL (night sight) etc.

Yes, definitely. White Tiger told me a while ago that he want to do it. I've sent him all models already. Let's see what he will come with.
Title: Re: 3d models development
Post by: SmartCheetah on July 18, 2011, 06:37:31 pm
Nothing really special, but first glimpse at female new face(I think I achieved "better" and more neutral look from the distance) plus played with breasts(Daaamn hard to make 'em properly >.<)
(http://img27.imageshack.us/img27/5840/blablablasx.jpg)

As you can see - It's hard to tell anything about her...chest from the distance atm.
I might burn it more, so the texture itself will look little messy, but you'll be able to see breasts in "default" zoom level. I used this technique with male skin tone muscles to make them more like original. What do you guys&gals think?

Next thing will be tattoos. Making all skin tones isn't really a problem, as I'm using predefined colours(Which fit male skin tones) and it's pretty easy and fast to do. Tattoos will be worse, especially because I lack good Irezumi patterns (There are plenty of tribal ones on net) - so if anyone want to help me with tatooing those lasses - drop Irezumi/interesting tribal patterns on my PM. I don't want photos with tattooed people - just patterns. Oh, and ideas are welcome as well.
Title: Re: 3d models development
Post by: Surf on July 18, 2011, 06:52:42 pm
Looks quite good already. Most important thing is that it looks good on normal (100%) zoom level. It doesn't matter much if it looks worse when zoomed in (this is something to be expected).
Title: Re: 3d models development
Post by: Jotisz on July 18, 2011, 07:39:41 pm
They look real good I also played around with the female body though I was doing a different thing.
Here are some body types for females though Fallout had only one female body it was said they would be welcomed.
(http://img23.imageshack.us/img23/5940/girlsfi.jpg) (http://imageshack.us/photo/my-images/23/girlsfi.jpg/)
Middle one is the original.
Title: Re: 3d models development
Post by: Luther Blissett on July 18, 2011, 07:58:29 pm
SmartCheetah - maybe a little bit more shadow in cleavage (gap between breasts).
Jotisz - I'd maybe make arms & legs a bit fatter / thinner, and increase / decrease breast size for fat / thin ones.

Otherwise all looking good I think.
Title: Re: 3d models development
Post by: Graf on July 21, 2011, 09:41:53 am
I just wanted to say, that we are still working on the models, and there was some pretty significant progress lately. Here's the items, which me and Max Love did(from fonline.ru), actual credits can be seen on the misc. items tracker.

(http://imagepost.eu/images/2/new_stuff.png)

Download link (http://www.mediafire.com/?wus9brghu66a6e2)

I'm also still looking forward for some works from you, guys.
Title: Re: 3d models development
Post by: Haraldx on July 21, 2011, 10:49:52 am
They look very good! You both did good job. Lately got enough free time to start modelling again (Yay!). Also, check your PM, Graf.
Title: Re: 3d models development
Post by: pistacja on July 21, 2011, 07:57:58 pm
Check the smoothing groups on the toy-doll and the white flower. They seem very "edgy".
Title: Re: 3d models development
Post by: Haraldx on July 21, 2011, 08:20:13 pm
Check PMs once again Graf, sent you some stuff I did.
Title: Re: 3d models development
Post by: Gob on July 21, 2011, 11:06:05 pm
I have baked some fresh Bread with iradiated corn flour  ^^ . Here it is.

http://img833.imageshack.us/img833/509/breadg.jpg

Here is v1 http://www.megaupload.com/?d=77FIJRV7

And version 2 http://www.megaupload.com/?d=Y6F4RQIC

http://imageshack.us/photo/my-images/88/bread2u.jpg/

Description: You have no idea how someone could still bake fresh bread in these conditions. Either way it's food.

I was thinking it could be used to restore health more or less like a Healing Powder but it will also add some radiation.Would be great if it could be added in game.I know texture is crappy a bit but I did not find a better one on gughel.

Title: Re: 3d models development
Post by: Surf on July 21, 2011, 11:48:31 pm
Maybe it's just the angle, but at the moment it looks a bit like a coconut ;) , maybe stretch the model a bit on one axis so it looks less like a "ball"? Texture is ok I think, some "junk" food items won't hurt, so it's fine imo.
Title: Re: 3d models development
Post by: Cryptopsy on July 22, 2011, 12:45:26 am
I have baked some fresh Bread with iradiated corn flour  ^^ . Here it is.

Can we see a picture?
Title: Re: 3d models development
Post by: Gob on July 22, 2011, 12:51:31 am
Maybe it's just the angle, but at the moment it looks a bit like a coconut ;) , maybe stretch the model a bit on one axis so it looks less like a "ball"?

I wanted to be similar to this

(http://www.tedinternational.ro/products/franzela_alba_mare.jpg)

Don't really look like ball try opening the modell with wings 3d or 3ds max. I mean I tryed to make it more flat and a bit wide too but then it looked like a turd ^^
Title: Re: 3d models development
Post by: Handyman on July 22, 2011, 11:52:06 am
Gob i think Surf meant to make "screen" in different angle like your bread is now as  I but he wants to make it like / to see from diff angle ;P

Can't wait till next upadte !
Title: Re: 3d models development
Post by: Haraldx on July 22, 2011, 12:25:21 pm
Made a lock, elegant suit color variations and rescaled, restretched etc. for the strong man, waiting for Graf (as I sent it all to him)
Title: Re: 3d models development
Post by: Graf on July 22, 2011, 12:46:43 pm
Done, uploaded lock (by Haraldx) and bread (by Gob). Added new colors of the elegant suit. All of them looks pretty cool to me. Also, updated the armors spreadsheet.

(http://www.fo2238.fodev.net/wiki/images/e/e2/Spreadsheet.png)
Title: Re: 3d models development
Post by: Haraldx on July 22, 2011, 01:16:19 pm
All of them looks pretty cool to me.
Even the one named "armor_male_suit absolute fail"? I have no idea how did I come up with something like that.
Title: Re: 3d models development
Post by: Luther Blissett on July 22, 2011, 02:48:51 pm
Would quite like to see some screenies of your recent stuff if possible, Haraldx.
Title: Re: 3d models development
Post by: Graf on July 22, 2011, 03:05:37 pm
Yes, I think it's pretty cool. It doesn't fit the Fallout palette (probably), but I like it though. Now we need to reshape it to fit the rest models. Will you deal with it?

P.S. Luther, here's it. There wasn't the clothing file included, so I've recolored them by myself with hue/saturation tool.

(http://imagepost.eu/images/2/suits.png)

(http://www.fo2238.fodev.net/wiki/images/6/63/Lock_textured.png)
Title: Re: 3d models development
Post by: Haraldx on July 22, 2011, 03:17:06 pm
I see only 1 version of the blue :/ I'm pretty sure I included lighter blue version and a dark blue version. (just in case the one blue doesn't look too good).
And yes, the clothing file wasn't sent (due to my own mistake) however, I can change the colors, the blue one doesn't seem to be quite right, will see if I can get the color like for the suit itself. I can try also reshaping it for the rest of the models.
Title: Re: 3d models development
Post by: Luther Blissett on July 22, 2011, 03:38:44 pm
Nice job  8)

Fine tuning of colours can always be done at a later date - we may need to redo quite a lot of the textures after changes in the lighting setup anyway, so may as well go for "usable now and perfect later". Looking good already though.

Also, I'm likely to be really busy for a few weeks, so if you (Haraldx) want to sort the suit reshaping for the other human models, that'd be awesome.

Obviously, if there's any files I've got that you'd need then let me know.
Title: Re: 3d models development
Post by: Haraldx on July 22, 2011, 04:12:57 pm
Hmm... recently getting some issues with opening the "all body types" file. Wings3D either just closes, doesn't load anything or just does some crazy shit that's hard to explain. If possible, please someone send me the Normal, Weak, Fat bodytype separated from others (different file) I'd be very thankful and I will be able to complete my "job".

Thanks in advance.
Title: Re: 3d models development
Post by: Luther Blissett on July 22, 2011, 04:42:45 pm
I've exported / uploaded a .wings, .3ds, and .obj of each for you :

Fat, Weak (NMBRLP) and Normal (NMNICE)
http://www.megaupload.com/?d=42L1HCIE (http://www.megaupload.com/?d=42L1HCIE)
Title: Re: 3d models development
Post by: Graf on July 22, 2011, 07:23:02 pm
I think I've finished reshaping the metal armors to all body types, except child and dwarf (I'm not sure about their ability to wear it anyway). Please take a look at it and tell me if it's good enough or not.

(http://imagepost.eu/images/2/WoK9qhy.png)

Download link (http://www.mediafire.com/?sqyfotte5bz4p6l)
Title: Re: 3d models development
Post by: Haraldx on July 22, 2011, 07:35:51 pm
Looks pretty good to me.
EDIT: Graf, I completed the suit for Normal body type. I think it's good.
Download (http://www.2shared.com/file/ivr28h5-/Suit_for_Normal_body.html)
EDIT2: Graf, I completed the fatman too.
Download (http://www.2shared.com/file/0gEeIMCO/suit_fatman__bonuss.html)
BUMP!!!
All male body types are now compatible with the suit.
Download suit for Weak body type (http://www.2shared.com/file/7No8bHkq/Suit_for_weak_body.html)
Title: Re: 3d models development
Post by: Graf on July 23, 2011, 04:50:59 pm
Don't you think that we may need other body types? Like those that can be seen on the encounters near Redding?

Also, I've completed the Combat Armors too.

(http://imagepost.eu/images/2/CIfBe44.png)

Download link (http://www.mediafire.com/?c2haxymmv97w667)
Title: Re: 3d models development
Post by: runboy93 on July 23, 2011, 04:52:26 pm
Heh ghoul looks nice with CA :)
Keep up good work.
Title: Re: 3d models development
Post by: Deicide on July 23, 2011, 05:46:26 pm
Has anyone thought of the possibility of making a bow and arrow as a more primitive weapon? and maybe since before the bomb, society was a little farther in advance than our current times, maybe there could have been an old dusty compound bow lying around every once in a while that made its way into a shop?

(http://www.compoundbowarchery.com/files/2010/08/young-gun-bow.jpg)
(http://www.germanguns.de/deutsch/bogen/pse/psebig5pro.jpg)
Title: Re: 3d models development
Post by: Haraldx on July 23, 2011, 06:53:01 pm
Yes, we had that idea. Please use the (http://fodev.net/forum/Themes/FO2238.blackrain/images/english/search.gif) button.
Don't you think that we may need other body types? Like those that can be seen on the encounters near Redding?
What do you mean? I checked the table posted by you and according to what is said there, I have made the suit compatible with all human male models. Also, what do you mean with the encounters near Redding?
Title: Re: 3d models development
Post by: Graf on July 23, 2011, 07:14:14 pm
I was talking about these guys on the screenshot, but now I see that you've made them already. So it's just my small mistake. 

(http://imagepost.eu/images/2/3254435.png)

I've also made a screeshots of the elegant suits.

(http://imagepost.eu/images/2/IoC4yeq.png)

Deicide, we already have more than 100 weapons and only 10 or so of them are used. So, there's no sense in adding new useless stuff.
Title: Re: 3d models development
Post by: Senocular on July 23, 2011, 07:53:29 pm
Don't you think that we may need other body types? Like those that can be seen on the encounters near Redding?

Also, I've completed the Combat Armors too.

(http://imagepost.eu/images/2/CIfBe44.png)

Download link (http://www.mediafire.com/?c2haxymmv97w667)
Shouldn't armor be race based like in Tactics? Ghoul wearing heavy combat armor isn't right. Ghouls are supposed to be weak, in Tactics they had their own armors. Not to mention the fact it would give them too much protection and it doesn't fit in gameplay wise.
Title: Re: 3d models development
Post by: Graf on July 23, 2011, 08:55:15 pm
If you ask me, then I'd say that it shouldn't be based on Tactics. I think, that ghouls should be able to wear light and medium armors (heavy armors should be disabled for them). They are quite weak, but no too weak to be unable to carry 9kg armor.

Though or course, it's only my opinion concerning your question and the final decision is up to developers.
Title: Re: 3d models development
Post by: Luther Blissett on July 23, 2011, 09:01:17 pm
A couple of them maybe look a bit too bulky on the models to me - like the belt / pockets bit is too far from the waist.

Should the armours "cling to the body" a bit closer, do you think? i.e. should a dwarf have a smaller dwarf-sized armour, or should he have a normal sized one that is a bit big on him (like a child wearing his father's clothes)?

Other than that, this is great progress - really good to see.

Regarding race based armours etc - I'd suggest making them anyway, then let devs decide which / how it is implemented in game. Also, I have no idea if it's possible to restrict armours to particular character types.
Title: Re: 3d models development
Post by: Deicide on July 23, 2011, 09:44:00 pm
Deicide, we already have more than 100 weapons and only 10 or so of them are used. So, there's no sense in adding new useless stuff.

Well, I just noticed that useless stuff such as "baked bread," "tin can" and "rock" were being made into 3D models. Just thought I'd suggest though. Thanks for answering.
Title: Re: 3d models development
Post by: Luther Blissett on July 23, 2011, 09:58:05 pm
I think the bread/can/rock stuff were part of the "things which are already in game" - which, though they don't do much, aren't adding anything new in terms of content, and as they could be held in hand, need to be able to visible in hand for consistency.

Adding a bow would need an extra animation adding to it - though a crossbow could possibly work with existing pistol / rifle animations. Anyway, maybe not much use for 2238, but I'd definitely see potential for other mods wanting such weapons, post 3D era.
Title: Re: 3d models development
Post by: Deicide on July 24, 2011, 02:49:57 am
Adding a bow would need an extra animation adding to it - though a crossbow could possibly work with existing pistol / rifle animations. Anyway, maybe not much use for 2238, but I'd definitely see potential for other mods wanting such weapons, post 3D era.

What a professional answer. Thanks, Luther. I see now. I completely forgot about the need for the new animation. I was mainly thinking about the stuff like the motorcycle that was made for the 2238, but was never in another fallout. But thanks man. Makes perfect sense now.
Title: Re: 3d models development
Post by: Haraldx on July 24, 2011, 11:40:41 am
Problems with bow that have been discussed before:
 * Needs new animations.
 * Has no real skill for it - small guns seems wrong, while throwing is also not what we are looking for.
 * Would require balance to make it useful but not more powerful than those other guns.
Title: Re: 3d models development
Post by: Lizard on July 24, 2011, 12:53:26 pm
Deicide, they don't like sarcasm in their adress here. But you can model and animate the bow, however, it won't be implemented until all original weapons are modeled, animated and properly balanced.
Title: Re: 3d models development
Post by: SmartCheetah on July 24, 2011, 02:06:35 pm
I almost finished tweaking female texture. Don't have too much time, so it takes a while longer. But I'm kina glad of effects in "normal distance".
Next step: tattoos. If ones for a male were easy, this is going to be a lot harder.

Ultimately I will end it with two options. Totally naked and topless. After that someone should play with typical female garments, hooker suits and stuff.
Title: Re: 3d models development
Post by: Deicide on July 24, 2011, 03:19:32 pm
do i sense angry sarcazm ? do not troll. and about bow i've suggested it few months ago, that idea was liked.

Jesus dude! NO. That wasn't sarcasm. I got a sarcastic answer from a mod earlier and Luther was professional about answering the very same question, so I thanked him. Holy shit you guys can be touchy.


Also, I was thinking... I see the model repository for the so far made items and the ammunition came into mind. I notice that you guys have made the 3D models for new pictures for the inventory. But what about being on the ground? When ammunition is sitting on the ground, will we see what type by the inventory icon? or will we have the same old green ammunition cannister as usual?
Title: Re: 3d models development
Post by: Luther Blissett on July 24, 2011, 03:55:18 pm
As far as I'm aware, the 3D objects will be used for :
a) In the hand, carried by player
b) On the floor

However, I'm not sure if the "on the floor" will be for ALL objects, or just those with a generic sprite i.e. all ammo currently uses the same green box - so this is likely to be replaced. Armours currently have unique floor sprites, so I'm not sure if they will be left as they are.

The inventory icons for anything that already exists will remain as the existing 2D sprites. Any new additions will require a new icon.
Title: Re: 3d models development
Post by: Haraldx on July 24, 2011, 05:01:55 pm
However, I'm not sure if the "on the floor" will be for ALL objects
I'm pretty sure yes. We would see these objects more on the ground than in player hands.

Also, Deicide, Graf didn't give you any sarcastic answer - there ARE 100s of guns and even less than 10 are being used. Luther's answer also wasn't professional - it seem'd he just had the common sense (Common sense is actually better than having some kind of professional skills and not knowing anything about anything else).
Also, I already told you this was suggested and you should use the (http://fodev.net/forum/Themes/FO2238.blackrain/images/english/search.gif) button, while you clearly ignored me. Yes, maybe I'm getting a bit too "touchy", as you say, but please, check your facts before posting untrue statements.
Title: Re: 3d models development
Post by: Deicide on July 24, 2011, 06:49:05 pm
I'm pretty sure yes. We would see these objects more on the ground than in player hands.

Also, Deicide, Graf didn't give you any sarcastic answer - there ARE 100s of guns and even less than 10 are being used. Luther's answer also wasn't professional - it seem'd he just had the common sense (Common sense is actually better than having some kind of professional skills and not knowing anything about anything else).
Also, I already told you this was suggested and you should use the (http://fodev.net/forum/Themes/FO2238.blackrain/images/english/search.gif) button, while you clearly ignored me. Yes, maybe I'm getting a bit too "touchy", as you say, but please, check your facts before posting untrue statements.

Ok. Sorry. I dont want to talk about this anymore. We can just let it go.

But anyways, back to the subject, i was wondering if each ammo sprite would be separate "on the floor" or we would have one unit sprite to show "dropped" or "placed" ammo. like Luther said, the green box will more than likely be replaced. will it be a new shiny box or just a 3d alternate of the original green ammo box?
Title: Re: 3d models development
Post by: Haraldx on July 24, 2011, 07:22:57 pm
Their 3D counterpart of the ammo. Each ammo got it's own model - so we will see the exact model of the ammo not a simple ammo box or batteries.
Title: Re: 3d models development
Post by: Handyman on July 24, 2011, 07:44:00 pm
@ Deicide http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker) scroll down a bit there's 3d ammo, which i think will be shown dropped on ground
Title: Re: 3d models development
Post by: Luther Blissett on July 24, 2011, 09:18:11 pm
I'm pretty sure yes. We would see these objects more on the ground than in player hands.

How do you think we should deal with this for armours? Will we have to make a separate "crumpled on the floor" model for each or something? Would we also need a "held in hand" model for each?

Obviously the more "solid" armours (metal / combat / power armour etc) might be quite straightforward, as they won't bend much - but particularly things like robes, jackets and other "cloth-based" clothing would look completely different in hand and on the floor, compared to how they look when worn.

I guess the easiest solution is "all clothing is carried in a box / suitcase". Maybe not the best solution, but probably the easiest.
Title: Re: 3d models development
Post by: White tiger on July 24, 2011, 10:20:11 pm

(http://img1.mediafire.com/0decbd9d7d2290f01e7b1210b6dd9c9c679d18d5c947ffdbd50daf9fd4915b826g.jpg)


http://www.mediafire.com/?yvmsmlq25ambc5g
Title: Re: 3d models development
Post by: Deicide on July 24, 2011, 11:11:58 pm
@ Deicide http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker) scroll down a bit there's 3d ammo, which i think will be shown dropped on ground

Thanks. I thought these would just be inventory sprites and not "on floor." still not 100% clear on that. but oh well.


As mentioned before I am aware that the making of weapons for 3d is over with, but are more costumes/armor suggestions still open?
Title: Re: 3d models development
Post by: Haraldx on July 24, 2011, 11:40:33 pm
Thanks. I thought these would just be inventory sprites and not "on floor." still not 100% clear on that. but oh well.
What's the use of replacing something with something low quality??? Poly count wouldn't matter then anyway...
As mentioned before I am aware that the making of weapons for 3d is over with
As long as the old guns are imbalanced then yes.
but are more costumes/armor suggestions still open?
More costumes/armor can always be added later on. Post your suggestion in the "New armor/clothing suggestions" thread.
Title: Re: 3d models development
Post by: Luther Blissett on July 25, 2011, 12:35:10 am
Woman in blue dress (http://img1.mediafire.com/0decbd9d7d2290f01e7b1210b6dd9c9c679d18d5c947ffdbd50daf9fd4915b826g.jpg)

Very nice work.
Title: Re: 3d models development
Post by: Surf on July 25, 2011, 12:40:28 am
Very nice work.

Indeed, but it doesn't look "postapocalyptic" at all , rather medieval.
Title: Re: 3d models development
Post by: White tiger on July 25, 2011, 01:04:59 am
Indeed, but it doesn't look "postapocalyptic" at all , rather medieval.

Design Folaut art more surreal than the post apocalyptic.
Title: Re: 3d models development
Post by: Luther Blissett on July 25, 2011, 01:32:43 am
I notice you have an "arms down" position on the models - don't suppose you can do skeleton rigging and animation stuff, can you? There's a lot of that which needs doing at some point.

[edit]
Indeed, but it doesn't look "postapocalyptic" at all , rather medieval.

Even so, I think the shape make a good 'generic dress' - maybe cover up a bit more chest on it, but a few different textures in traditional wasteland colours* on it would give a good range of alternative female clothing.


* Like brown, yellowy-brown, reddy-brown, very brown, slightly brown ;)
Title: Re: 3d models development
Post by: Jotisz on July 25, 2011, 01:26:25 pm
Some dirt and damage on the clothing and it should be perfectly fine I think nice work there White Tiger.
Title: Re: 3d models development
Post by: Surf on July 25, 2011, 05:16:33 pm
True Jostisz, that's what I meant. :)
Title: Re: 3d models development
Post by: LagMaster on July 25, 2011, 06:53:11 pm
also for the note, we will have 2D spites for the inventory icons
if we can't use the original ones, we will modify the existing ones/ create new ones
Title: Re: 3d models development
Post by: SmartCheetah on July 30, 2011, 04:09:10 pm
(http://i51.tinypic.com/jadydu.jpg)
Miss Wong's back. Still very WIP. Made on Asian skin + pale skin in top right. Even tatoo goes pale, but I think it's better and more "realistic". They tend to lose some colour on lighter skins and therefore it looks kinda different.
Still, I'm not too happy with the outcome :-/ One arm left to do and I'm going to try my skills on front. Male tatoos were so easy, compared to that.

+little face comparison. Pale vs. normal, as I was lazy enough to not change it :P
(http://i53.tinypic.com/bebqfa.jpg)
No idea if it looks better really, but I think more "neutral". You won't see much difference from distance anyway.
Title: Re: 3d models development
Post by: runboy93 on July 30, 2011, 04:20:30 pm
Thongs for that skin and we got stripper or whore :D
Nice work.
Title: Re: 3d models development
Post by: Graf on July 30, 2011, 07:41:53 pm
Well, that looks pretty cool already.

One thing that I didn't understood, is why it is more difficult to texture it, than the male model? They have almost the same UV and they and in general they look alike.
Title: Re: 3d models development
Post by: SmartCheetah on July 31, 2011, 09:52:29 pm
Well, that looks pretty cool already.

One thing that I didn't understood, is why it is more difficult to texture it, than the male model? They have almost the same UV and they and in general they look alike.

Harder to find proper female Irezumi patterns :D Was totally easy for male.
Title: Re: 3d models development
Post by: Surf on August 01, 2011, 02:12:25 am
Quote from: Smart Cheetah
No idea if it looks better really, but I think more "neutral". You won't see much difference from distance anyway.

It indeed looks good, but it's way too small to be recognizable as "tattoos" in the standard zoom - there it looks as if that particular person just have bruises or didn't wash for quite some time. All details should be optimized so that they look recognizable on the standard 100% zoom.
Title: Re: 3d models development
Post by: Jotisz on August 01, 2011, 08:35:44 am
I think the blured look is only there thanks to the picture format I think in png or some better format the tattoos would be visible though I could be wrong hope not cause they look good.
Title: Re: 3d models development
Post by: Deicide on August 01, 2011, 10:11:47 am
It indeed looks good, but it's way too small to be recognizable as "tattoos" in the standard zoom - there it looks as if that particular person just have bruises or didn't wash for quite some time. All details should be optimized so that they look recognizable on the standard 100% zoom.

I agree. I think only something like tribal tattoos will be able to be noticed from so far away. But really and truly, they will even look distorted and blurry so tattoos kinda seem... pointless?
Title: Re: 3d models development
Post by: Lizard on August 02, 2011, 12:22:40 am
I discovered something interesting on the web, what could eventually ease animating the models a lot.
http://www.youtube.com/watch?v=PwsTo4LQoGg&feature=player_embedded

With own motorics, it would be extremely easy to pose and combined with inverse kinematics, it'll be easy to make lots of animations in no time!

Also, the makers of Jurassic Park, the Industry of Light and Magic, used the same technology, called Dinosaur Input Device.
http://www.codersnotes.com/notes/dinosaur-input-device
Title: Re: 3d models development
Post by: bikkebakke on August 02, 2011, 01:16:03 am
I discovered something interesting on the web, what could eventually ease animating the models a lot.
http://www.youtube.com/watch?v=PwsTo4LQoGg&feature=player_embedded
and I'm sure it's really cheap :)
Title: Re: 3d models development
Post by: SmartCheetah on August 02, 2011, 01:23:57 am
I think the blured look is only there thanks to the picture format I think in png or some better format the tattoos would be visible though I could be wrong hope not cause they look good.

Yep, it's because of .jpg file format. Anyway, it won't look "great" from the distance. You might get an idea how it looks by just looking at male tatooed skin. If I'll make it look better from the distance, it will be pixelated in 200% zoom. So it's not the best solution ;_; Tattoos are optional, so I don't bother too much about 'em. We'll see the outcome in game.

I will probably upload default skin with ready skintones tomorrow. Rest will have to wait as I got pretty much to do in next few days :< Maybe on weekend.
Title: Re: 3d models development
Post by: Surf on August 02, 2011, 07:04:39 am
If I'll make it look better from the distance, it will be pixelated in 200% zoom.

And so does much other stuff in 200% zoom. :) It is not intended to play in this zoom level, so you don't have to optimize it for this.
Title: Re: 3d models development
Post by: Jotisz on August 02, 2011, 12:09:06 pm
Update on the girls
(http://img89.imageshack.us/img89/3565/girlsr.jpg) (http://imageshack.us/photo/my-images/89/girlsr.jpg/)
Boobs are modified according to body build legs and hands sightly changed especial in the case of slim girl.
Download at 2shared as always the rar contains obj files only.
http://www.2shared.com/file/s5Ji3vTD/females.html
And lastly I looked a bit more to Lizard's blend file and played a bit with the armature its quite easy to pose them.
Nothing serious just looking at the armature and playing a bit.
(http://img98.imageshack.us/img98/5702/stancek.th.jpg) (http://imageshack.us/photo/my-images/98/stancek.jpg/)
Title: Re: 3d models development
Post by: Graf on August 02, 2011, 01:03:59 pm
Great work on the female models, Jotisz. Though there's one little thing, that may need fix:

(http://imagepost.eu/images/2/12312.png)

Or maybe it's just because of the perspective, I'm not sure.

I've also mades some progress with miscellaneous items. Now everything from the "keys" section is done.

