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3rd August 2013, 10:44 AM
#141
The advanced view is not active because it's going to show some data retrieved from the game itself, like thrust ratio and technical stuff like that.
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3rd August 2013, 10:52 AM
#142
Ooh, that'll be interesting!
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5th August 2013, 04:51 PM
#143
Here's part 1 of me building the next prototype ship in 3ds max 8. If anyone's interested in modeling and would like to take a look just click the link:
http://www.youtube.com/watch?v=0QdvHnmk0oI
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6th August 2013, 01:58 PM
#144
Here's one of the many references to this great forum that started it all:
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13th August 2013, 01:58 PM
#145
Subscribing to this thread
great work, would love to see wireframes and texture maps on the models (curious 3D artist here) and was wondering if you're using the HP to LP workflow or wether you're directly modelling into low poly
Love some of the designing in here
Cipher
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13th August 2013, 02:21 PM
#146
Thanks!
You can see how a ship is currently being modeled for the game here:
http://www.youtube.com/playlist?feat...2p5HtddqMQpaao
I usually make the model directly for the game. I don't make high poly models to optimize later. Ain't nobody got time fo' dat.
Last edited by Xpand; 13th August 2013 at 02:29 PM.
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13th August 2013, 03:38 PM
#147
that time pays off though, personally find that you can go lower poly using normal maps without having a strong seam from one poly to the other
meeh, don't know, i just like modelling in HP
Keep it up! Good stuff ;-)
Cipher
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13th August 2013, 03:41 PM
#148
Yeah but since they're specifically game models there's no reason to make them HP. I'd end up with a bunch of useless high poly models occupying space in my already crowded HDD...
I'm also more specialized in low/medium poly modeling than really high poly because I've been only making game models for 8 years now.
I always apply smaller details on the textures as well.
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14th August 2013, 01:20 PM
#149
i always love to look back on HP models, dem smooth curves and such ^^, love it!
Though main advantage of HP to LP is that you can have dynamic lighting information on small details like screws/ indents/ bolts/ ... baking it into the normals
But everyone his own choice, so carry on ;-)
Cipher
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14th August 2013, 01:42 PM
#150
Lol, I always textured