(http://imagepost.eu/images/2/keysnstuff.png)

Download link (http://www.mediafire.com/?1ccbe5djc8acqhi)

Title: Re: 3d models development
Post by: Surf on August 02, 2011, 01:05:23 pm
Why is there a picture of Duke Nukem on this thingy? Atleast I don't remember it from FO1/2.
Other than that, good job. :)
Title: Re: 3d models development
Post by: barter1113 on August 02, 2011, 01:13:00 pm
Why is there a picture of Duke Nukem on this thingy? Atleast I don't remember it from FO1/2.
Other than that, good job. :)
Easter egg?  ;D
Title: Re: 3d models development
Post by: Graf on August 02, 2011, 01:24:45 pm
Well, it's nearly impossible to see, whos face it drawn on the original sprite:

(http://imagepost.eu/images/2/242354.png)

So I've decided to make it a kind of easter egg :) Precisely as it was guessed by barter1113.

Also, Jotisz, we would probably need a "strong" (or "weak", I'm not sure about it) version of the female character, so can you make it as well? It seems to be the last necessary model we need so far.

Title: Re: 3d models development
Post by: Johnnybravo on August 02, 2011, 04:46:40 pm
Ok painfully read all that docs for it (why russian damnit :<), and found quick solution:
Code: [Select]
EffDef Floats MyValues     1.4-0.05-6-7.7
 EffDef Floats AnotherValue 59.51243

So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.
Additionaly performance options should be easy to do in script as it allows interchanging effects - so by providing effects without specular and also with vertex lighting it should be easy to add game interface to switch them.
Title: Re: 3d models development
Post by: Luther Blissett on August 02, 2011, 06:59:52 pm
[...]So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.[...]

Very important work and very good news.
Title: Re: 3d models development
Post by: Surf on August 02, 2011, 07:21:39 pm
Ok painfully read all that docs for it (why russian damnit :<), and found quick solution:
Code: [Select]
EffDef Floats MyValues     1.4-0.05-6-7.7
 EffDef Floats AnotherValue 59.51243

So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.
Additionaly performance options should be easy to do in script as it allows interchanging effects - so by providing effects without specular and also with vertex lighting it should be easy to add game interface to switch them.

Very nice. Are you experienced with dithering/pixelisation  shaders aswell?
Title: Re: 3d models development
Post by: Jotisz on August 02, 2011, 08:48:03 pm
Johnnybravo nice work on the shaders using normal maps could improve quality of low poly models and make them look high poly.

Also, Jotisz, we would probably need a "strong" (or "weak", I'm not sure about it) version of the female character, so can you make it as well? It seems to be the last necessary model we need so far.
Strong one I think. Probably giving a bit muscular arms and wider body to the default female would be perfect for it. Also I will look up that thing on the fat girl legs.
Title: Re: 3d models development
Post by: Surf on August 02, 2011, 08:54:33 pm
Well, it's nearly impossible to see, whos face it drawn on the original sprite:

So I've decided to make it a kind of easter egg :) Precisely as it was guessed by barter1113.


I'd much rather take some picture of the GURPS version of Fallout 1, or some picture from the "Wasteland" game as it would be much closer to the roots of fallout and still be a nice "easteregg".

(http://www.abload.de/img/5jw7bbnu5m.gif)

But ultimately, it's your choice and you are the creator. ;) Also it's so small we won't see it anyway ingame.
Title: Re: 3d models development
Post by: Johnnybravo on August 03, 2011, 05:28:18 pm
(http://img4.imageshack.us/img4/2168/screen03082011172233.jpg) (http://imageshack.us/photo/my-images/4/screen03082011172233.jpg/)

Everything seems to work as excpected (I used some random filter to create specular map, so that's why it looks like crap), however it seems that it'll be required to have custom fo3d file for specular mapped skins, as it seems there's no way to apply effect only to layer.

I'll do normal mapped version and stealthboy effect the next and meanwhile create some thread with downloads and directions.
Title: Re: 3d models development
Post by: Luther Blissett on August 03, 2011, 05:48:28 pm
Looks very promising :)

Have you had any luck with the shadow / highlight on the non-shiny materials i.e. bluesuit?
Title: Re: 3d models development
Post by: runboy93 on August 03, 2011, 06:21:51 pm
Hmm.. that 2d/3d combination looks kind odd (Because of very bad quality background and HD quality character)
But i always think that old Fallout need some upgrades so it's not bad thing :)
Title: Re: 3d models development
Post by: Lizard on August 03, 2011, 06:27:16 pm
Hmm.. that 2d/3d combination looks kind odd (Because of very bad quality background and HD quality character)
But i always think that old Fallout need some upgrades so it's not bad thing :)

It's not about HD models on "bad looking background". It's about developing a render which makes these HD models look like the background, aka. Fallout-like and not stand out. Your statement was kinda odd.
Title: Re: 3d models development
Post by: runboy93 on August 03, 2011, 06:38:34 pm
It's not about HD models on "bad looking background". It's about developing a render which makes these HD models look like the background, aka. Fallout-like and not stand out. Your statement was kinda odd.
Well.. i can be wrong too, because i'm not very good with these things (Like modelling or they terms etc..)
Maybe i should leave talking to who really understand about them ;)
Title: Re: 3d models development
Post by: Johnnybravo on August 03, 2011, 06:58:55 pm
Original sprites are based on quite high quality models, so that logically there's need to have reasonable quality of both art and renderer as well to emulate them correctly.
Only difference is that those models have to be as low detailed as possible without losing any notable details.
There're quite a lot new tricks and options not available buck in 90s so that it is possible to do everything realtime, and hence there's no need to render sprites anymore - which would be faster for both client computers and artists, but wouldn't be much of use though, because every single change would still result in thousands new frames required.
Not sure if death animations matter that much as well (all the gore might be still extremly hard to do realtime), and whether there's need for any pixelization (dithering might come useful though, because models would have more colors than enviroments, and can't be done on skins because they have to be mapped on models and shaded before they're ready, so it must have been done after all of this) as it'll be hardly notable outside of magnification, which is currently nearly useless anyway.
Title: Re: 3d models development
Post by: Lizard on August 03, 2011, 06:59:27 pm
Well.. i can be wrong too, because i'm not very good with these things (Like modelling or they terms etc..)
Maybe i should leave talking to who really understand about them ;)

Nah. Do i look like a professional? I just know that, so i stated this and learning never did any damage, nor for me or you. So, it wasn't a "i'm-so-much-better-than-you-better-talk-to-the-hand-statement" :)
Title: Re: 3d models development
Post by: Gob on August 04, 2011, 11:04:52 am
Shouldn't that thing rotate that radiation sign ? Also any date when these modells are going to be ready? And when is wipe coming? Lots of questions and no answers :)
Title: Re: 3d models development
Post by: Graf on August 04, 2011, 01:31:31 pm
Why should I rotate that sign? It's just like it is on the original sprite (check the tracker to make sure). Also, it wouldn't be used as the perlacement for the sprites, so it would look different in the game anyway.

No date on 3d models completion yet, as there's quite a lot work left undone. Can't say anything about the wipe, though.
Title: Re: 3d models development
Post by: Luther Blissett on August 05, 2011, 05:06:55 am
Also any date when these modells are going to be ready? And when is wipe coming? Lots of questions and no answers :)

There's a fairly long answer to that here (http://fodev.net/forum/index.php?topic=13894.msg142378#msg142378), which roughly speaking, is still correct.

Since then, there's been progress in these bits :

#1-3 (body types, reshaping armours etc) currently making very good progress.
#4 (rigging / animations) is being looked at by a number of people.
#5-12 are at very early stages.
#14 and 15 (shaders / lighting) look to be making very good progress.

Effectively, it's a "look at the data available and calculate your own readyness date". Nobody knows, really. Lots of people are working away quietly, then suddenly appear to say "I've cracked the secret shader code" or "I've resized all the armours to all the body types" etc. Most of the progress is posted and discussed in this board - so if you read through it, you should have a fair idea of what's going on.

Wipe is absolutely nothing to do with the 3D stuff currently. Maybe the wipe after, or the one after that will be.
Title: Re: 3d models development
Post by: SmartCheetah on August 12, 2011, 12:14:55 am
I took Surf advice and made it look better from the distance. Progress:
(http://i53.tinypic.com/vzv7g3.png)
Imho it looks more like tattoos now, so she won't look like wounded girl, next to male tattooed toon.

todo:
-one side of stomach
-thighs/groin
-moar tweaks

+ whole tribal

It goes very slowly, as I don't have too much time :< Uploaded the image as .png because it should look way better than .jpg's.

Title: Re: 3d models development
Post by: Surf on August 12, 2011, 03:58:45 am
MUCH better! :) Took the graphic you uploaded and looked upon it in relation to the normal desert tiles - very good. It looks more like a tattoo than a melee wound. ;) Though, I think it still can be zoomed out a bit. Anyway, you're doing a great job! Loving the progress so far and the ability of you to stand criticism and make things better upon it. I wish I could help with this stuff, but I can only do 2d stuff. :<
Title: Re: 3d models development
Post by: Menempo on August 18, 2011, 04:57:36 am
One question: Should the laser rifle be held as a standard rifle?
(http://img28.imageshack.us/img28/5980/laserrifle.jpg)

Bad thing is that the sniper rifle is pretty much the same from long distance

I agree its hard to differ but making the stock more metallic and adding some red hi-light into the Rifle cannon making it look more techie could fix that. Or a white-steam smoke animation if possible to show that this weapon is running on a coolant and its obviously a weapon of hi-tech nature.
(http://images-mediawiki-sites.thefullwiki.org/05/1/7/7/138979779091209.gif)

and Michael there's a big jump in technological evolution between 1980's and 2077. Or else Power Armor would look steam-punkish XD
Title: Re: 3d models development
Post by: jonny rust on August 18, 2011, 04:06:38 pm
Imho it looks more like tattoos now, so she won't look like wounded girl, next to male tattooed toon.

That looks really nice! but imo it looks more japanese than tribal, maybe its a yakuza tat? Looks great!

@Surf, I only learned how do do this stuff a few weeks ago, you should give it a shot!
 
Title: Re: 3d models development
Post by: SmartCheetah on August 18, 2011, 04:27:05 pm
That looks really nice! but imo it looks more japanese than tribal, maybe its a yakuza tat? Looks great!

@Surf, I only learned how do do this stuff a few weeks ago, you should give it a shot!
It actually is Japanese, lol. Irezumi. My tribals look way different and I made them only for males. Don't have screenshots tho'. I posted them somewhere in here.

EDIT:
Here it is. Old screenie;
http://i56.tinypic.com/v7cemr.png
Title: Re: 3d models development
Post by: jonny rust on August 18, 2011, 04:43:52 pm
Oh right! Graf gave me those as bases for some clothing I did, I really like the Yakuza tats you've done, I also dig the arms and legs of the tribals but I'm not sure about the torso tats. They look a little to much like modern-day surfer designs, although having said that, there is no reason why in the apocalyptic future those wouldn't be considered sacred symbols :)

Did you make the nude female base used in the female Yakuza tat, and would you be able to send me a link?  The one I have has a few problems and your's looks much better...
Title: Re: 3d models development
Post by: SmartCheetah on August 18, 2011, 11:08:05 pm
Sure, I'll upload them in next few days(still need few tweaks+little time I have)
If I won't upload them to Sunday, just send me a PM. i'll try to get them useable asap.
They were redone by myself, and originally made by Karpov or someone.I tried to make them look more "neutral" if ye' know what I mean.

And yeah - no idea how Americans/other europeans/Australians/Whatever call it, but in Poland - We call tattoos like that - "tribal". Funny thing because most tattooists don't want to make them, as they are totally common with total posers, and in "dresiarz" subculture (http://en.wikipedia.org/wiki/Dres)
Title: Re: 3d models development
Post by: jonny rust on August 19, 2011, 12:45:37 am
thanks Cheetah! no rush, you finish them when you finish them.

As for the 'tribal' tats, it's the same story here in the states, very poserish ;)

But I still think they have their place in the fallout world, even though you and I probably wouldn't choose them, someone else might. :)

 
Title: Re: 3d models development
Post by: Karpov on August 20, 2011, 06:27:39 am
Hello, my name is Karpov, I'm an amateur digital artist, and I would like to contribute with this project...


 :P I'm sorry, I took quite an extended break. I'll try to check the posts, but I could miss some important stuff, so if anyone can tell me what's been going on, it would be great. I'll be joining back soon.

 Also, I emptied my Inbox, so you can send me messages, questions, or insults.

EDIT: wait, did actually some bright mind manage to apply specular maps to the models?  :o
Title: Re: 3d models development
Post by: Haraldx on August 20, 2011, 10:36:24 am
EDIT: wait, did actually some bright mind manage to apply specular maps to the models?  :o
Oh god, Karpov is back! Oh wait... I'm back too... double win?
Also, yes, we have made rather much stuff while you were away. Well, I will try to get back to work, I'm most likely not going to leave now. Will see what can I do.
Title: Re: 3d models development
Post by: Pryszczu666 on August 20, 2011, 02:40:20 pm
Let's get this project moving people, i can't wait for evah ! :D
Title: Re: 3d models development
Post by: Luther Blissett on August 20, 2011, 04:49:35 pm
Hello, my name is Karpov, I'm an amateur digital artist, and I would like to contribute with this project...

I'm sure someone can find something for you to do ;)

[...]I'll try to check the posts, but I could miss some important stuff, so if anyone can tell me what's been going on, it would be great.

1) Johnnybravo is currently working on the lighting / shaders stuff, and making quite good success with it so far
2) Much progress has been made with object models
3) We have character models for most body types (fat, loser, peasant, ghoul, supermutant etc)
4) All the male character models are sharing a "universal UV map" - so many textures are interchangeable across all models (some will need minor adjustments)
5) Many of the armours have been resized for the other body types
6) Some very good new armours have been made
7) 3D Brahmin, and early work on some of the other creatures
8) Beginning stages of learning to rig armour and character models
9) Various work on textures
10) Other things I've forgotten
Title: Re: 3d models development
Post by: Handyman on August 20, 2011, 05:43:45 pm
Lol @ Luthooorrrr check who's moderator of this "room" and check 3d development karpov's models are there also, or didnn't i get the joke or you didn't ?  :o
Title: Re: 3d models development
Post by: TommyTheGun on August 20, 2011, 05:52:57 pm
@Handyman - You didn't ;)
Title: Re: 3d models development
Post by: Haraldx on August 20, 2011, 07:08:40 pm
Working on the robe. Gray robe recolor by me, base robe texture by pistacja (?). Strongman male robe by me, base robe model by pistacja(?).

(http://img545.imageshack.us/img545/6474/trolololou.jpg) (http://imageshack.us/photo/my-images/545/trolololou.jpg/)
Just showing the male strongman gray robe. The ugly edges have been fixed after I took this picture.

(http://img88.imageshack.us/img88/875/trololomore.jpg) (http://imageshack.us/photo/my-images/88/trololomore.jpg/)

Straight quote from chat with Graf:
[18:58:20] Vienkārši Pichux: Hey, Just want to show some progress, took me for some reason unexpected amount of time. Ignore the white fields, it is like that because Wings3D doesn't use any kind of aliasing which cause stuff like that to happen. That's strongman (right) and hero (left). When you are back (or whatever) tell me your comment, going a bit away for now.

The fixed edges aren't pictured here too, and the hero model has been completed after I took, this picture.




CHANGE OF PLANS: Leaving again, will be back on unknown date, sorry.
Title: Re: 3d models development
Post by: Graf on August 22, 2011, 08:53:12 pm
Some stuff made during today:

(http://imagepost.eu/images/2/fresh.png)

Download link (http://www.mediafire.com/?mi7p23cimfb2w8k)

And a few words regarding our project in general - I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.
Title: Re: 3d models development
Post by: Surf on August 22, 2011, 09:30:53 pm

And a few words regarding our project in general - I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.

Yep, I can understand your frustration towards this issue and would think the same, but you got to remind yourself that this is a usual symptome of works shared over the internet - there are no schedules, everything is made in freetime etc. ;) But basically I agree.

Your models look very good btw! I only can't make out what the "flower" ( ? ) on the bottom is, is this a broc/xander one?
Title: Re: 3d models development
Post by: LagMaster on August 22, 2011, 09:39:38 pm
is brock flower, you can distunguish it from the nice looking yelow petals on it
xander rood is... just a root
Title: Re: 3d models development
Post by: bikkebakke on August 23, 2011, 01:30:39 am
And a few words regarding our project in general - I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.
I got a good excuse :P It's initiation... time... for the new students at my school and it's like 500 gazillion tons of work for me to do ^^ ... which actually is not that fun...
Title: Re: 3d models development
Post by: Luther Blissett on August 23, 2011, 02:21:26 am
I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.

I am not too worried about this yet - I've been steadily doing my little bits of research in the background (there's a few updates in here (http://fodev.net/forum/index.php?topic=17987.0)), and I think I'll reach some level of success soon, and with confirmation from others that it's correct / compatible / good enough, we can start making a lot of progress (or I can admit defeat and start working on other models instead). If those armour rigs are checked and compatible, I can put the tutorial up. If I get some success with the body type rigging, people can start working on the other armours too. The rigging stuff will also relate to all the objects that have been made, as these appear to need single bones adding as connection points.

I also think that Karpov reappearing will add that little bit extra confidence that will encourage others to get involved again. Ultimately, I think that although things might look like they've slowed down at the moment, I have the feeling that we'll very soon have massive progress with everything, then you can go from  >:( > :( >  :o >  :) >  :D >  ;D .

Title: Re: 3d models development
Post by: SmartCheetah on August 28, 2011, 03:27:04 pm
Howdy there, lads!
http://www.sendspace.com/file/l4nec1 <- female skins .jpg pack (normal + irezumi)

http://www.sendspace.com/file/m7auhs <- PSD file. Helpful for further editing/adding additional skins/layers. Little messy, but this is how I like to work, lol!

No preview this time. Why? Because with our new lovely shaders it won't look the same way as in dxviewer. It would be great if one of our boys could make a preview of that in game, putting a girl next to tattooed male or something. I got totally no idea how it will look.
It might be changed or whatever - time will tell. As for now these should help making hairstyles and other stuff for women toons.

Oh, right, and our ultimate skin colour pallete. It might change to fit original game better:
Quote
Yellow - e4d478   45% w/o luminosity
Tanned - cb983e   50% w/o luminosity
brown - 805202    95% w/o luminosity
arabic - 786b54   70% w/o luminosity
pale - 0c0802     65% W   luminosity
black - 0c0802    95% w/o luminosity
d.Tanned - ab6c09 65% w/o luminosity
Title: Re: 3d models development
Post by: Karpov on August 28, 2011, 08:18:08 pm
Very good Cheetah, I'll put some specular map on them. Also I'm going to have to apply some censorship, there are children in the wasteland you know  ;). 
Title: Re: 3d models development
Post by: Graf on August 28, 2011, 09:37:19 pm
Also I'm going to have to apply some censorship, there are children in the wasteland you know  ;).

In my opinion, that's not the best idea. I think, that at least while our project isn't released, we can keep such things. And even after release some people may wish to keep it, because this game isn't for children, you know. Fallout 1 and 2 originally had R(18+) rating, so that's ok to have a partial nudity in Fonline.

Oh, and great work on the tattoos, Cheetah ;)
Title: Re: 3d models development
Post by: Surf on August 28, 2011, 09:40:50 pm
In my opinion, that's not the best idea. I think, that at least while our project isn't released, we can keep such things. And even after release some people may wish to keep it, because this game isn't for children, you know. Fallout 1 and 2 originally had R(18+) rating, so that's ok to have a partial nudity in Fonline.

I believe he was just joking. ;)

No one with half a brain should be concerned about nudity. If there are people giggling like little schoolkids about such trivial stuff, it's not really our problem.
Title: Re: 3d models development
Post by: Karpov on August 29, 2011, 01:04:55 am
I meant underwear, the textures SmartCheetah uploaded are totally naked. Of course is not for "censorship"  ;) , it's just that the models are meant to be dressed, that's how they were modelled, male has underwear, if he had genitals then it would be impossible to paint some pants over him. Same thing for the woman, painting clothes over her bare breasts would look like some kind of body painting, so to avoid that I modelled as if she was dressed.

Check this old picture: http://desmond.imageshack.us/Himg140/scaled.php?server=140&filename=hairstylesd.jpg&res=medium

 I could have modelled it just like the girl in the loading screen, the one with the magazine that says "into the wasteland", but the shirt wouldn't look natural that way.

Ok, I tested them, they work fine. I'll upload them soon.
Title: Re: 3d models development
Post by: Gob on August 29, 2011, 09:02:59 am
I meant underwear, the textures SmartCheetah uploaded are totally naked. Of course is not for "censorship"  ;) , it's just that the models are meant to be dressed, that's how they were modelled, male has underwear, if he had genitals then it would be impossible to paint some pants over him. Same thing for the woman, painting clothes over her bare breasts would look like some kind of body painting, so to avoid that I modelled as if she was dressed.

I'm pretty sure after that most players will retexture the modells as they please. Maybe even make them naked who knows.
Title: Re: 3d models development
Post by: SmartCheetah on August 29, 2011, 04:05:55 pm
No problem to have nude/dressed/topless versions :P Whatever one wants.
Title: Re: 3d models development
Post by: Haraldx on August 29, 2011, 08:48:38 pm
The Fallout games are rated M for a reason. We don't need to fix something that is caused by dumb humans.
Title: Re: 3d models development
Post by: Lexx on August 30, 2011, 09:49:59 am
They aren't rated M in germany. Fo1 and 2 are both rated with the age of 16.

Not that it matters much.
Title: Re: 3d models development
Post by: LagMaster on August 30, 2011, 09:53:07 am
same in Romania

also movies rated 15+ here have tits, and films rated 12+ or PA have sex scenes(well, only a man and woman in bed riding one and other)
Title: Re: 3d models development
Post by: Andr3aZ on August 30, 2011, 12:58:33 pm
They aren't rated M in germany. Fo1 and 2 are both rated with the age of 16.

Gotta add that german version of Fo1 and 2 came with the standard death animation only and children were removed. I think thats the main reason. (You are still able to encounter children on the westcoast and obtain your childkiller perk there, i think the censors forgot that encounter). Partial nudity in germany is not much a problem as violence is. You could say the counter-part to USA.
Title: Re: 3d models development
Post by: Lexx on August 30, 2011, 01:01:10 pm
Well, nobody will care about that anyway, as the game will never be rated by the USK or similar stuff.
Title: Re: 3d models development
Post by: Graf on September 08, 2011, 02:59:27 pm
Okay, here's some latest stuff I'd like to show up. Some of them had been made by myself, others was greatly contributed by this guy (http://fodev.net/forum/index.php?action=profile;u=9396). Actual credits can be seen on the tracker as usually. Hopefully there will be more models coming soon.

(http://hostingkartinok.com/image/01201109/22e713d8b4bb227c834d0f07bcb087ae.png)

Also, I'd like to note that there was little to no news lately, so it may be a right time to gather here and finish up the missing stuff. I particularly mean reshaping of the existing armors, rigging and other stuff like that. There's not that much left undone, so let's not abandon this project!
Title: Re: 3d models development
Post by: Eternauta on September 08, 2011, 03:58:45 pm
I really like your works, Graf. They're looking awesome.
Title: Re: 3d models development
Post by: Luther Blissett on September 08, 2011, 07:19:17 pm
Also, I'd like to note that there was little to no news lately, so it may be a right time to gather here and finish up the missing stuff. I particularly mean reshaping of the existing armors, rigging and other stuff like that. There's not that much left undone, so let's not abandon this project!

I'm just coming to the end of a really long and time consuming work contract. In theory, I should have it mostly wrapped up by the weekend, then I can actually have some time off - and should be able to get a lot of stuff done here.

A couple of background things that haven't been mentioned :
- Karpov checked my test armour rigs and they're technically fine / compatible etc. There's a few tweaks that need to be made, but essentially it works. This also means I can finish writing up the tutorial for how I've done these. This should mean that anyone who can follow a few quick instructions will be able to help with this :)
- The same rigging process above should be usable for weapons and "misc objects", and with a little more tweaking, potentially body types.
- Karpov is currently testing things with the female animations and death animations. The death animation involves slicing the body model into sections. Once he's finished his initial ones, we'll need to slice all armours in a similar manner.
- I've been looking into the proto files and stuff, to try and find out how to link the models to the in-game objects i.e. wear a leather jacket adds the leather jacket model. When I reach success, I'll let people know.

If I do have this "free time" coming up, I'll likely be able to do quite a lot of work on this stuff in a small amount of time, before my next work contracts start up again. Do you have any thoughts on what I should focus on?
Title: Re: 3d models development
Post by: Haraldx on September 08, 2011, 09:00:41 pm
Sadly, yes - as much as I thoght I would get some more time to work on 3D when the school starts, I was absolutely wrong. Altough it's only the 8th september, I already need to finish 2 projects (and I won't be amazed if I got another project tomorow).
Do you have any thoughts on what I should focus on?
Technically, I would say the main priority is armours and critters.
Title: Re: 3d models development
Post by: Graf on September 09, 2011, 10:57:55 am
Do you have any thoughts on what I should focus on?

Well, I suggest you to work on the rigging of the completed armors and clothes (or maybe even model sets - for different body types). This is what only you and Karpov can do so far, while we can take care of the rest.
Title: Re: 3d models development
Post by: Luther Blissett on September 09, 2011, 11:22:04 am
Cool. I'll see about finishing up the tutorial during next week as well.

I should be able to do something with the body types, but if I rig them in Fragmotion, they can't be animated using the biped system in Max - they'd have to be done using basic skeleton animation - though it should still be possible to do this in Max, Blender or Fragmotion, you'd just not have the biped system that Karpov had been using to make things easier. Initially, they can use the existing hero animations (like in my fat man tests), but at some point they'll need their own sets of animation.
Title: Re: 3d models development
Post by: baaelSiljan on September 09, 2011, 11:27:55 am
wow! guys You do great job! :)
Title: Re: 3d models development
Post by: Max Love on September 21, 2011, 10:10:59 pm
(http://img825.imageshack.us/img825/6100/12345qq.jpg)
http://www.2shared.com/file/H-tQ0U0S/BowArrowsQuiver.html (http://www.2shared.com/file/H-tQ0U0S/BowArrowsQuiver.html)
Я знаю, что анимации для лука вряд ли когда-либо будут сделаны. Ну авось у кого-нибудь руки таки через год-полтора дойдут и до лука. Пусть валяются.

Изначально была идея сделать два лука, Tribal Bow - это типа дикарский, и Blow Bow, который стрелял бы стрелами с гранатами вместо наконечника. Как в Рембо 2. Кто не видел смотрите ролик:

https://www.youtube.com/watch?v=jIi4Fe6jRHo

Пишите, если будет путаница с текстурами\материалами, так как я еще не до конца разобрался. Мог напутать в названиях. Алсо, развёртку нужно добавлять?
Title: Re: 3d models development
Post by: Surf on September 21, 2011, 10:13:48 pm

Я знаю, что анимации для лука вряд ли когда-либо будут сделаны.

Yes, the animations are missing.. But your model (is that yours) looks pretty good - I really hope one of these days someone will create an animation for it.
Title: Re: 3d models development
Post by: Luther Blissett on September 21, 2011, 10:21:10 pm
Very good. A crossbow would be a good addition as well, as it can likely use one of the existing rifle animations.
Title: Re: 3d models development
Post by: bikkebakke on September 21, 2011, 11:52:10 pm
nice bow and arrow, it would fit in really good with tribals and as a lowlvl weapon that doesn't have to rely on gunpowder (except for the bombarrow). Wood and flint + axe to create XX amount of normal arrows?

And then it is the eternal question, where does a bow fit in, I'm just throwing in my vote to small gun, because I don't see it as a throwing weapon :P
Title: Re: 3d models development
Post by: Luther Blissett on September 22, 2011, 02:08:33 am
Just googletranslated the writing (I only looked at the picture before) - I wouldn't worry too much about the animation. It will be possible - but it may be low priority at the moment compared to some of the other things which need doing.

The hardest animation work is what Karpov has already done, and what he is doing now - which is trying to match original animations (despite different frame rates etc).

Compared to this, adding extra animations to existing characters would be relatively easy, as the animations can be adjusted from what has already been created. I did a couple of test animations recently to see if it was possible - none of them are useful or worth looking at, but technically the process worked. As said, Karpov has done a lot of the most difficult work already. If you think of texturing, it can be much easier to adjust or recolour a texture once someone has created the original, compared to making an entirely new one yourself.

Regarding game implementation / skill stuff - it's probably not something we have to worry too much about at this stage - it may even be the case that the devs don't want this sort of weapon in 2238 - but other mods made from the same 3D resources will do. Regardless, I'd be pretty happy with it being under thrown or small gun (maybe crossbow under small gun, bow under thrown?). Crafting suggestion seems good to me also.
Title: Re: 3d models development
Post by: Haraldx on October 01, 2011, 06:18:21 pm
Yeah, I'm back (actually back since the 28th), working on stuff, I ain't gone :).
Title: Re: 3d models development
Post by: Luther Blissett on October 01, 2011, 07:54:16 pm
Excellent :)

Anything you're particularly interested in focusing on? If not, might be good to try a couple of hair bits, or beards etc as we haven't really tested these yet.
Title: Re: 3d models development
Post by: Haraldx on October 01, 2011, 08:00:16 pm
I'm working on where I left off - making armors/clothings compatible with all body types.
Title: Re: 3d models development
Post by: Jotisz on October 02, 2011, 08:53:57 am
Started a reworking on the supermutant to solve some issues that would probably made the first one hard for animating and expanding with armors. Graf dropped me a massage which contained the reference picture I'm using for this and just like with all models I posted I try to build it based on Karpov's work for compatibility. Some fault can be seen which I will correct poly count will be a bit higher then on human chars. His pose will be made human like when the missing parts added and I correct some on the shape.
(http://img171.imageshack.us/img171/1023/wipmutie.jpg) (http://imageshack.us/photo/my-images/171/wipmutie.jpg/)
Title: Re: 3d models development
Post by: Luther Blissett on October 02, 2011, 01:19:55 pm
This is looking excellent, Jotisz. Let me know if you want the UV map thing doing like with the previous one.
Title: Re: 3d models development
Post by: Haraldx on October 02, 2011, 01:44:10 pm
Lookin' good so far!  8)
Title: Re: 3d models development
Post by: Jotisz on October 08, 2011, 10:53:27 am
I messed the mutie a bit will use my photoshop skill to get the proper proportions of arms and legs anyway to show what I messed here is a picture. You can see that the arm and leg is a fail (mostly the leg) will correct it soon.
(http://img257.imageshack.us/img257/9172/mutie.jpg) (http://imageshack.us/photo/my-images/257/mutie.jpg/)
Title: Re: 3d models development
Post by: Graf on October 08, 2011, 02:15:25 pm
This version is much better than the previous one, Jotisz! I'd even say that it's almost like the sprite already (except the legs part, which you've mentioned already). Keep up the good work.
Title: Re: 3d models development
Post by: firehand on October 12, 2011, 11:56:34 pm
While I was browsing fonline wiki I entered 3d items development section totally by accident and I noticed that most of the items are already converted to 3d models but still there are a few that aren't so I decided to try to make one. Here's the result:

(http://img204.imageshack.us/img204/4816/waterbagssmall.jpg)
download the model (http://www.megaupload.com/?d=5U8W7KYX)

empty and full water bag which is made of brahmin skin of course ;)

Title: Re: 3d models development
Post by: Luther Blissett on October 13, 2011, 12:26:38 am
Very nice! What's the poly count on it?
Title: Re: 3d models development
Post by: firehand on October 13, 2011, 02:59:00 pm
Thanks :) It's 218 for the full one, and 237 for the empty.
Title: Re: 3d models development
Post by: Luther Blissett on October 13, 2011, 03:22:26 pm
Just looked on the misc item tracker - there's already a water bag on it :( - BUT... yours looks more like a sort of flask (with the stopper and handles), and personally I think it's still a valid model, to be used as an alternative to the V13 flasks. I think the poly count might be a littler higher than needed (as it would be tiny in game), but there's quite a lot of other models on there with similar numbers, so I wouldn't worry about it :)

Anyway, the model is good. If you're feeling inspired to do some more, there's quite a few left - really simple ones like envelopes and maps, then there's a few electronic bits, and then lots of "bits of people".

Though not currently listed on the tracker (as it never existed in FO/FO2), I'm certain there was also mention of animal parts as some sort of PVE trophies i.e. claws, teeth, horns etc (I'm pretty sure Lexx mentioned this at some point, if you have a search for it).
Title: Re: 3d models development
Post by: Imrinfected on October 14, 2011, 10:59:36 am
Didn't see it in the tracker, so I thought I'd make it.

Extended mag.

64 polys after exporting.

I don't know what dimensions or whatever else might need to be done, but this is the model and a texture. UVW Unwrap has the sides placed over each other for better use of space, though I don't think that I'm good enough at texturing to do any good with that.

(http://i52.tinypic.com/jh63hd.jpg)

Download:
http://www.mediafire.com/?uas44ma8938i6du
(Model is .obj format, texture is .tga)

Hopefully this is adequate. If so, I could do a lot of what remains in the Misc items, though I vehemently dislike texturing.
Title: Re: 3d models development
Post by: Jotisz on October 14, 2011, 11:11:41 am
This one looks real nice I think it should be ok.
Title: Re: 3d models development
Post by: Graf on October 14, 2011, 11:19:24 am
Good to see a new faces here :)

firehand, pretty good work on the water bag. Though, polycount could be lowered a bit. 100-150 for that small thing is an adequate number. Also please note, that we aren't counting polygons, but we're counting triangles (tris) instead.

Imrinfected, everything is just fine, but as you maybe noticed, we are trying to make ammo as low poly as possible, that's why almost all types of ammo have 12 tris in total. I advise you to make it less detailed. For example, these notches on the magazine could be replaced with a pure texture, so the total polycount will be 24 for the whole model.

I could do a lot of what remains in the Misc items, though I vehemently dislike texturing.

Please do. Everyone will be very grateful to you. Just remember to keep the low polycount.
Title: Re: 3d models development
Post by: Lexx on October 14, 2011, 11:28:59 am
In fact, the magazine could be one single block. It's so small in the game, you will never see the details.
Title: Re: 3d models development
Post by: Imrinfected on October 14, 2011, 11:57:54 am
Imrinfected, everything is just fine, but as you maybe noticed, we are trying to make ammo as low poly as possible, that's why almost all types of ammo have 12 tris in total. I advise you to make it less detailed. For example, these notches on the magazine could be replaced with a pure texture, so the total polycount will be 24 for the whole model.

I redid it, ended up with 14 quads/polys.

I feel as though I've butchered it, though.

(http://i53.tinypic.com/2rcsd1j.jpg)

http://www.mediafire.com/?6z75ab7u55v55kn
Title: Re: 3d models development
Post by: Imrinfected on October 14, 2011, 01:38:04 pm
Made a speed loader. 26 polys.

I'm having problems with rendering it, but I'm sure that's just because I've messed up some configuration somewhere. Perhaps someone else can try it.

(http://i51.tinypic.com/6yhdfn.png)

http://www.mediafire.com/?7et1wd7odwqb5eq

I suppose if it was really necessary to cut down on the polys, the top section could be removed to make it just a cylinder with a texture on it, and as long as that's being done it may as well only have four sides to meet the bare minmum of a circular-like shape.

Remind me again why the poly budget for ammo is so low?

EDIT: I feel as though I should mention that the extended mag and speed loader are not ammunition, but upgrades.
Title: Re: 3d models development
Post by: Graf on October 14, 2011, 05:21:40 pm
Remind me again why the poly budget for ammo is so low?

The initial thought was that since ammunition is very common, and it also very often laying all over the map in huge numbers, it may clutter the map and lower the performance. But back then we didn't decided, whether we want to make every object on the ground in 3D or we may go with a simple 2D sprite and use 3D for items in hands only. Combining 2D and 3D would definitely be good for performance. Still, I think we need to discuss it.
Title: Re: 3d models development
Post by: Johnnybravo on October 14, 2011, 09:52:00 pm
It's simple, polygon count would be higher than visible pixels even on really high resolutions, so it's useless to create anything complex.
Title: Re: 3d models development
Post by: Imrinfected on October 15, 2011, 04:18:06 am
The initial thought was that since ammunition is very common, and it also very often laying all over the map in huge numbers, it may clutter the map and lower the performance. But back then we didn't decided, whether we want to make every object on the ground in 3D or we may go with a simple 2D sprite and use 3D for items in hands only. Combining 2D and 3D would definitely be good for performance. Still, I think we need to discuss it.

It's simple, polygon count would be higher than visible pixels even on really high resolutions, so it's useless to create anything complex.
That does make quite a bit of sense actually, I wasn't thinking about that.

I'll keep that in mind while modelling everything else - I'll try to do most of the detail through the texture, factoring in that the camera is only ever going to point at the object in one direction(Wouldn't it be better to delete the bottom-facing polygons, then?)
Title: Re: 3d models development
Post by: Imrinfected on October 15, 2011, 05:46:26 am
Rubber boots. 9 polys, all quads.

Can't quite put my finger on why, but this and the speed loader render with white lines around the edges of some polys, even though neither of the textures have white anywhere in them. Looks fine in the viewports, though.

(http://i55.tinypic.com/n1qkiq.jpg)

http://www.mediafire.com/?sxs8ys33cumae88



Ankh, 15 polys.

(http://i54.tinypic.com/2mhsepy.jpg)

http://www.mediafire.com/?8u8xxlki9nx16pl
Title: Re: 3d models development
Post by: skejwen on October 15, 2011, 07:19:29 am
lol... pople please give proper number of tris, not just "polys" (remember that simple cube is build from 12 tris)...
Title: Re: 3d models development
Post by: Imrinfected on October 15, 2011, 08:57:59 am
lol... pople please give proper number of tris, not just "polys" (remember that simple cube is build from 12 tris)...
Are you capable doing basic math?

1 quad = 2 tris. For each additional vertex added to a quad, one more tri is created.

A cube is 6 quads. 6*2=12.

Rubber boots are all quads, so that's 18 tris.

Ankh is 12 quads, 3 tris, which is 27 tris.

Extended mag is all quads and 14 polys, which is 28 tris.

Speed loader is a hexagon with two 3-sided cylinders unioned together with it.
Hexagon has 6 vertices, for its 6 sides, but it has three additional vertices inside of it for the 3-sided cylinder coming out from it. That's 9 vertices, and thus 7 tris. The 3-sided cylinder is composed of quads, so 3*2=6 tris, making 13 tris so far. Then there's the bottom poly on the top section, which is 3 vertices plus the 3 from the 3-sided cylinder unioned into it, making 6 vertices, which is 4 tris. The sides are quads, and there are three of them, which is 6 tris, and the top its self is a tri. That's 24 tris. The bottom is a whole hexagon, which is 4 additional tris, making 28 tris, and then there are the 6 sides which are all quads, so that's 6*2=12, making a total of 48 tris.

Of course, 3ds max displays the tri count for me anyway, so I may as well include that.

(http://i51.tinypic.com/2yxql9g.jpg)
Title: Re: 3d models development
Post by: Jotisz on October 15, 2011, 09:51:05 am
No need to be like that though getting the tris from quads isn't hard but not everyone uses 3d programs or have time to do  the math its easier if its said in tris from the beginning btw Imrinfected I like the models you posted they looks ok and in the size we will see they will be perfect.

Anyway a little progress on our mutant friend far from done but it is getting in the right shape current tris around 1400 goal is max 2000-2300.
(http://img5.imageshack.us/img5/6004/legmfa.jpg) (http://imageshack.us/photo/my-images/5/legmfa.jpg/)
Foot will get some more vertexes and I want to try and add some more vertex to the leg too. Arms may need to be made a little bit longer not sure though.
Title: Re: 3d models development
Post by: Imrinfected on October 15, 2011, 11:43:16 am
The arms do look a bit short. It might be because he's hunched over that it's difficult to tell, but the arms should definitely be longer. You could probably get away with just selecting the arm verts from where the bicep and shoulder connect to the tips of the hands and scaling them out.

Also:
Howitzer shell.
17 polys
28 tris.
Lazy texture.
(http://i54.tinypic.com/2zri2bb.jpg)

http://www.mediafire.com/?phls0m2isjor9hb



Steel Component.
16 polys
24 tris

(http://i52.tinypic.com/2lmx4pk.jpg)

The white is an alpha channel to make it look round and have holes in it. Even if 3ds max won't recognize that it's supposed to be transparent, it's there and the alpha channel is done properly.

http://www.mediafire.com/?sbqselrfqru9g5p



Fire Gecko Pelt
38 polys
66 tris

(http://i54.tinypic.com/11cdtee.jpg)

http://www.mediafire.com/?vb2593wph4hcf57
Title: Re: 3d models development
Post by: Luther Blissett on October 15, 2011, 03:58:17 pm
Very nice. I'm 99% certain that the alpha channel stuff on the steel component will work in game. Arms on Supermutant definitely need to be a little longer, but other than that it's beginning to look great.
Title: Re: 3d models development
Post by: firehand on October 15, 2011, 05:00:15 pm
Here's another model with a rather low triangles count ;)

Xander Root - 38tri. | 128x128px

(http://img705.imageshack.us/img705/1923/xanderroot.jpg)

Download (http://www.mediafire.com/?57bnw2jyu3nzozf)
Title: Re: 3d models development
Post by: Imrinfected on October 15, 2011, 08:03:23 pm
Loaded Dice
12 polys.
24 tris.

(http://i51.tinypic.com/29olsue.jpg)

http://www.mediafire.com/?4h8od2qmwcv8n0a



Dice.
52 polys.
88 tris.

(http://i51.tinypic.com/16lz2b6.jpg)

http://www.mediafire.com/?h8ush3h9xmrhm89



Alternatively:
Dice.
12 polys.
24 tris.

(http://i51.tinypic.com/rvfy40.jpg)

http://www.mediafire.com/?w7swe2c3239xlo9
Title: Re: 3d models development
Post by: Josh on October 15, 2011, 08:12:06 pm
last one is coolest, has the mario look going for it ;D
Title: Re: 3d models development
Post by: firehand on October 15, 2011, 09:49:45 pm
And another one.

Human brain - 60tri. | 128x128px

(http://img804.imageshack.us/img804/6526/brainw.jpg)

Download (http://www.mediafire.com/?3oyn1yfbegi1v39)
Title: Re: 3d models development
Post by: Jotisz on October 16, 2011, 10:33:17 am
Looks good though some darker shade for the brain would be better but it looks good. Some extra details could be added with texture to the top part of the brain but it would be just extra. Nice work there
Title: Re: 3d models development
Post by: firehand on October 16, 2011, 05:14:50 pm
Human ear white  - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)

(http://img40.imageshack.us/img40/5259/earssm.jpg)

Download (http://www.mediafire.com/?o2q42f4u4t3ynqh)

The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)

@Jotis Thanks. I've made a little changes and here's the newer version:

Human brain - 60tri. | 128x128px

(http://img812.imageshack.us/img812/604/brainpicture.jpg)

Download (http://www.mediafire.com/?unconiufrfwlfz2)
Title: Re: 3d models development
Post by: Imrinfected on October 16, 2011, 06:22:10 pm
Human ear white  - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)

(http://img40.imageshack.us/img40/5259/earssm.jpg)

Download (http://www.mediafire.com/?o2q42f4u4t3ynqh)

The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)

@Jotis Thanks. I've made a little changes and here's the newer version:

Human brain - 60tri. | 128x128px

(http://img812.imageshack.us/img812/604/brainpicture.jpg)

Download (http://www.mediafire.com/?unconiufrfwlfz2)

For the ears, did you just put those on single planes and use an alpha channel on the texture?

That's not exactly 3D. In fact, most games do that for sprites. Actually, quite literally a single plane only uses two dimensions, so that would indeed be 2D.

Also:

I tried my hand at making a good kevlar model and came up with these:

My first attempt.
8 polys.
20 tris.

(http://i55.tinypic.com/2rmm8tz.jpg)

http://www.mediafire.com/?7r18ayv8c7tqwlz

Then, not content with the idea of it being rolled up, tried to make something that would look better on the ground, or in general just trying to make it look more like the inventory icon does.

My second attempt
4 polys.
8 tris.

(http://i55.tinypic.com/2dmccbo.jpg)

http://www.mediafire.com/?8q5js5mcybl5gju

It was a spline that's had parts of its center extruded out and textured. I'd consider it a failure, but then when working with low-poly things I can't help but not be content with anything that I make. It wouldn't look very good in hands though, and wouldn't really be good at all, so feel free to ignore it. Initially it had a lot more polys, but I had to remove 70% of it because of how many polys it was using, and by the time I had removed enough it didn't look right so I removed as many as I could and it still look like.. Something. Depressing.

Also, I noticed that most of the models in the repository have around the 50 to 200 range of polys. Should I make models closer to the 50 poly range, or is it so not going to matter that I may as well continue making things as low-poly as possible?
Title: Re: 3d models development
Post by: Lizard on October 16, 2011, 09:22:02 pm
Tailbangs haircut for female model, texture used from Karpov's hairbob. Also, a UV, if someone wants a better texture.


(http://img600.imageshack.us/img600/7951/tailbangs.th.jpg) (http://imageshack.us/photo/my-images/600/tailbangs.jpg/)

http://www.megaupload.com/?d=BP3JMIEK

Oseledets haircut for our Ukrainian friends, with moustache. Own texture.

(http://img163.imageshack.us/img163/424/kazake.th.jpg) (http://imageshack.us/photo/my-images/163/kazake.jpg/)
http://www.megaupload.com/?d=Y0FUAEK5
Title: Re: 3d models development
Post by: Johnnybravo on October 16, 2011, 11:55:58 pm
Use more polygons on the hair, it's really cheap anyway. Just be sure normals are right ( try to do offline rendering with basic light techniques - pong only - no radiance or raytracing, online rendering in most modelling tools is using only fixed pipeline function, which gives worse quality than game would ) and you got the shape you want at double size of normal view. Performance impact of few extra polygons will not be visible in game, but visuals will.

Second one looks flawless.
Title: Re: 3d models development
Post by: Imrinfected on October 17, 2011, 01:27:02 am
Rope part.
11 polys.
20 tris.

(http://i51.tinypic.com/m7xdm9.jpg)

http://www.mediafire.com/?r5eebvkp6sri83u

The edges, the "fringe" of the rope, is a texture with alpha. I got 3ds max to register that finally.

There's plenty for me to improve on with it, but I doubt that's really necessary - it looks like what it is, and any flaws (probably) won't be visible in-game.
Title: Re: 3d models development
Post by: Senocular on October 17, 2011, 01:52:04 am
Imrinfected, I... love... your.... models...
Title: Re: 3d models development
Post by: Josh on October 17, 2011, 02:54:18 am
And he keeps making 'em at that rapid pace too.  ;D
Title: Re: 3d models development
Post by: Reconite on October 17, 2011, 04:12:41 am
Well, getting the small stuff out of the way quickly would give others better focus on the bigger stuff.
Title: Re: 3d models development
Post by: LagMaster on October 17, 2011, 06:36:25 am
i love players that do 3D
they do so good quality and so inspired art

but 1 problem with Alpha, the engine is not compatible to it(or it is?)
Title: Re: 3d models development
Post by: Imrinfected on October 17, 2011, 08:31:34 am
i love players that do 3D
they do so good quality and so inspired art

but 1 problem with Alpha, the engine is not compatible to it(or it is?)
I was told that it was. It would make sense for it to be, seeing as the game uses sprites. Without transparency, that wouldn't exactly work. It's relatively standard anyway, so I'll just operate under the assumption that it will work.

Also:
Mouse hide.
20 polys.
36 tris.

(http://i51.tinypic.com/xdf3vc.jpg)

http://www.mediafire.com/?7n5keqr07uc50pk

I'm alright with how this turned out, but I modeled it with ground models/pre-renders in mind, so there is no bottom. However, the UVW unwrap is done by top/bottom, so the model can just be mirrored and vertices welded and have it more-functional for holding in hands. The same is true for the Fire Gecko pelt that I made.

I made a model keeping in mind that they'll be held in the player's hands, but I'll texture it tomorrow.

Imrinfected, I... love... your.... models...
I'm glad that you like what I can do. Although I have a bit of experience with just about everything involving game design, I am -for the most part- quite the amateur at all of it, and that includes modeling and texturing. I do, however, happen to have just enough information to get (most of) everything done, even if it isn't particularly high-quality - and with low-poly models and relatively small textures, my skill (or lack there-of) doesn't show through quite so much.

I really just want to blaze through finishing all of the misc items and move onto more important matters, such as player models/textures/rigging, even if I don't know any of the details of that.

Speaking of details, and I'm not sure if I've asked this already, but is there any particular scale that I should be modeling these to? Dimensions in some measurement, perhaps - or some frame of reference?

Side note: I forgot to delete the alpha channel on some of the textures of some of the models that I've uploaded. I'll remedy that tomorrow. In case it might save someone some hassle, it seems photoshop creates an alpha channel automatically upon saving a tga with alpha channels enabled. It's really obvious that it would do that, but I didn't realize it initially and some of my renders have unintentional white edges(due to improper transparency, understandable since I didn't know it was there), because the transparency was being rendered as white. It certainly left me confused for a bit. I can also think of some other mistakes that I've made in a couple ways - minor things which you might never notice, but I'll fix that tomorrow as well.
Title: Re: 3d models development
Post by: Luther Blissett on October 17, 2011, 01:51:20 pm
As far as I can tell, alpha stuff works fine. I did a few fairly primitive tests here (http://fodev.net/forum/index.php?topic=2407.msg144736#msg144736). However, I'm not sure how it affects things such as "outline highlights" or shadows. Someone else may have further info on that, but I think it should be fine for what we need here.

Regarding scale of models etc, there's not (to my knowledge) an existing standard size for anything - especially as people are using many different modelling programs. I'd imagine resizing objects can be done at the basic rigging stage, as we have done with armours etc.

A small note regarding textures - I've not inspected any of your new models yet, but the bit you're saying about white lines etc - this might not be the same thing, and might not be relevant, but I had this happen to me when the texture edges were too close to the model edges on the UV map, and when things were zoomed or resized, it ended up slightly past the edge. It happened far more often on diagonal lines in the texture. Running the textured bit an extra 4 pixels past the edge (or shrinking the UV map a little) seemed to work okay to sort this.
Title: Re: 3d models development
Post by: firehand on October 17, 2011, 11:30:55 pm
Gold tooth - 64tri. | 128x128px

(http://img827.imageshack.us/img827/5801/tooth.png)

Download (http://www.mediafire.com/?oqia5bc4ig7537q)
Title: Re: 3d models development
Post by: Johnnybravo on October 18, 2011, 12:10:55 am
Default 3D shader multiply fragment color with texture map color, alpha included. So resulting fragment color will be transparent.
However I have no idea if engine is doing any depth sorting (ideally all the triangles in scene should be sorted by applied textures and depth, so you don't switch textures often - expensive, and have correct transparency), if not transparent surfaces will not display all the polygons behind them.

Not a big deal, because of how the game uses 3D, but still something to keep in mind.
Additionally it's possible to do more than just transparency - for example make parts of model glow (be always bright).
Title: Re: 3d models development
Post by: Imrinfected on October 18, 2011, 08:47:46 am
Default 3D shader multiply fragment color with texture map color, alpha included. So resulting fragment color will be transparent.
However I have no idea if engine is doing any depth sorting (ideally all the triangles in scene should be sorted by applied textures and depth, so you don't switch textures often - expensive, and have correct transparency), if not transparent surfaces will not display all the polygons behind them.

Not a big deal, because of how the game uses 3D, but still something to keep in mind.
Additionally it's possible to do more than just transparency - for example make parts of model glow (be always bright).
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.

As far as I can tell, alpha stuff works fine. I did a few fairly primitive tests here (http://fodev.net/forum/index.php?topic=2407.msg144736#msg144736). However, I'm not sure how it affects things such as "outline highlights" or shadows. Someone else may have further info on that, but I think it should be fine for what we need here.

Regarding scale of models etc, there's not (to my knowledge) an existing standard size for anything - especially as people are using many different modelling programs. I'd imagine resizing objects can be done at the basic rigging stage, as we have done with armours etc.

A small note regarding textures - I've not inspected any of your new models yet, but the bit you're saying about white lines etc - this might not be the same thing, and might not be relevant, but I had this happen to me when the texture edges were too close to the model edges on the UV map, and when things were zoomed or resized, it ended up slightly past the edge. It happened far more often on diagonal lines in the texture. Running the textured bit an extra 4 pixels past the edge (or shrinking the UV map a little) seemed to work okay to sort this.
I'll investigate this.

EDIT: My problem does seem to have been the Alpha Channel that was created. Here's a render of the Rubber Boots with the alpha channel deleted:

(http://i54.tinypic.com/20qmlwn.jpg)

Notice that there are no more white lines around the edges.

However, I am getting a different problem. It probably won't make any difference in-game, but that does depend on how alpha is handled within it. Exporting as obj loses some material data important for preserving alpha in textures within 3ds max, such as a texture being 2-sided, and mono-channel output being set to Alpha.

Here's Steel Component before exporting:

(http://i51.tinypic.com/2n9e52c.jpg)

And after:

(http://i55.tinypic.com/1ih6k0.jpg)

This can be remedied by exporting as 3ds instead, but that conflicts with my naming scheme, and what's more the model doesn't have the proper texture applied when I load the exported model(I have to re-apply it, strangely. Even though it's already applied it doesn't seem to register until I re-apply it, without even changing any of its properties.)

I'm not sure how to go about resolving this.

Does anyone know if it even matters? So long as the game loads the alpha channel from the texture properly, there's no need for me to even fiddle with this.

So, to clarify the question: If I only have the texture applied to the model as Diffuse, will the game still use the alpha channel within the texture to handle the transparency of the object?
Title: Re: 3d models development
Post by: 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).
Title: Re: 3d models development
Post by: Imrinfected on October 18, 2011, 12:32:14 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).
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.
Title: Re: 3d models development
Post by: Johnnybravo on October 18, 2011, 02:49:21 pm
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.

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.
Title: Re: 3d models development
Post by: Imrinfected on October 19, 2011, 12:58:00 pm
Robot Parts.
53 polys.
90 tris.

(http://i55.tinypic.com/1zbunic.jpg)

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://i53.tinypic.com/2en49k0.jpg)

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://i53.tinypic.com/295u3dk.jpg)

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



Locket.
17 polys.
34 tris.

(http://i52.tinypic.com/2i6gmkp.jpg)

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://i56.tinypic.com/2m3p5zc.jpg)

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



I saw this on the Item Development Tracker:
Quote
- alpha-channel shouldn't be used in the texture;

I'll revise the models that I've used the alpha channel with to meet this apparent requirement.
Title: Re: 3d models development
Post by: Karpov on October 21, 2011, 05:56:46 pm
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.
Title: Re: 3d models development
Post by: Jotisz on October 22, 2011, 07:53:00 pm
This last one the robot parts doesn't look so good but I have no better idea either well some more texturing would help on it.

Another small update on the work of our dear mutie friend
(http://img148.imageshack.us/img148/5986/addingdetails.jpg) (http://imageshack.us/photo/my-images/148/addingdetails.jpg/)
Feet is smoothed out the hands have been made a bit longer with a little scale on the x axis it doesn't look bad I feel.
Title: Re: 3d models development
Post by: Lizard on October 26, 2011, 09:27:12 am
Well, that's one nice looking shiny supermutant. Could you pose the mesh arms down, choose a darker texture and place the original picture next to, for comparison?
Title: Re: 3d models development
Post by: Jotisz on October 26, 2011, 06:35:04 pm
I made a simple armature so I can pose the mutie to a similar pose. Its not as good as it should be but I feel its quite close. Somehow I feel that the torso on the 2d sprite is slightly turned but I'm unsure if I'm right so I left his torso as it is arms may need a little more length.
(http://img441.imageshack.us/img441/6023/rendertestcopy.png) (http://imageshack.us/photo/my-images/441/rendertestcopy.png/)
Title: Re: 3d models development
Post by: bikkebakke on October 26, 2011, 08:12:20 pm
Ye, you can see his right leg infront of his left, making it look like his torso is a bit turned, I think it should be a bit turned, I can't fully see either >_<. But it looks great. Can't wait to see some neat textures on him.
Title: Re: 3d models development
Post by: Johnnybravo on October 26, 2011, 09:04:50 pm
Well try to compare length on other poses like when knocked down :d.
However, are you sure his arms are strong enough? Looks somewhat slimmer than sprite versions, and perhaps more segmented.
Title: Re: 3d models development
Post by: Jotisz on October 31, 2011, 03:54:21 pm
Another update better texture needs to wait so far poor mutie only has a material and no textures at all.
In this update I tried to make the hands stronger and more hulkish also the body got a bit wider. I did some check for other poses with the arm the length seems to be ok as I see.
(http://img43.imageshack.us/img43/1773/mutiecopy.png) (http://imageshack.us/photo/my-images/43/mutiecopy.png/)
Title: Re: 3d models development
Post by: LagMaster on October 31, 2011, 05:36:30 pm
yeah, way better

can't wait for the SM and the Gnouls to be ready
Title: Re: 3d models development
Post by: Jotisz on October 31, 2011, 05:53:30 pm
The ghoul critter has a finished body shape and uv map so the only missing thing is a good texture which so far I wasn't able to make its on my to do list too.
Title: Re: 3d models development
Post by: Luther Blissett on November 01, 2011, 12:29:20 pm
Excellent work again here, Jotisz. Good to see some continued progress. I'm still a little too busy with "real work" at the moment to help out myself, but should be "back" later this week, to try and finish off the rigging tutorial stuff.
Title: Re: 3d models development
Post by: Jotisz on November 11, 2011, 04:08:26 pm
Thanks. The rigging tutorial sounds good I will look forward to it.

After such long time the mutie finally has his final shape and I even created his UV map to look like the original that used on the others he can get any outfit the other chars can see the default nude texture.
(http://img535.imageshack.us/img535/4281/finallyag.jpg) (http://imageshack.us/photo/my-images/535/finallyag.jpg/)
Now all that left is to make a good texture for him and then he is ready for rig and animation.

ps would be nice if someone could merge this post with previous one.

posts merged/Graf
Title: Re: 3d models development
Post by: Graf on November 11, 2011, 05:18:12 pm
I've got no words to describe how amazing it is...  :o
Title: Re: 3d models development
Post by: skejwen on November 12, 2011, 01:04:02 pm
Jotisz - I sent you pm :)
Title: Re: 3d models development
Post by: Lizard on November 12, 2011, 01:04:46 pm
Supermutie.

Holy shit, i must say! Impressive work, Jotisz!
Title: Re: 3d models development
Post by: LagMaster on November 12, 2011, 08:39:08 pm
so... basicli every suit we can make on Humans can go on a SM too?

EPIC!
Title: Re: 3d models development
Post by: White tiger on November 12, 2011, 09:41:50 pm
Very very cool model mutant  :D
Title: Re: 3d models development
Post by: Gray on November 13, 2011, 02:01:18 am
I'm not sure about his neck. IMHO it will be better to smelt it with shoulders a-la bodybuilder.
Title: Re: 3d models development
Post by: Lizard on November 13, 2011, 08:17:03 am
I'm not sure about his neck. IMHO it will be better to smelt it with shoulders a-la bodybuilder.

But what about "hit-own-head-twice-then-shake" animation then?
Title: Re: 3d models development
Post by: ChikChik on November 13, 2011, 11:44:08 am
(http://img256.imageshack.us/img256/4467/40543887.png) (http://imageshack.us/photo/my-images/256/40543887.png/)
3d model generaly is a bit bigger than sprite. There is something wrong with that angle on model's back, before neck. 3d model's fits are still big. Also, egg formed head looks kinda wrong.
Otherwise, everything is pretty okay, keep it up.
Title: Re: 3d models development
Post by: skejwen on November 13, 2011, 04:24:21 pm
Lower leg still looks totally missed :(
Title: Re: 3d models development
Post by: Jotisz on November 13, 2011, 06:59:01 pm
I feel all of you are right I tried some correcting its not good yet the leg I though was corrected but looking back at the render I see it wasn't well looks like lots of things are needed to be done but overall I feel the progress is good. Thanks to skejwen and ChikChik for showing me some faults on the bodies its appreciated and helps a lot.
The arm looks a bit smaller even though I didn't changed its length will play a bit more with the armature. Right now Lizard has started working on a texture for the mutie the changes I do will not affect his work so there is a chance that for the time I get the shape the mutie will be fully done.
(http://img707.imageshack.us/img707/4449/newestl.jpg)
(http://img341.imageshack.us/img341/2455/ne2copy.png) (http://imageshack.us/photo/my-images/341/ne2copy.png/)
Side note I will edit my previous posts later to remove the old pictures.
Title: Re: 3d models development
Post by: Handyman on November 14, 2011, 07:46:03 pm
looks really great! like the 2D version!
Title: Re: 3d models development
Post by: Lizard on November 16, 2011, 10:42:48 am
Yep, now if i just knew how to get these normals into proper halftransparent layer...
(http://img6.imagebanana.com/img/h35w5y1n/thumb/mutiesculpt.jpg) (http://www.imagebanana.com/view/h35w5y1n/mutiesculpt.jpg)

Guys, did someone rigged the dorf yet?)))

(http://img6.imagebanana.com/img/k4ckr697/thumb/gnum.jpg) (http://www.imagebanana.com/view/k4ckr697/gnum.jpg)

Title: Re: 3d models development
Post by: Jotisz on November 16, 2011, 08:04:02 pm
That model looks a bit like a dwarf from IceWind Dale. Well rigging a normal humanoid and a dwarf is pretty much the same but I don't think anyone started rigging the midget.
Title: Re: 3d models development
Post by: barter1113 on November 17, 2011, 09:30:02 am

Guys, did someone rigged the dorf yet?)))

(http://img6.imagebanana.com/img/k4ckr697/thumb/gnum.jpg) (http://www.imagebanana.com/view/k4ckr697/gnum.jpg)



 :o who is he?
Title: Re: 3d models development
Post by: Lizard on November 18, 2011, 11:26:02 am
:o who is he?

A memetic character from gamedev.ru, The Gnum. Just mine lame attempt at being funny here.
Maybe i'll model him as easteregg, but i bet the highly complex topography of Sviborg would be more appropriate, for example as GM's custom model.)
Title: Re: 3d models development
Post by: runboy93 on November 18, 2011, 12:23:50 pm
Mutant looks nice :)
Just little tweaking there and there and then it should be finished.
Title: Re: 3d models development
Post by: Lizard on November 18, 2011, 08:03:34 pm
Textures for Jotisz' supermutant, alpha version.
Texturing is not my field of specialization. Aaaanyway: so i sculpted the mesh, making it somewhat steroidmutated, baked normals in projection UV and desaturated them to greyscale. Then, i placed the normals as a halftransparent layer put over green background...

(http://img6.imagebanana.com/img/opepi5id/thumb/mutietexturingWIP.png) (http://www.imagebanana.com/view/opepi5id/mutietexturingWIP.png)

I think i start sound like Prosper... Is anyone interested in how the stuff is done, anyway?
Title: Re: 3d models development
Post by: Jotisz on November 18, 2011, 08:21:53 pm
You can't beat Prosper......
It looks like a good now only coloring is needed for the perfect look.
Title: Re: 3d models development
Post by: Lizard on November 18, 2011, 11:18:07 pm
Colouring is the easy part, Jotisz, but... Look at the parts where the arms and torso connects. One can easily see the seam, the texture isn't continuous in that part, because i sculpted the arms and torso separately. I'm not very satisfied with this.
Also, i disregarded the ass, it will be covered by pants, i guess.

(http://img7.imagebanana.com/img/nfl25yln/thumb/mutie.jpg) (http://www.imagebanana.com/view/nfl25yln/mutie.jpg)

(http://img7.imagebanana.com/img/73dznzwq/thumb/mutie2.jpg) (http://www.imagebanana.com/view/73dznzwq/mutie2.jpg)

I'm very interested to see how the render look in-game, because Blender's illumination i set is too intense. The muscle reliefs could probably need more contrast.

This is the texture with the colour tone i used, btw.
(http://img7.imagebanana.com/img/fmll92h7/thumb/mutiecoloured.jpg) (http://www.imagebanana.com/view/fmll92h7/mutiecoloured.jpg)

Title: Re: 3d models development
Post by: Gray on November 19, 2011, 10:24:07 am
Note the neck:
(http://images2.wikia.nocookie.net/__cb20101229231616/fallout/images/9/9b/Harry.jpg)
Title: Re: 3d models development
Post by: Lizard on November 19, 2011, 01:09:34 pm
Jep, noted. But i thought that wouldn't be fair to alter Jotisz' model, so i just made the texture.

But Gray is right, Jotisz, a supermutant would have huge trapezius muscles affixed to the back of the neck.
He's not a vulture.
Title: Re: 3d models development
Post by: Johnnybravo on November 19, 2011, 07:56:44 pm
I actually like it a lot, not much as diffuse, but looks like very nice height map. Might be worth a try to convert it into normal map, for example with
http://normalmapgenerator.yolasite.com/
Texture itself would then be just skin without any lighting applied, however you should be able to see how is it without one :>.
Title: Re: 3d models development
Post by: barter1113 on November 20, 2011, 08:46:56 pm
Too slow....
Title: Re: 3d models development
Post by: Jotisz on November 21, 2011, 01:18:10 pm
Jep, noted. But i thought that wouldn't be fair to alter Jotisz' model, so i just made the texture.
Actually the problem would have been that the model has some flaws beside the neck I'm trying to correct.
So far I was able to correct the arms they were a bit short and more or less the lower leg.
As far the neck is considered I made 3 test renders personally I would choose the second one.
The first has the back almost joined with the neck which I think is a fail cause as I see from the sprites they are a bit hunchbacked (I'm sure I'm using the wrong word here). The last one has a bit widened neck back only a little so its way close to the original.
(http://img155.imageshack.us/img155/1563/necks.png) (http://imageshack.us/photo/my-images/155/necks.png/)
Title: Re: 3d models development
Post by: Haraldx on November 21, 2011, 03:38:02 pm
The second seems OK.
Title: Re: 3d models development
Post by: LagMaster on November 21, 2011, 07:39:27 pm
yeah, 2nd and 3rd are ok
Title: Re: 3d models development
Post by: ChikChik on November 22, 2011, 11:49:53 am
Now it looks pretty nice. As for me, 1st and 2nd ones are alright. Also, place 2nd model to sprite-like position, so we will be able to see difference/similarity.
Title: Re: 3d models development
Post by: Taziz on November 30, 2011, 05:12:25 pm
Here's my first contribution to fonline but still I guess it dose not look like original and its need a lot of fixing since I still need a lot of work with my photoshop skills so if this is ok and you need me to fix something please send me an email or PE so I can make the corrections

edited: upload files 2 post below
Title: Re: 3d models development
Post by: Lizard on November 30, 2011, 05:32:12 pm
Well that looks pretty nice for beginning... Care to make a beer bottle with texture, Taziz? I need it for my animation.
Title: Re: 3d models development
Post by: Haraldx on November 30, 2011, 05:33:50 pm
Can't open it. WinRar shows somekind of error when trying to unpack something from the archive.
Title: Re: 3d models development
Post by: Taziz on November 30, 2011, 05:41:48 pm
Haraldx I'm using 7z maybe try that for extracting but if its corrupted or something I can zip it to another format and re-upload it again
And lizard sure I can is this for fonline or for your personal project ? do you need it high poly or low poly ? do you have any reference or something in mind so I can see what direction I go for it since there's a lot of bear bottles types, so Email me

edited: yes if somebody can tell me what is written on the leaflet and provide me with better sprites of the citizen in the picture I can make the texture better and if possible the dog or tell me where I can locate them
edited2: http://www.mediafire.com/?y0aecg2x44xxuef re-uploaded the file and changed it to zip format
Title: Re: 3d models development
Post by: Lizard on November 30, 2011, 06:16:53 pm
FOnline, lowpoly, Gamma Gulp, best as Wavefront .obj
http://fallout.wikia.com/wiki/Beer#Beer

It's Frank Zappa or someone else with dreadlocks, stenciled on dirty-yellow background with gothic characters upon. Like this one, by EmptySamurai.

http://xtremecaffeine.tumblr.com/post/10780170530/emptysamurai-gamma-gulp-by-emptysamurai-for

As for better sprites, i suggest you make yourself familiar with .DAT explorer and FRM Workshop and browse the critter.dat for best frames you can get. IrfanView "make panorama view" feature is also a great thing for making reference pictures aside from these essentials.
Title: Re: 3d models development
Post by: Graf on November 30, 2011, 06:33:15 pm
Haha :D I never payed attention to what's drawn on the leaflet. Still, it's a very funny picture, with a dog pursuing a farmer. Nice work, Taziz.
Title: Re: 3d models development
Post by: Taziz on November 30, 2011, 08:12:04 pm
Graph Thanks, and Lizard sure my next model will be your bear
Lizard I don't mind making the bottle but why are you not using the one that already uploaded ?
maybe something specific you want me to do on that model ?
Title: Re: 3d models development
Post by: Haraldx on November 30, 2011, 10:30:04 pm
The model I made it's just... it's pretty low detailed and the texture is shit. God, only now I realize how much my models suck.
Title: Re: 3d models development
Post by: Taziz on December 01, 2011, 08:28:57 am
Well Haraldx since the requirement is as much low poly as possible its the best you and I can make, I can increase the poly count a bit and tray make it smoother and for the texture I agree that is not pretty but I don't know if I can make it better but I will try.
Edited: http://www.mediafire.com/?d5cyrjw2h8w5r7b here's my version of the bottle but the poly count is tripled so waiting for future instruction reduce poly ? change the shape ? or start making textures ? O just move on to other objects?
Title: Re: 3d models development
Post by: Haraldx on December 01, 2011, 02:53:00 pm
Most of the edges are highly unnecesary. In my opinion, the model I made is just fine, it's just the texture where I failed. If you look at the Nuka Cola Mr_Gazo made, the model is nearly identical to yours, you just added many un-needed polygons. I'm not entirely sure about the fact that the bottle is wider on X axis, it may be the perspective of the original image tho.
Title: Re: 3d models development
Post by: Taziz on December 01, 2011, 03:51:59 pm
sorry mate for misunderstanding then, I can try adding texture to your old model please tell me where I can download it but still I think few edges here and there won't hurt to add ?  or maybe not and yeah I know that a lot of edges are unnecessary I got used to high poly to much and adding details when ever I can.
And about the X axis I think your correct I mixed up in scaling I think.

Edited: http://www.mediafire.com/?xdbrb1whp4swp5g here's second try And I guess still you need correction since I don't know how to correct the fold thingy
Title: Re: 3d models development
Post by: Haraldx on December 01, 2011, 04:42:32 pm
I don't seem to have that bottle still on my computer, you might want to ask Graf about the model.
Title: Re: 3d models development
Post by: Graf on December 02, 2011, 05:41:48 am
All models (except those, which I can's upload for some weird reason) are available from the test repository (http://xp-dev.com/svn/F3D_stuff/). If you can't find some model in there, feel free to contact me via PM, and I'll send the missing model then.
Title: Re: 3d models development
Post by: Taziz on December 02, 2011, 08:31:51 am
So the envelope I made was not good ?
I will see what can I do about the beer bottle
Title: Re: 3d models development
Post by: Lizard on December 03, 2011, 06:51:53 am
So the envelope I made was not good ?
I will see what can I do about the beer bottle

The envelope was unreadable in Blender, but the bottle was quite useful, Taziz, thanks. Cheers.

 (http://www.tinygif.net/thumbnails/21027855874ed9b8f2ef047.gif) (http://www.tinygif.net/image-9013964184ed9b8f382e3c.htm)
Title: Re: 3d models development
Post by: LagMaster on December 03, 2011, 11:34:31 am
about the drink anim:
1, the hand must stay in the same transversal plan
2, the head bust tilt back
Title: Re: 3d models development
Post by: Taziz on December 03, 2011, 11:38:50 am
what version of blender are you using Lizard since it works fine with windows 64 bit 2.60a version
http://www.mediafire.com/?hs481k82hacq71o here's .blender version of the envelope
Title: Re: 3d models development
Post by: Graf on December 03, 2011, 12:03:35 pm
Envelope looks good for me, so I uploaded it to the tracker. The only thing I recommend, is to make items have all sides visible and textured. This way they won't looks weird while worn in hand. This applies to both, envelope and leaflet.

Gamma Gulp beer is on other hand way too high-poly, moreover, we've got it already. It doesn't means, that you can't make an improved version, it only means, that you should make it better, if you want to replace the existing model.

Also, please note, that I don't have much spare time currently, so it may take a while, to upload things and to update the tracker.
Title: Re: 3d models development
Post by: Taziz on December 03, 2011, 12:41:26 pm
yeah mate I do understand that everyone has there life and stuff, I spend all of my time including my free time on modeling learning from modeling to get better at art so I can make lots of models and they will improve over time.
Here's a question how will items appear in the inventory ? as a 3d model or as an image ? Since I you can always make a model in higher poly and better texture or anything that makes it better and render it at better image quality ?
and about both sided textures I can make it as a boxes it will increase slightly in poly if that what you want ?
Title: Re: 3d models development
Post by: Graf on December 03, 2011, 01:12:51 pm
Here's a question how will items appear in the inventory ? as a 3d model or as an image ?

They will appear as an images. In case, if there's no image for this particular item (this only applies to the new items, done from scratch), then someone have to render a model and make a nice and cute inventory picture.

I can make it as a boxes it will increase slightly in poly if that what you want ?

That's exactly what I mean.
Title: Re: 3d models development
Post by: Lizard on December 03, 2011, 04:48:15 pm
Well, how about this, then?
 (http://www.tinygif.net/thumbnails/4856183434eda468ad0fbc.gif) (http://www.tinygif.net/image-19467539884eda468ae1570.htm)

I'd like to know, is anyone willing to do a animation set in Blender, provided a detailed tutorial, a reference sprite sheet and a ready-rigged model? No one?

Also, i have 32bit Blender 2.6.
Title: Re: 3d models development
Post by: LagMaster on December 03, 2011, 06:46:35 pm
looks preety good, but the left arm comes in a bit too fast
Title: Re: 3d models development
Post by: Lizard on December 06, 2011, 09:40:46 pm
looks preety good, but the left arm comes in a bit too fast

What do you mean, the bottle hand or the swiping one? I always count "the left one" as the model's own "left", not from my point of view. Why do you think it's too fast?
I think, the bottle goes through the hip, that must be changed...
Title: Re: 3d models development
Post by: LagMaster on December 07, 2011, 03:51:57 pm
swiping one

models left
adn the hip thing too
Title: Re: 3d models development
Post by: avv on December 07, 2011, 06:25:06 pm
swiping one

Heh yeah, looks like he's doing some taekwondo. But so what if it comes fast, long animations suck unless they can be cancelled. And if they can be cancelled, nobody's gonna watch them finish anyway. For example the looting animation is tiresome when hauling large ammounts of stuff or picking it up from ground.
Title: Re: 3d models development
Post by: Lizard on December 07, 2011, 06:53:23 pm
That was insightful.
Animations should be quicker, except idle ones. Yet, it's not a problem to make it slower - who would use a beer in combat? ;)
Jet? Cigarettes? Stimpacks? Perhaps.
Title: Re: 3d models development
Post by: LagMaster on December 07, 2011, 07:45:51 pm
how about when we loot a body we stay in some sort of crouch pozition and ever take/put action will be a small hand movement like in FoT
for standing loots like bookshelves we put a foot in front of it and a hand on it
Title: Re: 3d models development
Post by: Haraldx on December 08, 2011, 02:58:06 pm
how about when we loot a body we stay in some sort of crouch pozition and ever take/put action will be a small hand movement like in FoT
for standing loots like bookshelves we put a foot in front of it and a hand on it
Hmm... indeed, good idea.
Something like while the looting window is open, the player is crouching and "looting" (indicated by "tickling" the body). And when the window is closed, the player stands up.
Title: Re: 3d models development
Post by: Lizard on December 08, 2011, 08:36:45 pm
Tickling you say...? How about this?

 (http://www.tinygif.net/thumbnails/11117743224ee1114cc9c38.gif) (http://www.tinygif.net/image-7712144ee1114ccfe03.htm)
 (http://www.tinygif.net/thumbnails/9671909434ee111b437076.gif) (http://www.tinygif.net/image-17867199474ee111b447699.htm)

That are two separate animations, but TinyGif connected them somehow. I'm surprised.
Title: Re: 3d models development
Post by: LagMaster on December 09, 2011, 02:41:41 pm
looks good, me gusta
Title: Re: 3d models development
Post by: Lizard on December 09, 2011, 06:06:29 pm
I'm glad you like it.
Here, could you take a critical look at this here? I'm aware that Karpov made a female walk animation, but this here is my own - i'm just developing the workflow.

 (http://www.tinygif.net/thumbnails/7660096944ee24020c3166.gif) (http://www.tinygif.net/image-12218083554ee24020dee51.htm)
 (http://www.tinygif.net/thumbnails/8004882774ee25756bea8f.gif) (http://www.tinygif.net/image-2407415654ee25756c9ccd.htm)
I was also thinking of making a left/right leg limping animation today - for critical hit victims. ;)

Title: Re: 3d models development
Post by: Johnnybravo on December 09, 2011, 09:59:59 pm
Don't forget to get one for 2h weapons as well, and probably then for melee weapons etc... Not sure if you can just mix two animations together like in most games though - that would save you some work.
Title: Re: 3d models development
Post by: Lizard on December 10, 2011, 11:27:31 am
For a weapon in each hand, it would be quite easy - i just need to replace the weapon i connect to the animation. For two-handed weapons and melee weapons like sledgehammer a new animation could be made, using the weapon as a crutch. I'm not sure about the BigGuns, though and i'm open to suggestions in that matter.

Parts of the animations could be left as they are, just the new elements should be tweaked accordingly.

Btw, do you know how a animation can be mirrored?
Title: Re: 3d models development
Post by: Haraldx on December 10, 2011, 03:04:39 pm
Wow, you did a great job with the looting animation, it looks exactly how I imagined it!  :o
Title: Re: 3d models development
Post by: LagMaster on December 10, 2011, 04:46:25 pm
for the 2 handed weapons just hold them in 1 hand and the tip of the barrel to stand on the earth near the right model leg
Title: Re: 3d models development
Post by: Lizard on December 10, 2011, 08:41:41 pm
Heh, i'll try that tomorrow for sure. This animation can be recycled pretty much, LagMaster. Also, will add "nursing pained arm", too.
 (http://www.tinygif.net/thumbnails/1337902834ee3b5209b7ba.gif) (http://www.tinygif.net/image-19515621104ee3b521f33e7.htm)

Jo, Haraldx, glad that you liked it. :) I appreciate it a lot!
Title: Re: 3d models development
Post by: Luther Blissett on December 10, 2011, 09:17:50 pm
Have you managed to / tried testing any of these in-game yet, Lizard?
Title: Re: 3d models development
Post by: Lizard on December 10, 2011, 11:01:51 pm
Have you managed to / tried testing any of these in-game yet, Lizard?

Now that you mention it, no.
I haven't found a link to a working SDK and there were some issues at converting the blend in .X. I'd appreciate it greatly if you could test a animation for me, for example, the Vic. (i'm done with some animations for him tomorrow)

 (http://www.tinygif.net/thumbnails/10550848564ee3d6d66e3b7.gif) (http://www.tinygif.net/image-16148930584ee3d6d67255d.htm)
Title: Re: 3d models development
Post by: Luther Blissett on December 11, 2011, 03:30:22 am
The snapshot links from the tutorials I posted should all work - http://fodev.net/forum/index.php?topic=18777.0

Beyond that, I'm unsure about the X export from blender - but if you've got a couple of files to test, I'd like to have a look at them and give it a try. You seem to be making some very good progress with these, so I'm hoping the animations are compatible with the existing models and rigging - if not, then I suppose trying to edit / adjust until they are should be a bit of a priority. If we can start getting your stuff into the game, that could really bring us forward with getting this into a fully workable state.

I did toy with trying to get the existing skeleton into blender. The unrigged skeleton will import (I remember testing this ages ago) - the problem is it's unrigged - and needs re-rigging accurately. This could be done by manually linking each vertex to each bone when compared to a reference model in Fragmotion (which will import fully rigged models and animations), but it's not going to be a quick or fun task :P
Title: Re: 3d models development
Post by: Jotisz on December 11, 2011, 11:31:15 am
About X exporter in blender it should work if not you can still try to export first to FBX then have someone export it to x format from 3ds Max. The animations look real good btw I especially like the crippled legs.

Edit almost forgot about this a little peek at the armature of the mutie
(http://img249.imageshack.us/img249/5169/armaturen.png) (http://imageshack.us/photo/my-images/249/armaturen.png/)
Title: Re: 3d models development
Post by: Lizard on December 11, 2011, 03:38:05 pm
The mutant looks pretty good, Jotisz! Also, much thanks for the appreciation, it motivates me a lot. :)

What about the .BVH files for bipeds, btw, could you find a use for them? The FBX export screwed the deformation and .X, Collada and 3ds ignored the animations., as well as the materials.

fatmanwalk.bvh
53.5 KB
www.megaupload.com/?d=SW4QQSYK
Title: Re: 3d models development
Post by: Luther Blissett on December 11, 2011, 04:03:32 pm
Should be able to use the BVH file for animation (i.e. import / re-export it) - though it would need to match a rigged model.
Title: Re: 3d models development
Post by: Lizard on December 11, 2011, 07:26:41 pm
Yeah, and it's only for bipeds...
Argh. I spent the whole day on trying to convert lossless .blend to .x, since the Blender doesn't convert animations in 2.6. And the working exporter in 2.4 won't open the newer .blend with "key informations", like animations.

This here is a best result i could get today. A disfigured .fbx, which can be probably edited in fragMOTION and other abominations. Could you do something with it?

I call it a day.

exports.rar
280.5 KB
www.megaupload.com/?d=EJBN0NSG


Title: Re: 3d models development
Post by: Luther Blissett on December 11, 2011, 10:41:02 pm
I will have a quick look now :)

The bvh you gave earlier imported okay, except for being rotated to lay face down (easy to fix, I think). Some of the bones might need renaming for it to work correctly, but I think it's convertible.

I should find out tomorrow morning if I've got a) A horribly busy week full of work, or b) A nice, easy week. If the latter, I will see about trying to catch up with a lot of the work on this. I've got a lot of half-finished things which I could easily get to a finished state if I have a bit of free time.

[edit] The import seemed very messed up when I checked. I'll try to have a more thorough investigation of the files (time permitting), and see if I can get something working though. I'm very keen to try and find a way to get these working in game as soon as possible, because you're doing some very good and important work here, and the sooner we can sort some kind of workflow from Blender to the game, the better.
Title: Re: 3d models development
Post by: Lizard on December 16, 2011, 11:36:11 pm
So... Blender pretty much failed me at exporting it to various formats. Both versions screwed up all converts, well, except for .bvh, which, Luther, as you said, needs to be flipped and renamed, what can be done.

As possible, not-so-elegant solution, i suggest to import first the start-up pose as .OBJ, (deformed mesh), then import the .BVH skeleton and implant it manually in different 3d package. (parent the posed mesh to the skeleton pose). Then, hoping, that it would convert it to .X correctly.

That gets even more complicated...

Luther, Karpov, could you try this "import" here in Max or in Wings?

I have renamed the bones accordingly to Karpov's animations and flipped them in 3 different directions.
Mind that, there are a few bones more, like one additional finger joint and thumbs as well as the handles. I guess they will be ignored by the import.

The:
1. "beertime1.bvh" is a position of bones as they are in Blender.
2. "beertime2.bvh" is a position of bones as they get opened correctly by default in fragMOTION. (90 degrees backwards, i think this one should be positioned correctly, Luther)
3. "beertime3.bvh" is a position of bones as i found them in Karpov's BVH's
4. "beertime.obj" is a starting point for the animation and is the object that will be welded to the starting frame. (i hope this works)

beertime.rar
84.4 KB
www.megaupload.com/?d=ZONPMAHE
 
Title: Re: 3d models development
Post by: Luther Blissett on December 17, 2011, 05:40:49 am
Excellent - I'll try and have a look at this tomorrow. I managed an unrelated transfer of both rigged model and independent animations from Wings>Fragmotion>Fonline the other day whilst testing stuff, so I'm fairly confident I can get something from Fragmotion into the game - not the most elegant solution, but it seems to have worked in my testing.

As far as I know, any "extra" bones would be ignored if the skeleton was merged with an existing skeleton, so I'm fairly hopeful that this might work.

I'll try and grab a bit of time tomorrow and let you know my results :)
Title: Re: 3d models development
Post by: IvanSyomin on January 14, 2012, 05:00:02 pm
hi, guys!

haven't been here a looot of time, how is it going??
if it's not the end yet, i'd like to model somewhat items for project

and to start (again :) ) it will be the Howitzer Shell (68 tris)

(http://i.piccy.info/i7/ef13212c3fa0559fee10fc5c050040fd/1-5-3653/57496734/comp.jpg)
model is sent to Graf

Cheers!
Title: Re: 3d models development
Post by: Zogra on January 16, 2012, 12:42:15 am
(http://img4.imageshack.us/img4/2168/screen03082011172233.jpg) (http://imageshack.us/photo/my-images/4/screen03082011172233.jpg/)

Everything seems to work as excpected (I used some random filter to create specular map, so that's why it looks like crap), however it seems that it'll be required to have custom fo3d file for specular mapped skins, as it seems there's no way to apply effect only to layer.

I'll do normal mapped version and stealthboy effect the next and meanwhile create some thread with downloads and directions.

very nice  ;D
Title: Re: 3d models development
Post by: IvanSyomin on January 22, 2012, 11:27:30 pm
Hi, all!

Some long time ago I've made Gauss Pistol, and here is the ammo for it:
2mmEC (38 tris, 128px texture)

(http://i.piccy.info/i7/570b80cb726dca7b90c34deebf6e026a/1-5-3940/40897339/2mmEC_comp.jpg)
Title: Re: 3d models development
Post by: EnclaveSniper on January 23, 2012, 01:58:32 am
Beautiful, I'm pretty sure we have Gauss pistol ammo already, but it looks nowhere near as good as this does.
Kudos.
Title: Re: 3d models development
Post by: Haraldx on January 23, 2012, 03:36:21 pm
It is surprisingly high-poly. :/
Title: Re: 3d models development
Post by: Graf on February 11, 2012, 12:02:55 pm
I don't know, if anybody else thought on that matter, but I guess I've just discovered a way to increase the performance significantly by decreasing the polycount without of quality loss at all. Well, in fact its not me, who discovered it, but I haven't seen anyone here mentioning that method.

What I mean, is why do we need to have a base model under the armor? It surely doesn't serve any real purpose, except that it loads the client's memory some more. We could simply use the method, that is used to hide the hair, while the character wears a hat. Basically this means, that the character in the armor won't have anything under the part of his body, that is covered by the armor (this could be easily achieved by the use of subsets). This will decrease the polycount by 50-90% and what's even more important - you'll never see the imperfections in the models caused by its resizing, which makes it easier to resize all existing models for various body types.

Well, I hope this idea is clear enough. And yeah, guys, it seems like the time to finish up the project has come. So let's give the Fonline 3D another chance to release!
Title: Re: 3d models development
Post by: JovankaB on February 11, 2012, 01:17:48 pm
I don't know, if anybody else thought on that matter, but I guess I've just discovered a way to increase the performance significantly by decreasing the polycount without of quality loss at all. Well, in fact its not me, who discovered it, but I haven't seen anyone here mentioning that method.

What I mean, is why do we need to have a base model under the armor? It surely doesn't serve any real purpose, except that it loads the client's memory some more. We could simply use the method, that is used to hide the hair, while the character wears a hat. Basically this means, that the character in the armor won't have anything under the part of his body, that is covered by the armor (this could be easily achieved by the use of subsets). This will decrease the polycount by 50-90% and what's even more important - you'll never see the imperfections in the models caused by its resizing, which makes it easier to resize all existing models for various body types.

Well, I hope this idea is clear enough. And yeah, guys, it seems like the time to finish up the project has come. So let's give the Fonline 3D another chance to release!

Great idea, I'm a bit afraid of the 3D performance.
Will events with like 100 critters be possible without a very good graphics card? :/
Title: Re: 3d models development
Post by: Lexx on February 11, 2012, 01:32:30 pm
I thought doing this was the plan from the very beginning. :p
Title: Re: 3d models development
Post by: patloonytoon on February 17, 2012, 02:02:00 am
Hey, I read through the last 148 pages and like where things are at. Is there a progress chart that includes everything that needs to get done? I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start. Also, is there a timeline for switching over to the 3d from the current sprites?
Title: Re: 3d models development
Post by: Jlekc on February 17, 2012, 08:23:43 am
Hey, I read through the last 148 pages and like where things are at. Is there a progress chart that includes everything that needs to get done? I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start. Also, is there a timeline for switching over to the 3d from the current sprites?

No one can told you that, cause 3d development process is fully provided by the community... so "It's done when it's done.":)
Title: Re: 3d models development
Post by: Haraldx on February 17, 2012, 11:10:36 am
Is there a progress chart that includes everything that needs to get done?
Sadly - no. We have something similar like the armor/item/weapon tracker found in the wiki (and in Graf's signature) but if I recall correctly it wasn't updated for a time (not entirely sure about this). You might want to contact someone like Graf.
I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start.
Mostly we need animations and armors at the moment. Weapons are 99% done, items are not as high priority.
Also, is there a timeline for switching over to the 3d from the current sprites?
No, as Jlekc stated, it's done when it's done. We have a pretty free-form way of work - we tell people what we work on, work on it, show it to the public if it is good, scrap it if isn't. None of us are "hired" or something so that means anyone of us can magically disapear any moment (sadly) and the progress would be even slower.
Title: Re: 3d models development
Post by: Lizard on February 17, 2012, 11:14:12 am
Hey, I read through the last 148 pages and like where things are at. Is there a progress chart that includes everything that needs to get done? I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start. Also, is there a timeline for switching over to the 3d from the current sprites?

No timeline, it's done when it's done.
If you want to animate, (player animations seem almost(?) done(?) by Karpov)you can start to learn to rig, animate and convert to .x format, since noone knows what Karpov is doing atm. Make some new animations for brahmins, dogs, NPC people or:
If you want to model, make some Fallout critters, like centaurs(variations of them?), floaters, rats (yes, there are rats from Van Buren and THEY SUCK).
If you want to texture, the NPCs like slaves, peasants, farmers, hookers etc. need texturing.
LutherBlissett needs help with testing out his FragMotion tutorial, you can install it, follow the tutorial and post your feedback.

As long as it's not a mere talk, every help is appreciated.
Title: Re: 3d models development
Post by: Graf on February 17, 2012, 04:03:57 pm
Actually, the weapons and misc. items are up-to-date now. I've uploaded and updated stuff in there a couple of weeks ago. Back then I have had some spare time and made a few misc. items, which wasn't announced here, since there's nothing special to show. On the other hand, the armors tracker wasn't updated for a long time already, but it's nearly impossible to update it at the moment. The problem is, that most of the contributed armors are not rigged, and thus not available to use in the game yet. But most of those, which are available in the current repository could be seen on the armors tracker. Other than that, I'm fully agree with post above.

The real problem, that I see now, is that someone have to actually reorganize the work-flow, like I did before. Currently I'm a little busy with the real-life stuff, so if anyone wish to do it instead of me - it would be appreciated. Hopefully soon I will be able to dedicate some time during the work. It's just a matter of a few weeks to buy a laptop, so I could be making models in stuff much more often.

One thing, I'm going to do right away, is to contribute a few more misc. models, which I hope would make other people get back to the development too.

Title: Re: 3d models development
Post by: Haraldx on February 17, 2012, 04:59:45 pm
Since I quit 3D modeling for FOnline for a time now (not forever, I will come back some day), and I do believe I won't be able to finish what I started for a long time, I'm just gonna post this all male model robe re-scaling etc. You can get it, altough not completed, here (http://www.2shared.com/file/xabNzcbM/Robe_WIP.html).
I had made a fat man version, but I did the scaling a bit wrong so the texture got distorted, so I removed it completely. The NM_NICE model still needs adjustments for arms and a bit for the chest. Dunno if Super-mutant was needed, so removed the SM model itself from there.
Title: Re: 3d models development
Post by: Luther Blissett on February 17, 2012, 06:05:46 pm
Hi guys - just letting you know I'm in a bit of a busy work period at the moment - I've not disappeared :)
As Lizard said above, if anyone's able to check that basic rigging tutorial and let me know of any problems or bits which aren't clear, I can start on the more advanced ones. If they're understandable, then anyone should be able to get on board with rigging some of the armours and things. As it allows you to reimport and re-edit the .x files, then even if some "first time efforts" aren't perfect, they could be easily adjusted at a later date. Obviously if the existing tutorial stuff I'd written doesn't make any sense, then I need to know before I start putting the more advanced one together.

Other than that, I've been tinkering with a few models and bits for testing stuff, but nothing "new and finished" as such. Should be "back on it" in a few weeks I think.
Title: Re: 3d models development
Post by: Jotisz on February 17, 2012, 07:20:26 pm
Still alive too. Though I haven't done much things nowadays. For now I'm trying to move the Supermutant so far with small or zero succes by that I mean it doesn't match the original so I'm always scratching it and moving again. I left some models unfinished like the tire armor I though I concentrate on stuffs that are a bit more vital at least I feel that the animating should have a higher priority over the modelling still when I get to the end with the animations I wish to finish that armor.
Some 2d editing hinders my speed too but it helps me relax a bit although it certainly shows me why 3d is a wise choice. Copy paste frm making is slow even simple recoloring. Gone a bit of topic.
What I got together so far is quite a few thing AA, AL, AK, AN, AQ, AP and a few failed AB animations. For those who don't know the namings iddle, use, picking up, evede, hit from front, hit from back and the last walking.
Title: Re: 3d models development
Post by: Lizard on February 17, 2012, 11:58:20 pm
It's good to know you're doing well, guys.

You know, as Andr3aZ somewhere noted, i often have strange ideas coming to my head and i just had a beer.
One was to take a role as investor and pay a 3d designer/animator from outside to make some stuff and see 3d finally coming faster, but then decided against it, because:

1. It could turn out really expensive for a such comparable small task.
2. Since someone earned money on a non-profit project, it could wake Bethounds. Unless it was a donation.
3. The devs could just swat it away, or think, i would expect something in return - gentle decline.
4. The progress status is vague - but why should a artist make something what's been done?
5. This wouldn't count as a community project anymore.
6. And who would own all the stuff?

So... Well, i desire to contribute, but i'm really not sure if this were a right way to do it. I have right now not very much time and have other project running. Thoughts?
Title: Re: 3d models development
Post by: patloonytoon on February 18, 2012, 09:23:30 am
Hey thanks, yeah I skimmed through the tutorial as I want to work through it if I read it. Also, I wouldn't mind getting used to rigging or texturing if I knew where models and textures of the completed 3d ones are available.
Title: Re: 3d models development
Post by: Luther Blissett on February 18, 2012, 12:25:58 pm
The first tutorial about setting up a 3D compatible SDK should include most of the finished files and textures and stuff, and hopefully give you a rough idea on how to set up and test things.
Title: Re: 3d models development
Post by: Lexx on February 18, 2012, 12:42:16 pm
Quote
3. The devs could just swat it away, or think, i would expect something in return - gentle decline.

Yes.

Shit get's real when real money comes into play.
Title: Re: 3d models development
Post by: Haraldx on February 18, 2012, 01:08:29 pm
It's good to know you're doing well, guys.

You know, as Andr3aZ somewhere noted, i often have strange ideas coming to my head and i just had a beer.
One was to take a role as investor and pay a 3d designer/animator from outside to make some stuff and see 3d finally coming faster, but then decided against it, because:

1. It could turn out really expensive for a such comparable small task.
2. Since someone earned money on a non-profit project, it could wake Bethounds. Unless it was a donation.
3. The devs could just swat it away, or think, i would expect something in return - gentle decline.
4. The progress status is vague - but why should a artist make something what's been done?
5. This wouldn't count as a community project anymore.
6. And who would own all the stuff?

So... Well, i desire to contribute, but i'm really not sure if this were a right way to do it. I have right now not very much time and have other project running. Thoughts?

I hardly doubt you will find anyone modeling such low-poly models anymore. If it's an artist, he's going for the looks and most likely would end up in some high-poly stuff (which isn't actually that bad, but not in our case).
Title: Re: 3d models development
Post by: Lexx on February 18, 2012, 01:11:22 pm
In fact, I am pretty sure you will find more people willing to do low-poly stuff when getting paid for it than if you request high-poly models. Low-poly is easier / less time consuming, after all.
Title: Re: 3d models development
Post by: Gob on February 22, 2012, 02:58:05 am
Great idea, I'm a bit afraid of the 3D performance.
Will events with like 100 critters be possible without a very good graphics card? :/

Ofc :D... do u think fonline will run good on my GeForce GTX 580 of 1 gb ?
Title: Re: 3d models development
Post by: Surf on February 22, 2012, 03:07:42 am
The amount of polygons and its performance is directly affected by the size of the GFXcards RAM? If yes, I feel glad for buying a card with 4gb of said space. :D
Title: Re: 3d models development
Post by: Luther Blissett on February 22, 2012, 03:36:00 am
I wouldn't worry too much yet. All my playing and testing has been done with a graphics card with 128MB RAM. 128MB. I had to check again myself because I didn't believe it. No real problems so far - though I've not tested with large numbers of separate models moving at once.
Title: Re: 3d models development
Post by: Karpov on March 11, 2012, 06:36:46 am
I don't think RAM in the graphics card is used for rendering the polygons, I believe it's just for cache of textures and such.

Hello guys  :) I guess I've been away for some time. Been up and down the real wastelands but I made it back home.
  In the short time I worked on the models I found some real good stuff that I want to share with you. It's about the way the engine assigns the weapon model for each item in hand, I finally found a way to do it, now I can equip a gauss rifle and it does not show as a hunting rifle!  :D. However, it's text text text text text, so I will need some help. I will explain the procedure tomorrow.
  Also the female model is fully functional already, though it could use a tweak or two.
I have to sleep now, have a nice day people. Bye

PD: can't leave without saying how I missed posting here  ;)
Title: Re: 3d models development
Post by: Lexx on March 11, 2012, 10:48:12 am
Great to hear. I am always a bit scared when 3d model posts are going low. :p
Title: Re: 3d models development
Post by: Haraldx on March 11, 2012, 11:23:21 am
I wouldn't worry too much yet. All my playing and testing has been done with a graphics card with 128MB RAM. 128MB. I had to check again myself because I didn't believe it. No real problems so far - though I've not tested with large numbers of separate models moving at once.
What card is it (exact model)? I remember my brother had some problems running FOnline on a 128mb RAM internal video card just by standing in NCR.
Title: Re: 3d models development
Post by: Graf on March 11, 2012, 04:17:39 pm
It's good to see you are back, Karpov. I guess, the whole community was missing you, especially those, who are interested in 3D development. I'm really looking forward for some more amazing stuff from you.

Side note: I still didn't managed to buy a laptop, so I would like to apologize, that I couldn't keep my promise to make some models in time. Once I buy it, more works from me will follow shortly.
Title: Re: 3d models development
Post by: Lizard on March 11, 2012, 04:37:03 pm
Would be cool to see another presentation of your work, Karpov. It seems that the alphaversion of the 3d era is not far behind the hill, now that you have done the female and male animations.

Just don't go all Stakhanov on it.
Title: Re: 3d models development
Post by: Karpov on March 11, 2012, 04:55:25 pm
I was missing this too. I'll make a video.
 So, yesterday I said that I managed to get the weapons working properly. This is how it's done.

there's a file called client_main.fos in the server/scripts folder. At the very bottom there is a list of weapons with lines that look like this:

case PID_223_PISTOL:                     handle = ATTRIBUTE_Handle_Weapon_223Autoloader;              break;

This means that PID_223_pistol will use Attribute_handle_weapon_223autoloader as the world model

Now, I noticed these names are just replacing the numbers, which are the item ID in the first case, and the layer value in the second one. So I replaced the line for this

case 241:                     handle = 241;              break;

So now, I add myself a 223 pistol in the game with the command ~ais 241 1 , equip it, and a beautiful 223pistol appears in the hand of the character. I could not believe it, but it works.  :D

Now, for the rest, I was thinking of a Microsoft Excel sheet with those two columns numerated automatically, because Fallout has like 500 items. I don't know if it can be done, and I don't have Excel either.

There has to be a line for armors as well, I will look for it.
So long ~param 0 151 x   ;D

Edit: I found it, it was right above. Now the armors work. Of course, those with no item in the game, still have to be worn by command.
Title: Re: 3d models development
Post by: Lizard on March 11, 2012, 06:22:13 pm
I'm not going to pretend i understand this, but it seems that you found a elegant solution and now i'm really interested how it will look, Karpov.

As for Excel, OpenOfficeCalc could handle autonumerating as well. And it's free.
Title: Re: 3d models development
Post by: pistacja on March 11, 2012, 06:28:31 pm
if it's something like this:
Code: [Select]
switch(some_int)
   {
   case 1: handle=1; break;
   case 2: handle=2; break;
   //and so on...
   case 999: handle=999; break;
   default: handle=-1;
   }
Then the proper thing to do would be
Code: [Select]
handle=some_int;
Title: Re: 3d models development
Post by: Karpov on March 11, 2012, 07:16:18 pm
I don't know about coding pistacja, do you think this whole number list can be replaced by a single line? That would be better.
However, my brother helped me with the Excel sheet, and now I have 500 lines in the file working just fine.
https://www.youtube.com/watch?v=szOILtpP2yc
Title: Re: 3d models development
Post by: pistacja on March 11, 2012, 08:17:45 pm
I also know little about coding and absolutely nothing about scripts in fonline. However the switch/case syntax looks kind of like C.
This code does the same:
Code: [Select]
switch(some_int)
   {
   case 1: handle=1; break;
   case 2: handle=2; break;
   //and so on...
   case 999: handle=999; break;
   default: handle=-1;
   }
..as this code...
Code: [Select]
if(some_int==1) handle=1;
else if(some_int==2) handle=2;
else if(some_int==3) handle=3;
//and so on...
else if(some_int==999) handle=999;
else handle=-1;
..and this code
Code: [Select]
//optional check
if(some_int!=Null)
    handle=some_int;
else
   handle=-1;

..anywho, video looks promising ;)
Title: Re: 3d models development
Post by: Perteks on March 11, 2012, 08:56:20 pm
Woa damn dude those models are great. But about Tesla its possible to turn that sparkles after hits for like 2-3 s it will be even more badass
Title: Re: 3d models development
Post by: Lizard on March 11, 2012, 09:01:29 pm
Looks pretty good with Teslaarmor. Awesome animations!  :D

Are you going to do the human NPC animations next?
Title: Re: 3d models development
Post by: Karpov on March 11, 2012, 09:09:25 pm
I made some kind of spheric shield appear when you dodge an attack, it is only possible to animate the effect when the character animations play.

I don't think I will work on npc's at all at the moment. I'll be working on the ramdom idle animations, and then I'll work on finishing death anims.
Title: Re: 3d models development
Post by: White150 on March 12, 2012, 10:55:22 am
Hey Karpov I love your new work. Very good!
Title: Re: 3d models development
Post by: Haraldx on March 12, 2012, 11:37:15 am
I really like the sparkle effect of Tesla Armor, looks very good. Good job so far.
Title: Re: 3d models development
Post by: Perteks on March 12, 2012, 11:52:47 am
I really like the sparkle effect of Tesla Armor, looks
like christmas tree ;D
Title: Re: 3d models development
Post by: Jotisz on March 12, 2012, 01:57:25 pm
They look totally matching to the originals.
Title: Re: 3d models development
Post by: Johnnybravo on March 12, 2012, 04:40:42 pm
(..)
case 241:                     handle = 241;              break;

So now, I add myself a 223 pistol in the game with the command ~ais 241 1 , equip it, and a beautiful 223pistol appears in the hand of the character. I could not believe it, but it works.  :D

Now, for the rest, I was thinking of a Microsoft Excel sheet with those two columns numerated automatically, because Fallout has like 500 items. I don't know if it can be done, and I don't have Excel either.
Code: [Select]
default:                                 handle = pid;                                                  break;This is something you are looking for. Also if you don't like everything doing this (because generic items might just be invisible or other stuff might be wrong), you can just as well do something like this (for all of the items)
Code: [Select]
case PID_MINIGUN:
case PID_AVENGER_MINIGUN:
case PID_VINDICATOR_MINIGUN:             handle = pid;                 break;
Title: Re: 3d models development
Post by: Graf on March 12, 2012, 07:02:21 pm
Wow, that's even better, than I expected. You just keep increasing the level of your works. Keep it up!

I only have one question so far - does it means, that none of the models doesn't need alignment anymore? I just wonder to see my models in the game :p Any screenshot would be just enough.
Title: Re: 3d models development
Post by: Karpov on March 12, 2012, 08:25:36 pm
No Graf, this means that every weapon will be shown as it should in the game. Not all rifles are the hunting rifle, not all pistols are the smg, but we have one model for each Item in the game.  Alignment is still needed, but not a big issue. You see, if you align 1 rifle, you can copy the parameters for every rifle in the game. Then we only need to change the scale.
Now I can start adding the items by ID order. I might need to check that repository of yours, because I don't have all of the items. Do you mind sending me the link to it?

  I will upload the new files when I can use my bandwidth  ;) Then you will see what I mean, it changes a lot the testing experience.
Title: Re: 3d models development
Post by: Graf on March 13, 2012, 07:20:33 pm
Got it, thank you for clarifying. Feel free to use any resources from the test repository, which is located right here (http://xp-dev.com/svn/F3D_stuff/).
Title: Re: 3d models development
Post by: White150 on March 18, 2012, 12:41:59 pm
Hey Graf can you update wiki? How many items need to be done?
Title: Re: 3d models development
Post by: Graf on March 18, 2012, 05:54:06 pm
Miscellaneous items tracker and weapons are up to date. Concerning the armors tracker... I'll check the latest revision and try to update it where possible.
Title: Re: 3d models development
Post by: Haraldx on March 18, 2012, 06:50:28 pm
The latest wipe helmets aren't added to the tracker (metal mask and all others).
Title: Re: 3d models development
Post by: Graf on March 20, 2012, 05:43:35 pm
Harald, do you have a pictures for the new helmets and armors? I was trying to extract them from the .DAT files, but didn't found any.
Title: Re: 3d models development
Post by: Haraldx on March 20, 2012, 06:22:51 pm
They are in the new Faction.zip and Faction001.zip in "Data" folder. Still, I uploaded them for you. They still should be in their PNG format. Also, you might want to update the new CA inventory pictures. File names also should be the same as the ones found in Faction.zip

All CA variant helmets (order is the same like for the new CA sprites, also note I found an enclave combat helmet mk2, dunno why it is there, but still uploaded it)
(http://desmond.imageshack.us/Himg546/scaled.php?server=546&filename=cahelmet.png&res=gal)(http://desmond.imageshack.us/Himg171/scaled.php?server=171&filename=camk2helmet.png&res=gal)(http://desmond.imageshack.us/Himg543/scaled.php?server=543&filename=cabahelmet.png&res=gal)(http://desmond.imageshack.us/Himg607/scaled.php?server=607&filename=invenccahelmet.png&res=gal)(http://desmond.imageshack.us/Himg42/scaled.php?server=42&filename=invenccahelmet2.png&res=gal)

The new CA sprites
(http://desmond.imageshack.us/Himg39/scaled.php?server=39&filename=caarmor.png&res=gal)(http://desmond.imageshack.us/Himg62/scaled.php?server=62&filename=cabaarmor.png&res=gal)(http://desmond.imageshack.us/Himg12/scaled.php?server=12&filename=camk2armor.png&res=gal)(http://desmond.imageshack.us/Himg32/scaled.php?server=32&filename=invencca.png&res=gal)

LJ and CLJ helmets
(http://desmond.imageshack.us/Himg36/scaled.php?server=36&filename=ljhelmet.png&res=medium)(http://img804.imageshack.us/img804/7582/ljhelmetmk2.png)

Metal mask, metal mask mk2 and tesla helmet
(http://desmond.imageshack.us/Himg210/scaled.php?server=210&filename=metmask122.png&res=gal)(http://desmond.imageshack.us/Himg855/scaled.php?server=855&filename=metmask1mk2212.png&res=gal)(http://img201.imageshack.us/img201/583/teslahelmet.png)

Leather helmet and leather helmet mk2
(http://desmond.imageshack.us/Himg338/scaled.php?server=338&filename=lahelmet.png&res=gal)(http://desmond.imageshack.us/Himg441/scaled.php?server=441&filename=lahelmetmk2.png&res=gal)

A random motorcycle helmet I found in the folder - I'm not entirely sure why is it there, but I found about 12 variations for it too (they have drawings on them or just a different colour)
(http://desmond.imageshack.us/Himg72/scaled.php?server=72&filename=heamotorcycledefaultinv.png&res=gal)


That Faction.zip is full of mistery - I also found a smoke and gas grenade pictures. (not uploaded)
Title: Re: 3d models development
Post by: Graf on March 20, 2012, 06:45:37 pm
Thanks for the pictures, Harald. I've just finished uploading them to the armors tracker (http://fo2238.fodev.net/wiki/3d_armors_development_tracker). Will do the screenshots for existing models tomorrow.
Title: Re: 3d models development
Post by: Haraldx on March 20, 2012, 06:49:29 pm
Heh, just noticed the femal icons are still the same.  ;D
Don't worry, I don't blame you. :P
Title: Re: 3d models development
Post by: IvanSyomin on March 22, 2012, 09:11:23 pm
Hi, guys!

made this metal kajigger
(it's 172 tris, 128px texture)

(http://i.piccy.info/i7/972d7465387da12089d21f8b8003ee3d/1-5-6006/4200968/comp.jpg)
Title: Re: 3d models development
Post by: Haraldx on March 23, 2012, 05:50:54 pm
Looks nice to me.
Title: Re: 3d models development
Post by: IvanSyomin on March 24, 2012, 07:43:23 am
Thanks! :)
Title: Re: 3d models development
Post by: seb910 on March 27, 2012, 12:56:10 pm
Are you guys using blender? Maybe i`ll try make some model..
Title: Re: 3d models development
Post by: Haraldx on March 27, 2012, 05:03:57 pm
Are you guys using blender? Maybe i`ll try make some model..
As who. I'm using Wings3D (no animation), I heard Karpov is using 3D max, and some others are using Blender
Title: Re: 3d models development
Post by: Roachor on March 28, 2012, 07:29:17 am
It's sad but I have to upgrade my pc to play fonline when it goes 3d, i went into a cave with centipedes and my netbook almost caught fire.
Title: Re: 3d models development
Post by: Karpov on March 29, 2012, 06:12:53 am
It's sad but I have to upgrade my pc to play fonline when it goes 3d, i went into a cave with centipedes and my netbook almost caught fire.

Lol  :), but I guess you don't have an excellent performance with 2d either, do you?
Title: Re: 3d models development
Post by: Roachor on March 29, 2012, 09:24:58 am
Lol  :), but I guess you don't have an excellent performance with 2d either, do you?

2d runs fine, never less than 60 fps
Title: Re: 3d models development
Post by: Gob on April 01, 2012, 08:55:50 am
Has anyone tryed making more consumables? Like sandwiches or Brahmin Burger or something ?
Title: Re: 3d models development
Post by: Gray on April 03, 2012, 10:41:18 pm
It's sad but I have to upgrade my pc to play fonline when it goes 3d, i went into a cave with centipedes and my netbook almost caught fire.
Just lift up your netbook from the blanket ;) Used 3D models are not complex enough to cause the performance troubles you described. It seems about ventilation ;)

P.S. hello everyone, I'm not back, I'm still busy. I finally got my divorce, but now I 'm going to marry again %)
Maybe in autumn...
Title: Re: 3d models development
Post by: Roachor on April 05, 2012, 03:15:07 am
Just lift up your netbook from the blanket ;) Used 3D models are not complex enough to cause the performance troubles you described. It seems about ventilation ;)

P.S. hello everyone, I'm not back, I'm still busy. I finally got my divorce, but now I 'm going to marry again %)
Maybe in autumn...

6mb onboard video card
Title: Re: 3d models development
Post by: Haraldx on April 05, 2012, 01:23:00 pm
6mb onboard video card
How? How can you even run the internet?
Title: Re: 3d models development
Post by: Haraldx on April 06, 2012, 10:25:29 pm
Death is honor. Death is the delay of things. Death is not always the end of things. As long as there is someone, death means nothing. Has the Death come to reap polygons and textures from 3D development? Did Death even come in here? The question stays unanswered. The answer stays covered in fog. What? Could that be... There is no way it can... A sparkle in this gloomy place, a rather faint sparkle... THE ENCLAVE HAS ARRIVED!!! *pew pew, fvoom, boowm!*
As the Enclave officer made his steps, his hat was clearly visible. The Enclave arrived and took Death with them.


(http://img19.imageshack.us/img19/8247/clipboard01pi.png)
Something I made when was bored. The texture might need some finishing touches, but it doesn't matter anyway
Title: Re: 3d models development
Post by: Haraldx on April 07, 2012, 12:13:47 pm
Du'h. That's what we are doing here. Making random stuff to tease everyone and then go like "april trolls!".
Title: Re: 3d models development
Post by: barter1113 on April 08, 2012, 08:58:03 am
Why never come? It is almost finished only need few death animations and finish missed items. If you want you can pay some cash to 3d experts and they can do it easy and fast. Or asked someone to help us finish these low poly models.
Title: Re: 3d models development
Post by: Haraldx on April 08, 2012, 11:51:06 am
Talk all you want but people have been saying for months now that 3d will never come.
Which is pretty much what I said in my previous post. -_- Also, who are these "people" who say that? On a more serious note.
Why never come? It is almost finished only need few death animations and finish missed items.
Pretty much yes. Most stuff has been done. We do not have some armors tho, which is a rather major concern, but I'm pretty sure it's possible to leave some (most) critters 2D. After all - CA, LJ, LA, CLJ and their variations are done (except for Tesla). Those are pretty much all the armors used by players and I'm pretty sure for early testing purpose we can easily leave helmets alone. Still, the movement towards 3D has a huge gap - server stuff. The whole game server may need to be "remade" to function like it is supposed to.
I remember about a year ago there was a huge gap where absolutely NO progress was made for about 5 months. It's not that bad right now.
Title: Re: 3d models development
Post by: barter1113 on April 10, 2012, 12:26:58 pm
I think Tesla Armor is finished too. I saw in in Karpov's update movie.
Title: Re: 3d models development
Post by: Luther Blissett on April 13, 2012, 06:25:11 pm
[a picture of an enclave hat]

This is nice. Could you either :
a) upload it, and I'll rig it
b) Try rigging it yourself like this (http://fodev.net/forum/index.php/topic,18777.msg171290.html#msg171290) and see if it works :)
Title: Re: 3d models development
Post by: Haraldx on April 13, 2012, 09:19:58 pm
I highly doubt we need that, but oh well. I'm gonna try out your tutorial once for all and try rigging the Enclave officer cap.
EDIT: I just did everything as said in the tutorial (well written by the way), I didn't try it in the SDK as I'm just too retarded to use it. Here are the files in any case. Clickidy! (http://www.2shared.com/file/A3soIXyy/Enclave_officer_cap.html)
Included regular .obj file with texture and .mtl.
Title: Re: 3d models development
Post by: Mike Crosser on April 13, 2012, 11:14:31 pm
Look I know you are all busy in your own way but can anyone update the trackers?
Because I've seen a ton of stuff on the forum that is not on the tracker.
Title: Re: 3d models development
Post by: Haraldx on April 13, 2012, 11:21:22 pm
Look I know you are all busy in your own way but can anyone update the trackers?
Because I've seen a ton of stuff on the forum that is not on the tracker.
It may also mean these things on the forums are not uploaded (for example Nasty Khan's stuff as far as I know). :P
Title: Re: 3d models development
Post by: Mike Crosser on April 14, 2012, 03:22:55 pm
Ohh sorry then :(
Title: Re: 3d models development
Post by: Luther Blissett on April 14, 2012, 07:33:00 pm
A lot of it is uploading, but particularly for armours and stuff, also rigging them (otherwise they stay as "pending"). A lot of the rigging ones are sort of my fault, sorry :( It's on my list of things to do as soon as possible.

Anyway, Haraldx - you did it :) Hat was rigged and aligned perfectly.
(http://i39.tinypic.com/34r7hw9.jpg)
Ignore the clothing, that's just an existing one that seemed to match closely enough for a screenshot.

After what you'd done already, I simply copied the files into these locations :
.x file into \Client\data\art\critters and renamed as armor_male_enclavehat.x (for simplicity with other files)
.png file into \Client\data\textures renamed as armor_all_enclavehat.png

Added this line into _FOHuman.fo3d :
  Value 36 Root Attach armor_%anim%_enclavehat.x Texture 0 armor_all_enclavehat.png

in game that was ~param 0 154 36 (though Karpov has worked out the location of the game object > reference to model, so we can start replacing this param stuff with wearable objects - though we do need to create a number of new objects for these).

I've not added any specular stuff to it or anything, but yeah. It works :D

[edit] FAO : Graf
I've uploaded this to the 3D test repo, in \ARMORS\HeadWear.
Title: Re: 3d models development
Post by: Haraldx on April 15, 2012, 10:40:04 am
Badass... Actually, if you can explain me what do all those connection strengths do I might try rigging something more complex.
Title: Re: 3d models development
Post by: Luther Blissett on April 16, 2012, 12:57:51 am
Difficult to explain without doing proper diagrams - you might be able to work it out just by playing around with the settings yourself. Anyway, in basic terms a single vertex (dot) can be connected to multiple bones. It can be connected at a total of 100% connected. This could be one bone at 100%, or 2 at 50% each and so on. It doesn't have to be 50%/50%, it could be 10% and 90% (or any other number).

This isn't the best example, but it was the quickest one I could think of, and involves a hat (which you've already done) :

A hat is simple
Every vertex of the hat is connected to the head bone, at 100%. If the head moves forwards, the hat maintains its relative position exactly. If the head turns left or right, the hat will turn left or right as well. Any movement applied to the head is applied to every vertex on the hat. No other bones influence it.

A hood
Now imagine a hood. The hood covers the whole head, and a section of it rests upon the shoulders and neck. If we attach the whole model to the head, then when the head turns, the shoulder and neck sections will "cut through" the model. If the lower sections were only attached to the neck, then the top half would stick to the head and the bottom half would stick to the neck - so when the head turned, the model would sort of twist strangely, and probably have a load of glitchy polygons sticking out everywhere. Therefore the top half of the model could be 100% connected to the head, and the lower half could be 50% connected to head and 50% connected to the neck. This would mean when the head turned, the lower half would turn slightly - it would half-follow the movement of the head and half-stay where the neck was. This would mean there was a softer movement in the lower part of the model, so it would twist slightly, but seem much more natural. You may find further that parts of the model should move when the shoulders move, so you may want to connect part of the model at 33% head, 33% neck and 33% nearest shoulder.

Here is an awful MSpaint diagram :
(http://i42.tinypic.com/3503vh4.png)
Not the best diagram I've ever made.

I can make some clearer diagrams in the "more advanced rigging" tutorial, but it's going to take a little time to create and collect all the proper screenshots and bits and actually write the thing. The main areas you'd need to use the connection strengths would be with any clothing item which crosses a joint (i.e. elbow, shoulder, knee, waist, hip). The easiest way I found to test them was by loading in some extra animations and seeing how it moves (in Fragmotion, this is "merge animation", then select walk, run, use etc).

Here is quite a good example (from this post (http://fodev.net/forum/index.php/topic,13877.msg149311.html#msg149311)) :

(http://img42.imageshack.us/img42/9759/patrol02.png)

See those shoulder bits, and how his arms "cut through"? The shoulder pads are connected only to the spine bone. This works great for walking and so on, but when his arms move like this, it clashes. Some combination of these connections may be needed to make the shoulder pads "move up" when his arms do (i.e. 75% spine bone, 25% arm bone) - but without making them move down too much when his arms are lowered. It's tricky, and so far I haven't solved this myself.

The easiest way is probably to cut the shoulder pads off and have them as separate objects which rotate along with the arms, or to alter the model so they are slightly higher at the front.

Karpov has done a brilliant job with rigging some of the existing models (and the base human, of course) so a good thing to do would be to load up some of those models and study how the weighting is done. Pick the existing armour which is closest to the one you want to rig, and roughly copy the layout. After that, you tweak it until it works.

Hope that gives you enough to get started anyway. Good luck, and ask me if you've any little questions :)
Title: Re: 3d models development
Post by: Luther Blissett on April 17, 2012, 12:41:33 am
Completely unrelated point - a little update on some stuff I was playing with recently :

I was testing some weird texturing research/technique things a little while back. After looking closely at some of the comparison images from previous tests, I was trying to work out a way of identifying the position of various bits and more specific colours on some of the models, to make more accurate textures.

These aren't really intended to be the actual textures themselves, but I tried them anyway out of interest. Anyway, I'll show a few pictures first. Here a few little Where's Wally? (http://en.wikipedia.org/wiki/Where%27s_Wally%3F) pics for you to check.
(http://i42.tinypic.com/33y3sm1.png) (http://i44.tinypic.com/30xd75s.png)

You can probably tell pretty clearly which is which, but the overall colour is a lot closer than it was previously, and the 13 is in the correct position. There's quite a few glitches on the texture. To be honest, it's a right mess (but it sort of looks right).

Here's a little version of the actual texture:
(http://i40.tinypic.com/71ntrb.png)
The full res one is linked here (http://i41.tinypic.com/65vmfn.png)

Basically, I exported a "idle pose" version of the model, so the arms were down, set it up in one of the 6 views and "projection painted" the equivalent sprite onto it. I did the same for the other 5 views, then sort of... consolidated them into one "combination texture", using the front from the SE and SW views, the back from the NE and NW views etc. It's sort of difficult to explain. Anyway, what this has produced is the messy texture you see above. It sort of works in-game with the existing shaders I was using etc, but on a technical level it's horrible, and will be very incompatible with the final lighting / shader effects. All the shadows are painted onto the model, for example, and if you look at the actual texture, you'll see it's sort of gibberish.

Obviously that might leave you asking "So why did you bother to do that?" - well, basically once I've tidied it up a little, it serves as a sort of marker or template. I'd had problems getting the shading and colour right on some of the test textures I was doing a while back, and this seemed a good way of identifying those things. This one is the Vault 13 character, obviously - but I'm doing the same with a handful of others - getting the outline of Vic's waistcoat, the V neck in the "green coat man", the correct position of the tribal "chest band" etc.

This particular example gives us the positions of the yellow stripes and the number (which would be very easy to replace by another number if needed), the outline of where the hair should be, a clue to where some "non-engine" shading needs to be painted on (i.e. that very dark line under the chest) and a hint as to where the specular lighting needs to highlight. It also gives us a pretty accurate colour to work from. In a weird way, once it's tidied up a little - it also gives us a rough idea of how the texture corresponds to actual pixels. In a sense, it gives a sort of translation of those sprites onto our models, so I can better understand where and how it all fits together.

Anyway, ultimately it's a weird little experiment - I wanted to see what it did, but I think the results might be useful, at least for me :)
Title: Re: 3d models development
Post by: Lexx on April 17, 2012, 01:09:00 am
This looks damn good. Very close to the original.
Title: Re: 3d models development
Post by: Luther Blissett on April 17, 2012, 02:03:38 am
Yes - it's certainly getting nearer. My plan is to use these "template" ones as a base to adjust the colours and minor shading on the "proper ones" from the current 3D repo - then go through the process of checking with newest engine shaders / shadows / effects and tweaking them. A similar process should work for predicting "good locations" for the specular lighting on the metal armour and others, whilst also improving my abilities for texturing any new models I make.

Essentially, it's mostly a "study tool" for me to get a good understanding of the layout of things - but as I said, I tested them in-game out of interest, and was surprised that they were actually quite effective, so thought it was worth a couple of screenshots. Of course, due to the amount of "painted" shadow on these template pieces, the actual shadows are double-shadows, and highlights not so highlighted, though that won't be a problem with the "real ones".

Another little bonus is that it should help me get a grasp of an "equivalent palette" for the textures - the colours in Photoshop do not equal the colours in game - but the adjustment between these is roughly similar - so if I want something to be "Ian's trousers light blue", I will have the adjusted appropriate colours ready to use.

[edit] Have some tribal screenshots whilst we're at it :
(http://i42.tinypic.com/2pzk5ys.png)
This is a few different angles from the tribal - it might clarify what I mean by "double shadow". If you look at the top left picture, you'll see his back is far too dark - because it's got engine shadow and painted shadow from the "interpreted texture". The same is notable under the arm in the lower left. Obviously that's a case of "don't paint shadows in those places onto the proper textures". A few other bits (and overall colour) look pretty good however, so their positions will be noted, and the relevant areas on the proper skin texture can be slightly adjusted accordingly. The hair isn't quite right, but it's position can be calculated from the darker areas on the head, which should make it pretty easy to put an accurate "tribal hair" model in the right place.

(http://i40.tinypic.com/s1p4ht.png) (http://i42.tinypic.com/28s6gwh.png)
Obviously, as it's 3D I may as well see what he'd look like wearing a "tutorial beret", without having to draw 10,000 pictures to find out. I think it suits him :P
Title: Re: 3d models development
Post by: Surf on April 17, 2012, 04:09:11 am
Super Super cool Luther, once again you are doing an amazing job at....... amazing myself! :P
If it would not be for the slightly different pixels of the Vault dweller head and the bit less saturated yellow on the VDs front stripes on your first screenshot - I could not have seen any difference.

Aweseome! :)
Title: Re: 3d models development
Post by: JovankaB on April 17, 2012, 06:45:06 am
...

Amazing. I'm really amazed, it looks incredible.
Title: Re: 3d models development
Post by: Luther Blissett on April 17, 2012, 01:18:39 pm
The question is : "Can I combine this with the existing textures to get a very accurate, yet also easily adjustable* final texture which is completely compatible with our engine lighting and shadows?".

I think the answer is yes, but it might not be quick :) I really want to sit and work on this all day today, but I've got loads of "real work" to catch up on :(


*When I say easily adjustable, well - look at the higher res Vault 13 one. It's a mess, and there's no chance of repainting that into something else. The existing textures we've been using are very adjustable - so I want to combine the location, colour and some of the shading from the former onto the latter.
Title: Re: 3d models development
Post by: Haraldx on April 17, 2012, 03:29:58 pm
Questions - how would this go together with the Character window? Wouldn't it look rather silly?
If we do this with armor, how much impact would it make to the recognisability of variations of the armor?
Title: Re: 3d models development
Post by: Luther Blissett on April 17, 2012, 05:02:14 pm
If we used them as is, it would look awful in the character screen and would be very difficult to adjust anything :)

Note that I'm not recommending we replace the textures with this. These are effectively just reference materials for me (and anyone else who wants them). I put them on the character model as a little "interested to see how it came out like", and they looked pretty good, so thought it was worth posting a few screenies. It sort of maps the original sprites to our UV map, so you can compare / edit / adjust in a 1:1 basis when adjusting or making new textures.

In the example texture above (the V13 one), you can see where the yellow bits should be, and can see where that very strong "line" under the chest is. The equivalent area in the engine is more smoothly shaded, so it needs a little "help" with a tiny bit of painted texture there. The colours used are pretty close, so I can "colour pick" the shade of blue and use that on the proper one, rather than going back and forth and guessing. They'll still need a little tweaking afterwards, but having that framework there should make things a little quicker for some of these. Once I've done a couple, it'd be pretty easy to adjust / edit any of them in exactly the same way as we already are.

(http://i44.tinypic.com/29vexl5.png)
#1 is the previous texture I had, #2 is the projection mapped sprite, #3 is an "in the process of being done" (definitely not finished) adjustment to #1, based on the positions and colours of #2.

It might all make a lot more sense when I finish the "adjusted proper version" of the tribal and bluesuit, which should hopefully a) Look close enough to matching the sprites to not annoy anyone,  b) work correctly with our engine shadows and shaders (i.e. cut out as much painted-on shadow as possible) and c) Look right from all angles.
Title: Re: 3d models development
Post by: Jotisz on April 18, 2012, 11:33:11 am
Well it gave back a nice sprite like look, and probably will look close or almost exactly like the normal sprites this sure will be a good help for the detailed textures.
Title: Re: 3d models development
Post by: Johnnybravo on April 18, 2012, 06:03:06 pm
Could you do some screenshots where this is zoomed?

From those few pictures it does not seem as if you had to do any changes at all, which is kinda weird considering what mess is the texture (yet it gives some strange feeling of being right, probably because of colors and shapes)
Title: Re: 3d models development
Post by: Luther Blissett on April 18, 2012, 07:21:12 pm
It looks pretty nasty zoomed in, as you'd expect. It also looks very weird from any angle other than the 6 proper fallout ones (which sort of makes sense, if you consider that I "threw sprites" at a model from 6 angles).

Anyway, yes - zoomed pictures :

(http://i42.tinypic.com/zlrrrk.png)
Front and back in Wings3D - you can see how the "pixels" are diagonal and that it's a bit of a mess.

(http://i39.tinypic.com/35b832v.png)
Close up of front. Not a handsome man.

(http://i41.tinypic.com/a4944o.png) (http://i44.tinypic.com/v5ix3t.png) (http://i41.tinypic.com/34qnyg6.png)
These are the zoomed in in-game ones. This does have a bunch of shaders and bits on it (I think yours and Baael's lighting and pixellation things).

[edit] To try and explain what I'm trying to do, this is a screen of the earliest version of the "blended" tribal :
(http://i44.tinypic.com/wirc5j.png)

That's the #3 from a couple of posts ago. It's a normal, proper, easily repaintable texture, but it's been given a little extra painted shadow in a couple of places (mostly under chest), had the colour tweaked quite a lot and had the position of the strap thing based upon the sprite version (haven't done the arm-wrap around thing yet). I've not had time to do any extra work on it, so it's still as it was a couple of days ago. It needs quite a lot more work on it. Call that screenshot version 0.1, then hopefully when I've done version 1.0, we should have a) a pretty good match for the sprite and b) a pretty good normal, useful, adjustable texture with a proper "Karpov face" on it.
Title: Re: 3d models development
Post by: Lexx on April 19, 2012, 09:59:26 am
We could always scrap the detailed / zoomed in view in the character screen interface. This would be a bit of a shame, because details get lost due to this (for personal view), but if it makes it possible to improve the graphics in the regular game, I would prefer it over anything else.
Title: Re: 3d models development
Post by: Jotisz on April 19, 2012, 05:45:42 pm
In that case this may be usable too. Well after some extra work ofcourse since I only made it to get a general layout for a detailed texture I will over paint on this one.
(http://img41.imageshack.us/img41/165/muti2.png)
Title: Re: 3d models development
Post by: Luther Blissett on April 19, 2012, 06:36:13 pm
That's awesome. Is that the same sort of technique (projection painting sprite on from various angles)? If this does work for base sprites of course, we have to try and work out how to get a similar look in the new added content. I do think a lot of it is choosing the base colour from a fairly restricted palette (so a brown jacket is a recognisable "Fallout brown" etc), then using a bit of interpretation to try and get a "true" version of the garbled pixel mess.
Title: Re: 3d models development
Post by: Lizard on April 19, 2012, 06:54:42 pm
That's awesome. Is that the same sort of technique (projection painting sprite on from various angles)? If this does work for base sprites of course, we have to try and work out how to get a similar look in the new added content. I do think a lot of it is choosing the base colour from a fairly restricted palette (so a brown jacket is a recognisable "Fallout brown" etc), then using a bit of interpretation to try and get a "true" version of the garbled pixel mess.

That sounds really promising! Tried this trick with a leather helmet image. Just to ask - were the helmets from VanBuren or made by community member?
(https://i.imgur.com/GN1wD.jpg)
Title: Re: 3d models development
Post by: Johnnybravo on April 19, 2012, 07:42:04 pm
Allright I get it. Perspective and shading is irreversible so one can't perfectly reverse-engineer fallout sprites (or at least not without overkill approach).
BTW I think the more interesting is that the mess still have some shape and colors. You can indeed blend it and use it as background to do corrections.
But more interesting is that you could easily use it to make whole new texture. If you look at the tribal guy and the texture you got from projection, you could easily convert it to height map (though it'd be kind of mess without repainting it), and as diffuse use pretty much just solid color, or something including a bit more detail. Combined together, result would indeed be very impressive and possibly even much easier to create than manually painting skin.
Title: Re: 3d models development
Post by: Luther Blissett on April 19, 2012, 10:58:26 pm
Lizard - I'd be really interested to see how that comes out like - you'll have to somehow compensate for the "not visible" areas, but it's be interesting to see how this affects the non-original models. If you find any good tricks, make sure to let us know. I'm not sure about the origin of the graphics for those though.

Johnny - I'd be certainly interested in any thoughts / ideas / methods you have regarding this. Even if I can get something working well for Tribal and Vault Suit, it's quite time consuming, and though I imagine the 3rd and 4th ones would be much quicker, it's still going to be quite difficult to explain exactly how and what I've done - then working out how to get a similar look for our added models and textures (I'm looking at my own combat jacket and longcoat and thinking what I can do for those).

As said, it was just some little tests for me to work some stuff out, but now you start to mention these other things, it could potentially be much more interesting and useful than that. As you said, if this "pixel shape" could be formed into a reusable height map (or perhaps an overlay template for photoshop?) perhaps we'd be able to mass-produce these effectively.

Anyway, I think on the very positive side, though still quite unrefined, there's probably enough evidence to say that we can get things to look "right". Especially when you look at the work Karpov has been doing with the animations recently. The question is how to combine this with something which works well for all other aspects of the texture and models and is easy to do. I still think metal armour is going to be a very tough one, because it will have a high reliance on the specular layer for its lighting.
Title: Re: 3d models development
Post by: LagMaster on April 20, 2012, 09:20:19 am
wow, some nice progress there mates
can't w8 to see them in game
Title: Re: 3d models development
Post by: Johnnybravo on April 20, 2012, 11:03:40 pm
If you look at those projections closely, they are for sure quite crude and distorted - and this error probably cannot be processed automatically.
But you can see how clearly it mapped shaded parts of sprites that you need for recreating lightning. Converting them straight away (some kind of photoshop script or effect will be enough), should still recreate very precious details of original model.
Converting this to normal maps that can already be used fine will basically add details from sprites on those models.
The concern is how bad is that distortion and whether there is any chance to fix anything or compensate it.

For traditional vertex shading, you could use it with lighting features that photoshop boast with (and other apps as well), but it's pretty much the same thing.

You don't have to worry about specular shading much - it can probably use some adjustments in code (like changing position variables, which are just a wild guess now).
In 90s specular was almost always done by just masking intensity against white reflection.
Masking itself takes just few brushes to exclude non-reflective surfaces and color level adjustment, it can already look great after 1-2minute of work.
They did not bother with it much back in 90s either, so no problem there.

The biggest challenge is just to make low-res models competitive with high-res ones (even though they are few pixel of 256 color sprites :d).
That is the reason why I suggest using the projection for height-mapping/normal-mapping.
Title: Re: 3d models development
Post by: barter1113 on April 21, 2012, 10:49:33 pm
Hey I saw first mutant here! Nice...
Title: Re: 3d models development
Post by: firehand on April 25, 2012, 01:44:07 am
Allright I get it. Perspective and shading is irreversible so one can't perfectly reverse-engineer fallout sprites (or at least not without overkill approach).

If I understood correctly the exact settings for getting the right perspective projection are yet unknown??
Title: Re: 3d models development
Post by: Karpov on April 26, 2012, 06:25:02 pm
Hey Luther, that skin is great. I've never seen the model look so good before.

(http://img38.imageshack.us/img38/2051/sprdude.png)

I tried to make some generic from it. True Fallout style, I like it.
Title: Re: 3d models development
Post by: Mike Crosser on April 26, 2012, 06:41:58 pm
It looks awesome
Title: Re: 3d models development
Post by: Luther Blissett on April 27, 2012, 02:50:56 am
I like the look of this. Looks very accurate - is that a careful repaint / recolour of the "messy" projection skin, or a combination one?

I'm finding it difficult to do a "combination repaint" myself - it's possible, it just takes time - trying to interpret the data of a strange 4 sided "pixel" into something that's understandable as an image. Each time I tweak it slightly, I find it's too far when I look at it in game. Might have a go at it over this weekend and see what I can get working.

If you've got any thoughts on how to do this, I'd love to hear them. If we can get it to look this close (or closer), whilst also maintaining the easy flexibility of the existing system, I'd be a happy man. Of course, then we have to apply a similar look to the armours, weapons and other clothing :)
Title: Re: 3d models development
Post by: Karpov on April 27, 2012, 11:19:06 pm
It was made from the one you uploaded. The small one.
I never seen this technique before. It's very clever, and it seems to work nice. I would love to use it for the armors too. Specially the Combat Armor.

You could use mipmaps. Using this skin as it is, and then using a bigger and more detailed for zoom. But I don't think it's worth it anyway.
 I think we could create a high definition texture from it if needed at some point.
Title: Re: 3d models development
Post by: Luther Blissett on April 28, 2012, 03:32:41 am
If the model shape matches the sprite pretty closely, it should work for anything we've got - though there's certainly some problems with using them as is :
1) The lighting is a composite of the sprite data, and uses a lot of painted on shadow. Therefore it won't respond correctly to the environment, or with real shadows, unless it's compensated for - effectively analysing the engine shadows and "unshadowing" the appropriate parts of the texture by an appropriate degree.
2) The pixellated textures are such a mess that doing simple alterations to the clothing (except colour change you showed) will be very difficult.
3) There is no way to generate an equivalent for any new object added to the game - that's all new armours and all the weapons.
4) They're pretty unusable as textures in any angle other than the 6 sprite angles (even falling over may look a bit odd).
5) Insides and undersides of things are going to be a problem

Anyway, if it's useful to you I can try and explain the process roughly. It was mostly a case of :
- Extracting 6 directions of relevant frames and resizing them to 400% (this saved some resizing time in the 3D program)
- Using Fragmotion (http://www.fragmosoft.com/) to load the idle anim into the base human, then export his pose as an "arms down" model
- Using Crackart (http://www.crackart.org/)'s texture painting mode to "chuck the sprite onto this model" from the correct angle and saving the resulting texture.
- Do this from all six angles for several sprites
- Put the layers into Photoshop to combine the six views (i.e. NE and NW have a good view of the back, SW and SE have a good view of the front etc).

The combining could have been done a lot better - I just did it quickly to see how it worked. Also note that Crackart crashes regularly, so if you've got an alternative projection painting software, I'd use that instead.

If you'll find it useful to look at, I could give a slightly better explanation with a few pictures to help, and give you some of the source files I was working with.

My "holy grail" is getting something which looks pretty much like these did, but is very easy to mod and overcomes the problems mentioned above. Previous bits mentioned about normal maps and filters might be the way to do this, but it's not an area I know a lot about.
Title: Re: 3d models development
Post by: Jotisz on April 28, 2012, 01:24:05 pm
Sad that those softwares are windows only. Cause they are quite good especially Crackart looks like a tool I would find handy.
Personally I wonder which side the textures will go in the end.
Title: Re: 3d models development
Post by: Luther Blissett on April 28, 2012, 06:40:27 pm
I'm pretty sure Blender (which is completely cross-platform) has a texture paint option, or has done at some point anyway. I've not tried it myself, as I found it quicker to learn 20 different programs than to try and learn anything beyond "making a box" in Blender :P

I should have another go at it really. I have a feeling I'd be able to run the whole process within one or two softwares this way, but its learning curve is steep (learning 20 programs was only a slight exaggeration).
Title: Re: 3d models development
Post by: Jotisz on April 28, 2012, 06:45:57 pm
It has and a quite good one but that program looked quite impressive. And although blender has a nice sculpting tool I find Sculptriss better its another sad thing that wine can't emulate it perfectly. Anyway I'm looking forward how the textures will go.
Title: Re: 3d models development
Post by: EnclaveSniper on April 29, 2012, 05:38:17 am
(http://i39.tinypic.com/34r7hw9.jpg)

I just got back and saw this.

Awwwww yeah!
Title: Re: 3d models development
Post by: Lizard on May 02, 2012, 10:11:06 pm
My shot at the Shinese.

(https://i.imgur.com/Pl0jp.jpg)

http://www.sendspace.com/file/wv14vg
Title: Re: 3d models development
Post by: Holzman on May 03, 2012, 10:55:28 pm
Hi guys,
I'm pretty new here, but seeing that you're always looking for more people to contribute, I'd like to throw in my two cents... :p
Going through the 3d developement trackers, i thought that the CAWS could use some polishing so I made a new texture for the model

I'm not sure if this isn't redundant work as the guns were declared "finished", but I wanted to start with something small so there :)

(http://img718.imageshack.us/img718/4038/cawsholzman.jpg)

model[old] with new uvw's: http://dl.dropbox.com/u/14951543/fonline/WP_Shotgun_CAWS_holzman.3DS

texture file: http://dl.dropbox.com/u/14951543/fonline/WP_Shotgun_CAWS_holzman.png
Title: Re: 3d models development
Post by: Mike Crosser on May 04, 2012, 12:45:40 pm
Looks better than the old one
Title: Re: 3d models development
Post by: Horatio on May 04, 2012, 01:18:11 pm
My shot at the Shinese.

(https://i.imgur.com/Pl0jp.jpg)

http://www.sendspace.com/file/wv14vg

Looks good, care for moar? Needs some chinese peasants.
Title: Re: 3d models development
Post by: NastyKhan on May 04, 2012, 05:45:33 pm
http://screenshooter.net/0805776/nftyixx
http://screenshooter.net/0805776/bmvidev
http://screenshooter.net/0805776/aphahlc
Harry.

"Official" mutant model reskinned and remeshed.

OBJ and PNG: http://www.sendspace.com/file/f0pzy1
Title: Re: 3d models development
Post by: Jotisz on May 04, 2012, 06:30:43 pm
Something wrong the model should look different. That one was the old one.
I'm sure the current one is up somewhere but in case its missing I uploaded it to dropbox.
http://dl.dropbox.com/u/47209332/Mutant.zip
Texture should look the same though on this model too. Also it looks awesome.
Title: Re: 3d models development
Post by: NastyKhan on May 04, 2012, 07:44:33 pm
I see. Thanks.
Title: Re: 3d models development
Post by: Jotisz on May 05, 2012, 08:15:49 am
For all who wish to try animating or just want to look at it here it is now for download.
Read the readme file in the zip. (it contains a blend file 2 picture and a txt)

I wish luck to anyone who gives a try. And looking forward to see some goings with the animation. Feel free to try and tweak existing ones to test things.
In case if someone needs it I will put together a small how animating should go in blender. But the ones that are already made are useful too even if they are for different software the rigging and animating is the same.

Download link:
http://db.tt/vSFkjFsp
Title: Re: 3d models development
Post by: Luther Blissett on May 08, 2012, 05:54:26 am
Had a bit of time to do a bit more with this "blended" texture thing. Looks like it should work. It's far from perfect at the moment, but with a little refining, we should easily be able to mass produce textures. There's no reason why a similar thing wouldn't work with other models / armours etc. Basically, I took the shading and colour info off the "projection painted" sprites I showed you previously and roughly painted the locations. Then I assessed the current engine lighting, and sort of deleted the equivalent from the textures, which leaves us with a sort of "shading map". It's in a primitive early version at the moment, but I think it's not far from being usable.

(http://s17.postimage.org/jo8ksy9lr/consolidate_diagram.png)

The grey one is this shading map. It's currently set to "overlay", then you just fill a colour (from a limited palette) underneath it and you have a texture. You can of course then add further detail and so on as necessary, but as long as the main areas are shaded roughly equivalent to these, it pretty much looks okay.

Currently, this overlay is a bit shitty, but I'll do a 2nd and 3rd pass at it, and we should be pretty much there. Legs and arms in particular need some more attention. A nice little advantage of this is that if the engine lighting changes in future, we only need to adjust this overlay layer and resave the texture. In the example above, I've literally flood-filled with a flat colour, but it should work equally with rips, zips, buttons and detail etc.

(http://s17.postimage.org/xtedurin3/consolidationgang_display2.png)

I churned out these in about 5 minutes. I don't have the right font for the 13, so you've got a "curly 3" instead of the "straight topped 3" you should have. You might also see on the close up that this is a "normal" texture, therefore easy to repaint. It's currently not very good, but you could easily add some detail in there, as long as the overall colour and tone is roughly similar. You can pretty easily make your other vaults by simply typing a different number in. I also tested a few different colours i.e. Peasant jacket green, Ian trousers, Cassidy trousers etc. Some of them work better than others. A few non-palette ones sort of work, but don't quite look right. The white, black and "Van Buren" notably look a bit off. The overlay setting works best with colours of similar brightness to "Vault Suit blue", but similar layers set of "multiply" or "soft light" might cover the rest of them.

Once I've fixed a few bits and named all my layers properly, I'll upload it for everyone to use /adapt / improve.
Title: Re: 3d models development
Post by: Jotisz on May 08, 2012, 10:15:39 am
Oddly but I think these types of textures are better looking in game then the realistic more detailed once. And unlike the previous painted texture they don't look distorted.
Title: Re: 3d models development
Post by: Mike Crosser on May 08, 2012, 01:43:51 pm
Looks great in my opinion
Title: Re: 3d models development
Post by: White tiger on May 08, 2012, 02:38:28 pm
Wow! In recent years, there was so much!
Guys, it's very cool what you are doing! Lots of new meshes and animations! I look forward to, when it will be possible to
play with the 3d fallout. It's a pity I have seyas not much free time to draw certain things, too.
Good luck and an early start to the open 3d test. )
Title: Re: 3d models development
Post by: Luther Blissett on May 08, 2012, 06:53:45 pm
Oddly but I think these types of textures are better looking in game then the realistic more detailed once. And unlike the previous painted texture they don't look distorted.

I'm pretty sure the originals wouldn't have used photorealistic texturing, so it sort of makes sense that "90s style" texturing would look more correct in game. In a sense, the technique is not incredibly dissimilar to the pixel-painted sprite adjustments of the modding heroes (50,000 sprites!) from NMA.

As said, the previous painted ones were "for reference" to produce what I'm doing now - these ones should be completely undistorted and should look relatively normal for anyone wanting to edit or adjust them. My next step is to tidy up this "overlay layer" a bit and do a bit more work on the colour palette. I've also got a "pixel map" (i.e. shapes of individual pixels projected onto the model), though I'm not sure if it's really any use other than as a curiosity.

There's still quite a way to go, but I think a few hours of playing with the texture will be enough to call it "done for now" and start applying / preparing similar for the other characters. We can always go back and perfect this stuff in the future, but if I can get it close enough now that it "feels right" when placed near the 2D characters, then that's probably usable for the time being. To get a perfect 1:1 with the original sprite, we'd actually have to adjust the model and idle pose a little, but I'm very hesitant to do this because it would mean adding a whole load of extra work for the tiniest bit of difference. Again, as the "shadow and form" layer is separate, it can be improved in future and simply re-applied to the textures to update them.
Title: Re: 3d models development
Post by: Karpov on May 08, 2012, 08:54:42 pm
Looks good so far Luther.If you can make a base texture, it would be very easy to recolor and use as standard skins. Are you using the "Clothing Layers"? If so, I'll add the third layer for footwear.

What's that about the idle pose? Is it the way the forearm bends? I noticed that from the rear views. Maybe I can correct it.
Title: Re: 3d models development
Post by: Luther Blissett on May 08, 2012, 09:25:48 pm
Yes - this is the plan. Currently for testing, these are all just being pasted on base layer (150), as I'm adjusting a few bits on the skin tone as well. Of course the plan is to put these on the clothing layers when they're actually used. The skin tones (man in underpants) images might need the same shading applied to them too in some places - I'll try and generate as much of this as possible from the tribal figure, then see if I can colour-pick the black man skin tone from the face and apply it. That should be enough for other people to work with at least.

For the idle pose, it's the forearm bend and the leg / knee bend mostly :

(http://s17.postimage.org/mgf02f50f/bluesuit_oldnew_display_legalter.png)

That's a like-for-like comparison between recent test and original sprite - you can see the errors a lot more clearly here.  There's a lot of small adjustments I need to make on the texture and a few major ones (groin and lower back for instance). For the idle pose itself, I've tried to show the lines of the two for comparison. I think the knee bend is the main one.
Title: Re: 3d models development
Post by: Johnnybravo on May 08, 2012, 10:59:13 pm
You don't have everything, and it shouldn't be rendered statically in texture.
To get every detail, it's still required to retouch the image and add details (like shading on spine).
Also part of the shading is error gotten from projection - for example limbs are all shadowed at edge of texture - but we got shading applied on the model.
There is no self shadowing yet, nor it appears that anyone is planning anything, which might be a little problem as well, but it's not yet strictly required.
Finally this is only part of the picture - consider sprites when the guy is lying on the ground - obviously his chest should be shaded differently then, but it wont be if you keep it just this way.
But perhaps it's just a detail that everyone will ignore due to zoom. Nobody yet knows exactly what kind of hardware is this targeted for - as some details tends to be massive with higher resolution applied. Something that will not worry anyone if people are running this game on like 1024x768/1280x960 screens.
Title: Re: 3d models development
Post by: Luther Blissett on May 09, 2012, 02:34:29 am
Yes - they're early versions, but surely having a usable and clear base texture is good to start with? As I said before, it can (and probably should) easily be drawn over with finer detail, but we at least have the colours and layout near enough correct to start with - once tidied up a bit, it's a guideline texture based upon what's actually on the sprite. You can also see pretty clearly which parts the engine lighting etc is not hitting quite right, which I'd assume would be useful for improving such things.

Also, as I mentioned a few times previously, this "shading stuff" is kept in a separate layer in photoshop, you can simply replace it / edit it / adjust it as and when the engine shaders get changed, or the normal mapping is working and so on - then just re-export the texture and it's done.

The shading on the edge of the arms/legs is my error (guilty of the "paint what you think you see instead of what you see", it's not even like that on the projections). That's my first fix to do :) The shading on the model is on (I think it's yours and Baael's effects files I'm using in this repo, actually) but there's parts of it which need a little help to define some of the more subtle areas on the model. As you've rightly mentioned before, that's something which a normal map was designed for, but they don't seem to currently work. Of course, if / when they do, you just delete that part on the shading layer of the texture.

I did check a lot of the other sprites before doing this - they don't change as much as you'd expect, which surprised me, but was also part of the reason why I thought this might work initially.

(http://s14.postimage.org/rrkctbr99/engineshadersalone.jpg) (http://s13.postimage.org/j4wdd86s3/bulesuitonfloor_combined.png)

First image is pretty much exactly what the engine shaders give us on an unshaded texture - as I mentioned, I've mostly deleted the "equivalent" from the projection mapped sprites, so those are supplying the majority of the shadows in all poses.

The other one is obviously the lying down ones. The pose isn't exactly the same (and oddly, the 3D model rotation is a few degrees off, but it's like that in all poses, and it probably hardcoded). The bits that look really wrong on here are the same bits that currently look really wrong on the 6 normal angles I showed previously - primarily the leg/arm stuff which you mentioned.

Resolution thing is a good point - I always use 100% or less in Fonline, and normally use 1280x960 or 1280x1024 monitors. With all of these, I'm aiming for "it looks like, and can stand next to a sprite" - so I'd go for "colour it blue like the originals" for jeans, rather than "paste a jeans texture from photographic source material" like you might with large and detailed figures. This was based on the impression that we'd be having 2D and 3D characters alongside each other, with original 2D backgrounds throughout. I might be wrong of course, we don't exactly have a "mission statement" for this :)

Anyway, some good thoughts there. I'd be very happily for some assistance if you've got a good idea of how to compensate / correct the stuff mentioned and generally make this work better, easier and quicker (especially regarding the normal maps from projection you mentioned before).
Title: Re: 3d models development
Post by: Johnnybravo on May 09, 2012, 04:04:30 pm
(http://s14.postimage.org/rrkctbr99/engineshadersalone.jpg)
This really makes me wonder how detailed original models were, because it pretty much seems to be close already without many additional details.
I'll try to look if normal maps could work, as it seems texturing job will be much easier than we thought ( perhaps really close to solid colors ).
Have you tried solid color without any shading whatsoever? It seems with this per pixel lighting it might even give better results than having it in texture (which obviously blurs detail a little and might not look correct).
Perhaps we should play a little more with our lighting settings, including mainly ambient lighting and direction of diffuse light.
It might be also challenging to find out what materials really used specular reflection (though it's at least obvious for metal surfaces :d).
Title: Re: 3d models development
Post by: Luther Blissett on May 09, 2012, 09:45:08 pm
It's difficult to work out. I think our only useful frames of reference other than original sprites are these bits :

Inventory sprites, which I suspect are possibly renders off models in most cases
(http://images.wikia.com/fallout/images/8/87/LAMk1.gif) (from Fallout Wiki)

And this chap used in these promo images :
http://images.wikia.com/fallout/images/1/12/Fallout_GURPS.jpg (http://images.wikia.com/fallout/images/1/12/Fallout_GURPS.jpg)
http://images.wikia.com/fallout/images/e/e1/TITLE.GIF (http://images.wikia.com/fallout/images/e/e1/TITLE.GIF)

I know of no equivalent shots for the bluesuit or other models - but I'm pretty certain all these three are from the same source model, and I'm about 50%/50% between thinking this is or isn't the same one used on the character model. Of course, if that's their promo shot - it's a safe bet that the character model has equal or less detail than that. Certainly not more.

Oddly enough, if you look at the equivalent sprite, I'm not entirely sure if it matches up with those or not :
(http://images.wikia.com/fallout/images/8/89/Larmors.gif)

Initially I thought it did, but closer inspection seems to show a lot of inconsistencies between the two (i.e. shape of armour, bit wrapped round leg would need to be twice as thick to show up like that etc). It makes me wonder if a separate and simpler set of models were used in game.

I had tested completely flat colours a while back - it does need a little "help" with detail in a few places, but it is surprisingly close when you consider it's nothing more than a flat fill without the slightest bit of detail on it at all. A slightly better shade of blue would be closer, of course.

(http://s18.postimage.org/akp1mt3id/CA_consol_Vault_13_mix11_sm.png) (http://s17.postimage.org/vtrzpl8d7/bluesuit_noshading_next_to.png)

(http://s15.postimage.org/d4wkswzqx/bluesuit_noshading_display.png)

[edit] note my slight error - I left the shading layer turned on for the yellow stripes when I just re-exported this.

So, possibly not quite solid colours, but certainly not a long way off it would seem. That "under chest" angle seems the main one - it's basically a black line on the sprite, and a gentle gradient on the shader.

Regarding specular stuff, I was initially thinking the metal armours were potentially a nightmare, but to be honest it doesn't look too frightening to me. I'm pretty sure there is such an effect on there, but it's not an advanced one by any means - it's reflecting pure white, rather than an HDR skybox or anything.

(http://s14.postimage.org/b5hebczcv/HMMETLAB_walk_SW.png)

If the "projection painted" source textures are of any use to you for working some of this stuff out, I'll zip them up and send them to you.
Title: Re: 3d models development
Post by: Gob on May 10, 2012, 04:00:30 pm
I don't want to be  a dick but are those VD textures made in MS Paint ?
Title: Re: 3d models development
Post by: NastyKhan on May 10, 2012, 04:49:04 pm
Sorry for a little off topic, but i found some glitches in the newest mutant model's face. Some vertex required reposition or merge, plus the whole face seemed to be very sad and depressed. I think i fixed it.

Please check it out.

http://www.sendspace.com/file/4lphso
Title: Re: 3d models development
Post by: Luther Blissett on May 10, 2012, 05:34:39 pm
I don't want to be  a dick but are those VD textures made in MS Paint ?

No, but they almost could have been - which is sort of the point. If you read the words from the post and the last few above it, you should get a better sense of what we were looking at and why :P

[...]glitches in the newest mutant model's face.

I'm pretty sure some of those are just triangulation / quadrangulation between imports and exports - particularly the bits around the eyes (I remember these issues when I was aligning all the UV maps between the character models). I see you've brought the cheeks in and mouth out a little too. Seems pretty cleanly done, and doesn't break the UVs.
Title: Re: 3d models development
Post by: Lizard on May 10, 2012, 08:14:12 pm
Breathtaking impressive, guys.
Title: Re: 3d models development
Post by: Jotisz on May 10, 2012, 09:35:36 pm
@NastyKhan
The repair on the face seems nice. The extra vertex were there probably due to the export importings. NastyKhan you are making serious progresses here.

@Luther
These testings seems interesting. I wonder if the other critters (fat guy, females, dogs) would produce a similar result.

I really like how things going and I'm feeling that I should get my stuffs together and start to do some more massive animating especially now that x export from blender seems to work.
Title: Re: 3d models development
Post by: Johnnybravo on May 10, 2012, 10:50:06 pm
(http://s17.postimage.org/vtrzpl8d7/bluesuit_noshading_next_to.png)
Well the best thing you might want to try is to play with lighting settings.
To me it looks as if the light direction was not vertically correct.

Now when we look at textures in original artwork it's pretty obvious the grain on most of the sprites out there are actually overdone bump-mapping used everywhere back in 90s. I don't think resolution will be high enough so we'd ever have to care about it, texture might be adjusted with some grain or noise, I think you understand better how to achieve that :d.

Quote
Regarding specular stuff, I was initially thinking the metal armours were potentially a nightmare, but to be honest it doesn't look too frightening to me.
Well, Karpov already had something very nice for metal, problem is that there is apparently quite a lot of this on leather, fabric and skin in fallout - just like you can see on that metal armor. Finding correct intensity and masking correct parts of models, that's going to be really tricky. Not impossible though. And with all due respect, some guys already made plenty of mistakes when they were making skins for certain armors, so that they already contain most of shading and even reflections. Those will be perhaps useful for creating specular masks, but the skins themself are not going to appear correctly if they are not redone without shading (outside of details not present in model, for that is normal map that is not yet used).

I'd be worried about performance though. Used lighting model requires shaders (not sure if fonline runs without them though), and it's quite expensive compared to legacy methods and fixed pipeline rendering, But then again this is for 3D models running on 2D scenery, and performance of per-pixel tasks is obviously tied to pixels used on screen, which is fairly low.
If by any means there'd have to be lightweight version with legacy vertex lighting, we'd need another textures for models, because lighting done by engine might not appear correct.

I was also thinking a bit about pixelisation requested before. To be honest, possibly best solution for it is to actually ignore it.
As you might have noticed, 2D renderer does not scale sprites up, so in fact 2D is ALWAYS rendered 1:1 whenever not zoomed in. Zooming in is not any useful in 2D anyway, so that like only real problem is the usage of palette and aliasing on sprites (which is fairly well emulated by just doing nothing - turning AA off :d).
Title: Re: 3d models development
Post by: NastyKhan on May 10, 2012, 11:16:13 pm
@NastyKhan
The repair on the face seems nice. The extra vertex were there probably due to the export importings. NastyKhan you are making serious progresses here.

Thank you :) So i'll remake all my skins and models to fit the new shape. I'm losing orientation so i suggest to begin naming models by author and version. What would you say for o name "Supermutant J3" ? (j for Jotisz and 3, because after my fixes it's total third version)
Title: Re: 3d models development
Post by: Luther Blissett on May 11, 2012, 12:13:12 am
Jotisz - the bluesuit is particularly plain - I'd imagine some of the others would need quite a bit more detail to work - but the process would be the same for other characters and armour models etc. If a greyscale texture can be made of each, colours can be layered in easily, then extra details added on another layer and so on.

Note that the Blender .x export itself seemed slightly garbled when I tested it, but the fbx one was perfect and easily converted. I'm still unable to import any of the existing rigs into Blender properly unfortunately, but will continue to try things every now and again. It would help a lot with speeding up the animation if our Blender specialists could access the existing animation work and rigs.

Johnnybravo - writing the lighting settings is one of the bits I'm really not very good with, so that's better left for someone else. I'm okay at positioning lights in a 3D program and adjusting in real time, but writing text, then loading to see what it's done is something I'm not familiar with. Alsol, the floor shadow appears correct - I assume this would move if we moved the lighting?

Grain / noise is probably right - it could be finer detail, but it's only really going to look like grain in game at 100% zoom (I tried a denim texture on some model, in game it was merely a slight grey noise). I suppose the question is whether we simply "apply noise" to the texture, or apply fine details which will ultimately only look like noise. I think I'd have to test both to see what the difference was visually.

I remember Karpov's test stuff on specular - and it worked pretty well. It would need some fine tuning to match sprites, but I think it's possible. I'm trying to think if there's some way to work out where / how it should be. The projection painted stuff gives us a bit of an indication, but otherwise it pretty much involves studying lots of sprites. Depends how perfect we want it. It might be as simple as a slightly tweaked greyscale version of the texture to be applied to the model, then brightened or darkened as a whole depending on the material it represents. Again, won't really know until it's tested. Regarding existing textures, eventually a lot of them will probably want redoing, depending on how sprite-accurate we want them to be. I know the ones I did certainly have a lot of painted on lighting, as the lighting effect we were using at the time was a lot further from accurate, and they needed a lot of this to look even slightly "in-game style". The lighting in game is better now, so a lot of that shadow is redundant.

Ultimately, my main thought is simply to keep colour, detail and shading elements on separate layers in layered source textures. We get them as close as we can by any means necessary. If / when we improve lighting /normal mapping etc, we alter the relevant layer. Should be easier to "mass adjust" rather than "mass redo" everything.

Nastykhan - You can name them however you like really, but they do need renaming specifically when they're put into game along with other models and textures. Your suggestion sounds a pretty good idea to keep track of things in progress though, but I'd suggest using 2 or 3 letters per person.
Title: Re: 3d models development
Post by: NastyKhan on May 11, 2012, 01:15:10 am
Your suggestion sounds a pretty good idea to keep track of things in progress though, but I'd suggest using 2 or 3 letters per person.
That's really important when you make textures to note which model it's compatible with. Form of naming doesn't really matter for me though. I just want something shorter and more clear than "the least Jotisz's model with NastyKhan's face corrections". ;) "Supermutant Jot3" sounds good to me - let's wait for Jotisz's respond however.
Title: Re: 3d models development
Post by: Luther Blissett on May 11, 2012, 02:20:57 am
For the character models, all of the textures should be compatible with all the models initially - the UV maps are all aligned the same.
Title: Re: 3d models development
Post by: Luther Blissett on May 21, 2012, 02:13:47 am
1) Double post apology.

2) Been looking to see if I could get anything to respond with the normal mapping stuff, but so far nothing. There is a 3D_NormalMapping.fx in some of my test repos - I can't remember if it came with the original SDK or if one of you guys wrote it. Anyway, when simply added to the fo3d files, it doesn't do anything. Does it need an "EffDef" thing to accompany it perhaps?

I also tried to look at some newer SDK revisions, to see if that'd make any difference, but I can't even get those to run properly. Singleplayer doesn't seem to connect to where the data is and just brings up "error" on all the buttons, trying to run an internal server autokicks my client connection from it, so just gives me a black screen (log shows as "Connection timeout, client kicked, maybe bot").

Anyone got any ideas on either of these? It's stuff I've had working with previous revisions, so I'm guessing I've just forgotten to add something in a config file or something suchlike.
Title: Re: 3d models development
Post by: Johnnybravo on May 23, 2012, 10:28:16 am
It needs some definition to compute tangent space for the model.
Quote
@code
CalculateTangentSpace [2]
@endcode
Включение расчета касательного пространства, тангента и бинормали, которые можно использовать в эффектах, см. файл IOStructures.inc.
Or google translate:
Quote
@ code
CalculateTangentSpace [2]
@ endcode
The inclusion of the tangent space calculation, PTT, and binormal, which can be used in the effects, see the file IOStructures.inc.
According to documentation [2] means it's used only once, but that's pretty obvious.
Example in docs:
Code: [Select]
Model    Box.3ds
CalculateTangentSpace
Subset 0 Texture 0 DED.tga
Subset 0 Texture 1 DEN.tga
Subset 1 Texture 0 DrD.tga
Subset 1 Texture 1 DIntrN.tga
Subset -1 Effect 3D_NormalMapping.fx
Title: Re: 3d models development
Post by: Luther Blissett on May 23, 2012, 01:14:52 pm
Many thanks :)

Will test this when I'm back from work.

[edit] No luck so far :(
Title: Re: 3d models development
Post by: Luther Blissett on June 03, 2012, 01:51:29 am
Still had no luck with normal maps, but have had some success with some other bits of test stuff, namely beards and linking things in script files.

Not a lot to show visually, but here's some test beard / moustache / hair combos :

(http://s15.postimage.org/bp84opr4r/hairbeardtests.png)

The models / textures aren't great, but they work anyway. They can be improved later. The bit at the bottom shows the altered "selection" stuff from the character reg screen, which links up correctly to colours and styles.
Title: Re: 3d models development
Post by: Surf on June 03, 2012, 02:01:40 am
Luther don't be shy and show the sprite sheet you showed me 2 days ago here too. :P I drooled in anticapation, I am sure the others will like it too!
Title: Re: 3d models development
Post by: Luther Blissett on June 03, 2012, 02:13:57 am
Hahaha :) If it's the one I think you mean, other than the base texture I'm testing things with, I don't think there's any new models on there - though it is quite a nice set of the existing hats / armours and bits we've got.

This one?
(http://oi49.tinypic.com/kvrk6.jpg)
Title: Re: 3d models development
Post by: Surf on June 03, 2012, 02:29:52 am
Yep exactly. Loving the small changes of colour, detail etc on the armours!

Only the colour of that red barret seems to be a bit unfitting. Is that one within the fallout 256 palette?
Title: Re: 3d models development
Post by: Luther Blissett on June 03, 2012, 02:43:14 am
None of those are anywhere near that palette :)

Title: Re: 3d models development
Post by: Surf on June 03, 2012, 03:15:32 am
Atleast the red barret is sticking out, the others are nice. :P Though, IMO they could all be a slightly bit brighter. Easy job to do though, so no complaints from me here. ;)
Title: Re: 3d models development
Post by: Luther Blissett on June 03, 2012, 04:02:17 am
The beret was made for the rigging tutorial, though afterwards I decided I quite liked it (despite the model and texture being pretty crap if you look at them closely). For them to be usable, they'd need to be completely different colours, or at least "Fallout red", which I'd take as the tone used on the red shirts on the black peasant. However, that general olive/grey/green colour for the base tones also doesn't "exist" as such, so would need hue-shifting to the nearest brown or green shade to actually fit next to sprites and original scenery.
Title: Re: 3d models development
Post by: Mike Crosser on June 03, 2012, 01:06:27 pm
(http://oi49.tinypic.com/kvrk6.jpg)
Wow looks great nice job dude!
Title: Re: 3d models development
Post by: MRtrader on June 03, 2012, 09:56:21 pm
Hahaha :) If it's the one I think you mean, other than the base texture I'm testing things with, I don't think there's any new models on there - though it is quite a nice set of the existing hats / armours and bits we've got.

This one?
(http://oi49.tinypic.com/kvrk6.jpg)
it looks like a improvement over old. and normally i don't like new stuff over the old f2
Title: Re: 3d models development
Post by: boatshift on June 03, 2012, 11:17:59 pm
Hahaha :) If it's the one I think you mean, other than the base texture I'm testing things with, I don't think there's any new models on there - though it is quite a nice set of the existing hats / armours and bits we've got.

This one?
(http://oi49.tinypic.com/kvrk6.jpg)
i like it .... alot :D
Title: Re: 3d models development
Post by: Luther Blissett on June 14, 2012, 10:14:38 am
Still struggling to get anything from the normal mapping.

This stuff alone doesn't make any difference :
Code: [Select]
[...]Effect 3D_NormalMapping.fx
CalculateTangentSpace

Effect 3D_SpecularMapping.fx
EffDef Floats Specular_Power 5.0[...]

This is from the top of _FOHuman.fo3d - the specular stuff, which works, is there for comparison.

I can get it to do something if I put the effect line directly in a layer like so :

Code: [Select]
Value 77  Root Texture 0 diffuse.png Texture 1 normal.png Texture 2 specular.png Effect 3D_NormalMapping.fx
This doesn't do what it's meant to, but does have an effect on the model :
(http://s18.postimage.org/bjimzpf0p/normalmapfails.png)
(Left is without this, right is with)
It does this regardless of what the normal map contains. If you look at the white part, it appears to overwrite all other lighting / shadow info.

It could just be my archaic graphics card being shit, but normal mapping appears to work fine in other software, so I'm leaning towards it being a problem with what I've tried to type in the fo3d stuff. To be honest, I'm well out of my league with this stuff. Someone must understand it though...

p.s. Love the existence of the new SDK board :)
Title: Re: 3d models development
Post by: Jotisz on June 28, 2012, 09:30:25 pm
A small report on the progress of Muties. Textures and extra models are done by Nasty Khan they look real good in motion too.
This goes here instead of animation cause it just shows they got rigged still fiddling around with getting them blown to pieces.
(http://img268.imageshack.us/img268/4619/showoffw.png) (http://img832.imageshack.us/img832/9427/showoff2.png) (http://imageshack.us/photo/my-images/832/showoff2.png/)(http://img855.imageshack.us/img855/9837/showoff3.png) (http://imageshack.us/photo/my-images/855/showoff3.png/)

Title: Re: 3d models development
Post by: Luther Blissett on June 29, 2012, 02:57:38 am
Looking impressive!

p.s. I'm very busy with work at the moment, I've not disappeared.
Title: Re: 3d models development
Post by: JovankaB on June 29, 2012, 08:55:03 am
A small report on the progress of Muties. Textures and extra models are done by Nasty Khan they look real good in motion too.
This goes here instead of animation cause it just shows they got rigged still fiddling around with getting them blown to pieces.
(http://img268.imageshack.us/img268/4619/showoffw.png) (http://img832.imageshack.us/img832/9427/showoff2.png) (http://imageshack.us/photo/my-images/832/showoff2.png/)(http://img855.imageshack.us/img855/9837/showoff3.png) (http://imageshack.us/photo/my-images/855/showoff3.png/)

It looks INCREDIBLE :) They seem to have a bit short hands though.
Title: Re: 3d models development
Post by: Mike Crosser on June 29, 2012, 02:50:02 pm

(http://oi49.tinypic.com/kvrk6.jpg)
Damn I cant stop staring at this it looks so cool o_O
Title: Re: 3d models development
Post by: foad on July 05, 2012, 02:53:15 am
hi all.
made a couple missing models (128x128 px textures)

1. water chip (100 polys)

2. ears (of the player and masticator, 48 polys). not sure how they should look on the ground..

3. electric lockpick mk2. I redid it, because the previous version was crap. less count of polys (91 polys)

I did not post it on the russian fonline forum, because it was full of smart moscow schoolboys and sad trolls  :)
but sent a files links to Graf






Title: Re: 3d models development
Post by: Jotisz on July 05, 2012, 06:48:31 am
They look ok. Although adding some minor extras to the textures would make them look better but the shapes I think are totally good.
Title: Re: 3d models development
Post by: foad on July 05, 2012, 12:52:13 pm
damn, i just noticed that "- alpha-channel shouldn't be used in the texture".
I do not remember that I've seen this before on the tracker. but I was sure that the alpha channel can be used. what about this?
Title: Re: 3d models development
Post by: Horatio on July 05, 2012, 01:12:41 pm
Technically possible, but better not, because issues might appear.
Title: Re: 3d models development
Post by: Lexx on July 05, 2012, 01:22:12 pm
What issues? Did anything happened with alpha-channel textures already? Transparency is a quite important tool for making different clothes without changing the base model (different long coats, robes, or other clothes which might be long or short or with holes, etc).
Title: Re: 3d models development
Post by: Luther Blissett on July 05, 2012, 02:25:06 pm
I think it's a case where the selection outline and shadows don't react to it. Internal holes and transparencies should be fine, as they wouldn't affect the overall shadow or outline, but I think cutting off part of the model in this way probably wouldn't work.

However, I'm pretty sure the subset thing used on the main body would be transferable, so we could assign multiple materials to an item i.e. main body/left sleeve/right sleeve, then use the "disable subset" to remove them, to make a one sleeved or no sleeved version of a jacket. I've not actually tested this yet, but I think there's a fair chance of it working. It's on my "to mess about with and test" list somewhere (I was looking at potential ways to make hair/hats work without either "hat baldness" or "hair poking through the helmet).
Title: Re: 3d models development
Post by: Lexx on July 05, 2012, 04:30:06 pm
But the shadow is quite small and you will never see it in length. Just check out the image on the previous page. I'm sure nobody would notice any real difference.
Title: Re: 3d models development
Post by: Haraldx on July 05, 2012, 10:08:03 pm
How about perfomance hits? IdTech 3 (Quake 3 engine) had problems when rendering alpha. Occasionally, maps with alot of foliage had worse frame rates than maps with alot of geometry.
Title: Re: 3d models development
Post by: Johnnybravo on July 05, 2012, 10:54:52 pm
How about perfomance hits? IdTech 3 (Quake 3 engine) had problems when rendering alpha. Occasionally, maps with alot of foliage had worse frame rates than maps with alot of geometry.
?!
On pre-Geforce graphics or what? When you are using alpha, and not running ray-tracing engine ( ::)) all you really have to care about is to minimize the invisible surface, because it still needs to be processed. But seriously there won't be screen filled with 3D anyway, because only actors are going to use it.
Title: Re: 3d models development
Post by: Horatio on July 05, 2012, 11:06:54 pm
?!
On pre-Geforce graphics or what? When you are using alpha, and not running ray-tracing engine ( ::)) all you really have to care about is to minimize the invisible surface, because it still needs to be processed. But seriously there won't be screen filled with 3D anyway, because only actors are going to use it.

Let me guess. This is why we won't probably have splatter effects based on alphatextured polygons?
Title: Re: 3d models development
Post by: Johnnybravo on July 06, 2012, 02:45:39 am
No it's not a problem.
It's only problem when you fill the screen with tons of overlapping quads and have to fill them all. Even better hardware can have some problem, because fill rate is not really raising that rapidly. But then again, it does not really matter whether or not they are transparent. Because of this, often simple quads are not always used (more complex shapes can be more useful because of lower fill rate required) or they are optimized/rotated to reduce transparent areas to minimum.

HOWEVER, in Fonline you are not going to see huge splats covering whole your screen, with smoke and fire all over the place. Perhaps at massive zooming, but that's not the thing that requires huge attention.
If those splats do not exist yet, it's more likely because there are no inbuilt particle generators or that kind of stuff, and artists have to incorporate them within the model which takes far more time and work. Performance is not problem here.
Title: Re: 3d models development
Post by: Haraldx on July 06, 2012, 09:41:03 am
On pre-Geforce graphics or what?
On current GeForce 7k to 9k series (Can't remember how it went with my old 6k series, so can't tell you anything about that). Maps with foliage were third party anyway if I remember correctly. There are enough mods for IdTech 3 now and most of them use some kind of alpha channel. Wherever it shows up for quite some time it's possible to get sometimes an even very noticeable framerate hit. But as you stated already, I guess you won't be able to see alot of alpha that overlaps.
Title: Re: 3d models development
Post by: Johnnybravo on July 06, 2012, 03:47:47 pm
ID3 was usually bottlenecked by CPU in maps with a bit more polygons, because all the transforming and rendering was rather primitive. It is however unrelated to usage of alpha blending.
Nevertheless this is getting a bit offtopic. I'd suggest using them as much as you like. As for shadows and that kind of stuff, it'd be neat if they were done by some more modern technique like shadowmapping, but will be hardly notable anyway.
Title: Re: 3d models development
Post by: Haraldx on August 03, 2012, 11:52:03 pm
The misc item tracker seems to have gone nuts. Pictures are in wrong places and other nonesense. I guess something went wrong there. Armor and weapon tracker seems to be alright tho.
Title: Re: 3d models development
Post by: Graf on August 04, 2012, 09:03:29 am
It seems alright from my side. Try to use a different browser or something. Or tell me where are the pictures in wrong places.
Title: Re: 3d models development
Post by: Haraldx on August 04, 2012, 09:58:49 am
Hmm... Weird... As I look through at the very moment, everything is in it's place. Yesterday it was pretty random indeed, for example, the decomposed body icon was replaced with the wire-frame picture of something and... I totally made no sense. Migth have indeed been a browser bug.
Title: Re: 3d models development
Post by: Haraldx on August 09, 2012, 03:29:20 pm
A terrible texture for a confusing UV map.
(http://img210.imageshack.us/img210/6684/enclavecombathelmet.jpg)(http://www.fo2238.fodev.net/wiki/images/8/8e/Invenccahelmet2.png)

The more I look at the inventory picture, the more it makes me feel I actually should have edited the model. Yet again, waste of polygons.
Title: Re: 3d models development
Post by: Mike Crosser on August 10, 2012, 10:55:10 pm
Umm the laser pointer thingy should be on the other side.
Title: Re: 3d models development
Post by: Haraldx on August 11, 2012, 12:51:49 am
Not my model. Not like it makes any difference either. I noticed that there are kinda many such stuff that is inverted. Dunno if in-game models are mirrored or not, but whatever.
Title: Re: 3d models development
Post by: Mike Crosser on August 11, 2012, 01:21:44 am
The texture doesn't seem to be that bad.
Title: Re: 3d models development
Post by: Horatio on August 30, 2012, 05:42:13 pm
Just checked the armor tracker. It isn't even updated and i guess nobody even downloaded the newest stuff to place it in repository.

What a damn shame. It's time for me to get different methods.
Title: Re: 3d models development
Post by: Gob on September 16, 2012, 09:25:47 am
So when will these 3D models be ready? It's been like 2 years almost if I'm not wrong.
Title: Re: 3d models development
Post by: barter1113 on September 16, 2012, 10:30:55 am
So when will these 3D models be ready? It's been like 2 years almost if I'm not wrong.

I think they must make only few death animations and "good pixel shaders" and everything would be made. Other models (all fallout critters/body types) can be made later.
Title: Re: 3d models development
Post by: Graf on September 16, 2012, 03:38:25 pm
(http://s3.hostingkartinok.com/uploads/images/2012/09/c3a230977fae6847248cf3c94cccf82d.png)

Seriously, this project is quite close from being finished. Someone just have to lead it throughout the final stage. Just like I did during the earlier stages.
Title: Re: 3d models development
Post by: Luther Blissett on September 16, 2012, 05:30:51 pm
As Graf pretty much said, I think the main thing it needs is a coordinator, which is basically someone with a lot of free time to do the "admin stuff", but who also understands how to assemble everything. There's quite a bit of "code" stuff that needs doing, but it's mostly a matter of collecting all the stuff and putting it in the right place (there are different versions of files in different formats and levels of completeness all over the place).

There's also quite a bit of missing knowledge in places, for example :
- Getting normal maps working.
- How the gory death animations would work with armour (I believe we may have to make a "broken up" version of every armour item, that separates in the same way as the "death body").
- Bit of confusion about the models not quite working in newer revisions of the SDK.
- Stuff to do with linking all the models up to actual in-game objects.
- The problem with the "action" occurring at the start of the animation, so the enemy is shot before the gun is fully raised to fire.

In a sense, those are all things that we either need someone to look at, or a lot of people to help with. At the moment, they're beyond my abilities and beyond my available free time. It's not as much fun as designing and making models, but it's needed to make it all work.

As well as those, there's a lot of background work to be done on fitting everything together - for example, I did a little research and testing on the options in the character selection screen, and trying to understand the game-object>model-object connection, and associated floor and inventory objects, but it's still a mess of text files and bits that don't work. There's a load of other stuff I've not even looked at yet.

Personally, I've not had time to do anything on this for the last month, which is unfortunately how my free time goes. I've certainly not abandoned it, but it's going to be several weeks before I have the chance to sit down and work through some of this stuff. There's still a lot of things I need to learn myself before I can explain to anyone else how they work.

The other issue is one of general morale, or "bottlenecks" in the production - if someone makes a major step forward with one of these areas, suddenly a load of other stuff can get done, and people will find the enthusiasm to do it. When nothing happens for a while, everything slows down and stops (for example, Horatio and others make a load of new models, none are implemented yet, Horatio stops working on models - when someone comes and does all of these, it would probably start again).

p.s. love the "one does not simply" picture :)
Title: Re: 3d models development
Post by: Horatio on September 21, 2012, 04:20:20 pm
(for example, Horatio and others make a load of new models, none are implemented yet, Horatio stops working on models - when someone comes and does all of these, it would probably start again).

You speak my mind, Luther.
I have a impression that the project is abandoned by everyone but few persons. This is depressing.
Title: Re: 3d models development
Post by: Luther Blissett on September 21, 2012, 06:47:19 pm
I wouldn't worry too much long term, as said the motivation works like a crowd about to applaud - someone needs to get it started, then everyone joins in. For example, if Karpov reappears with "hey guys, I've just done this stuff", that would probably sort things out.

As for myself, as my "real life work" is also freelance/project based, I've currently got three projects that I need to complete first, which will allow me to eat and pay my rent :( Once my belly is full, and my roof guaranteed, then I can look at this again :)

Once I'm "back on this" again, the first bits I'm doing are trying to finish the 3D bits for Surf's "What Remains (http://www.rpgcodex.net/forums/index.php?forums/what-remains.43/)" - I'm quite a way through these, but it needs to be finished. The plan is to release a demo as soon as possible - which would be a single player demo including fully usable 3D characters at their current stage of development.

Though this doesn't immediately seem to correspond to the 2238 Fonline stuff, the background work is heavily connected - and should complete my understanding of the basic workflow from designing models to adding them to the game (with linked item/model thing, and NPCs and hair and so on). Ideally, that should put me in the position to be able to combine some of the background files with the 2238 3d dev stuff, and also write some new tutorials for anyone else interested in doing the same.

Half of the problems listed in my previous post (especially gory deaths, normal maps, action/animation) probably won't be solved here, but there should be enough stuff there to test, and it may bring some attention from people who can solve these issues.
Title: Re: 3d models development
Post by: Jotisz on September 22, 2012, 07:03:51 am
I though death animations use different model although I think alpha channel on textures could do it too but the later probably won't look so good.

Btw I've been trying to put together a new blend file in my freetime for the supermutant with some updated scenes and export all the animations I made to bvh format with a few minor tweaks. All unarmed movements are done for it except gory deaths... but its not so big news

Anyway I'm happy to hear that What Remains is getting closer and closer for a demo. I've been looking forward to that.
Title: Re: 3d models development
Post by: foonlinecurious on September 29, 2012, 06:10:22 am
BTW what is the deal with that, do they still need help?
I can make 3d models in truespace, do they have to be made in a certain program?
what do they need left to make?
Title: Re: 3d models development
Post by: barter1113 on September 29, 2012, 10:28:10 am
BTW what is the deal with that, do they still need help?
I can make 3d models in truespace, do they have to be made in a certain program?
what do they need left to make?

Left models you can check there but this wiki wasn't updating.

http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker

http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker

http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker

For more info talk others.
Title: Re: 3d models development
Post by: Horatio on September 29, 2012, 10:54:44 am
Updated list.
(https://i.imgur.com/BenZQ.jpg)
Title: Re: 3d models development
Post by: Karpov on November 30, 2012, 09:13:57 pm
Hello, it's Karpov. After a long talk with Graf, he convinced me to get back on board. I apologize for leaving. Somehow I felt like I have failed "leading" this project, mainly because I'm just an artist, and I never intended to do so. But I'm here, and I want to learn from my mistakes, and make this right. I'm glad to be back.
 
I have a proposal for the close future.
Let's focus on the key elements of the character that are needed for it to be playable. That means; no body types, no extra armors, no dancing animation. What is it that Fallout had originally? and maybe what it was missing because of it's engine limitations, but only that.
 I propose this because every thing we add needs work, so we need to focus on those things that actually make the playing experience, and we need to correct right away.
If we finish that part, we can then add anything we want.
 
We need animators that can work on 3dsmax preferably, or anything that loads fbx.
We need someone that can succesfully export static .x meshes with their texture, so that anyone, even without knowledge of 3Dsoftware, can export the items into the game. It's not hard making them, in fact it's fun, but exporting them one by one is a pain in the...ok..  I'll do some research on this.
I need to read a lot in this forum.

Title: Re: 3d models development
Post by: Rascal on November 30, 2012, 09:41:41 pm
nice to see You back, You are doing reaally nice work!
Title: Re: 3d models development
Post by: Haraldx on December 01, 2012, 12:43:35 am
Alright! Karpov's back on board! I understand you aren't really a leader, but I'm a laborer type of person - give me a job and I will see what I can do. So, anything specific that needs to be done?
Title: Re: 3d models development
Post by: Horatio on December 01, 2012, 04:08:38 pm
Alright! Karpov's back on board! I understand you aren't really a leader, but I'm a laborer type of person - give me a job and I will see what I can do. So, anything specific that needs to be done?

This? Karpov even wrote a tutorial for it.
http://fodev.net/forum/index.php/topic,26833.0.html
Title: Re: 3d models development
Post by: Haraldx on December 01, 2012, 04:20:12 pm
Oh snap, missed that. Alright, off to do something.
Title: Re: 3d models development
Post by: vedaras on December 02, 2012, 01:02:32 am
Welcome back Karpov, and dont be sorry for doing a lot in the modelling, you inspire players :)
Title: Re: 3d models development
Post by: Horatio on December 05, 2012, 05:30:57 pm
So what's the deal with wiki 3d armor tracker for NPC clothing, why was it deleted?
Title: Re: 3d models development
Post by: Karpov on December 05, 2012, 06:07:46 pm
I don't know Horatio, but I think that creating the original NPCs clothing in 3d is almost useless; you could use the sprites instead. It would be good to have some new concepts for NPCs though.

Thanks vedaras.

I wanted to tell you about something I'm working on. I've been thinking about how to improve the walk/run animations, and I found a good way to do it. This is what I did: I recorded a video and played it frame by frame, and I found out how the light that comes from the character at night, still moves from hex to hex instead of going forward in a linear way, like the 3d character does. That helped me determine how many seconds it takes to move the character 1 hex forward, and use it in the animation. The problem now is that I don't know how long are the hexes. So I exported an Hexagon in 3d and replaced it for the character, then resized it until it reached the lenght of the hex. However, this is not exact yet. Once I get the right size of the hexes, I will be able to make these animations much natural, because now I have the same measures the game uses and, I don't have to export and test every time I modify it.

It's going to be cool. I'll post something later.
Title: Re: 3d models development
Post by: Horatio on December 05, 2012, 07:21:32 pm
I don't know Horatio, but I think that creating the original NPCs clothing in 3d is almost useless; you could use the sprites instead. It would be good to have some new concepts for NPCs though.

Thanks vedaras.

I wanted to tell you about something I'm working on. I've been thinking about how to improve the walk/run animations, and I found a good way to do it. This is what I did: I recorded a video and played it frame by frame, and I found out how the light that comes from the character at night, still moves from hex to hex instead of going forward in a linear way, like the 3d character does. That helped me determine how many seconds it takes to move the character 1 hex forward, and use it in the animation. The problem now is that I don't know how long are the hexes. So I exported an Hexagon in 3d and replaced it for the character, then resized it until it reached the lenght of the hex. However, this is not exact yet. Once I get the right size of the hexes, I will be able to make these animations much natural, because now I have the same measures the game uses and, I don't have to export and test every time I modify it.

It's going to be cool. I'll post something later.

Sound fascinating, i'm really look forward to take a look at it, Karpov. I'm a bit disapponted about NPCs, though, it means that everything i did was for a naught, discarded, just like that.
Well, godspeed. We're watching your work with interest and i'll get me some popcorn, too.
Title: Re: 3d models development
Post by: Graf on December 08, 2012, 07:42:16 pm
I've got an answer to this. It wasn't deleted, it was moved to a different page, which I will reveal later this week. This new page will include "milestones", which is a list of work, that needs to be done, before moving to another task. This is to let people know, what's really needs to be done at  the moment. Once the milestone has been reached - all the content is moved to a regular armors/misc/everything else tracker.

Alright, I have prepared the first version (http://fo2238.fodev.net/wiki/Fonline3D_progress_tracker) of this page, but there are still a few things to tweak. If you have anything to add or you want to suggest any changes - feel free to write here or PM me. Remember, this page is only there to tell, on which tasks we have to concentrate at one particular moment. Obviously, some job from this page has been particularly done already. But what's important, is that you'll need to forget about it until the time, before we move to the related task.
Title: Re: 3d models development
Post by: Gob on December 09, 2012, 08:30:52 am
I'm soo glad that we are soo close to finnish this project. Keep up the good work guys!!!!!
Title: Re: 3d models development
Post by: Luther Blissett on December 09, 2012, 01:39:10 pm
Good administration, Graf :) I'll have a look through my files and see what I've got that matches. I've got provisional tribal and bluesuit ones certainly - I remember stopping because we couldn't get normal maps working, therefore couldn't finish "final" versions of textures.

[edit] Note - I'll look later in the week. Got some urgent work to finish right now.
Title: Re: 3d models development
Post by: Gray on December 09, 2012, 11:37:11 pm
Glad to see that you didn't give up and still working. It seems to be a Great Comebacks era.
Would be happy to help, but I am a complete dilettante in animations. But if there are any meshes need to be done - just tell me.
Title: Re: 3d models development
Post by: Horatio on December 14, 2012, 08:50:55 pm
Glad to see that you didn't give up and still working. It seems to be a Great Comebacks era.
Would be happy to help, but I am a complete dilettante in animations. But if there are any meshes need to be done - just tell me.

Shady Sands dweller outfit perhaps?
(http://www.falloutwiki.com/images/f/fa/Shadysands.jpg)
Title: Re: 3d models development
Post by: Vaults on December 25, 2012, 12:46:03 am
 What about the flamethrower animation from Van Buren? That animation looked so sick how he sprayed it around and burned players with it.
Title: Re: 3d models development
Post by: Karpov on February 19, 2013, 06:32:21 pm
Hi. Just an update on the project. I started moving everything to the latest version of the SDK few days ago, but it's giving me a bad headache. First, the animations were not working at all. After some days struggling with it, I found a way to making it work by using a different export plugin. I tried every option in the other one but it still wouldn't work, so I'll have to reexport all of the animations again... *sigh*.
 Another thing that is not working is the shader. I asked JohnnyBravo, the author, to check it out, and see if he can help.
 I hope I don't find anything else, my head is about to blow already  ;D.

Good news is that the armors for male are working on the death animations (in the older sdk of course). I'll work on the female armors, and I'll update the repository one last time for the old sdk. I think I'll freeze that version, zip it, and save it into another drive.

That's it, just letting you know in case you wondered. I hope to get everything working soon.
Title: Re: 3d models development
Post by: vedaras on February 20, 2013, 12:07:30 am
thanks for latest news Karpov :) and keep up the good work :P
Title: Re: 3d models development
Post by: Graf on February 20, 2013, 04:30:47 pm
Thanks for keeping us informed, Karpov!

I myself are slowly, but surely importing the miscellaneous items. Once these are done, I'm planning to deal with the missing models and corrections in existing models. In fact, I'm just following this roadmap (http://fo2238.fodev.net/wiki/Fonline3D_progress_tracker#Milestone_2._Fonline_3D_version_0.4), which I wrote a while ago.

Hope to see some assistance from the other community members the other day, though.
Title: Re: 3d models development
Post by: Alvarez on February 20, 2013, 10:53:31 pm
Some content like ballgag, rubber doll and some others were made and uploaded but never made it into tracker, as just forgotten/disregarded.
Title: Re: 3d models development
Post by: Graf on February 21, 2013, 03:50:05 pm
The rubber doll has been already added into the game. The ball gag is missing from my archive though. Not sure if there are any other models that I had missed. And there aren't any disregarded models, unless they are too high-poly or different from the original.
Title: Re: 3d models development
Post by: Haraldx on March 28, 2013, 05:50:27 pm
Hmmm... An engine related question. Since we are dealing with so many human models at the same time, would it be possible to use geometry instancing for performance boosts?
Title: Re: 3d models development
Post by: raynor009 on January 28, 2019, 02:30:17 pm
So...
Are we there yet?!?  ;D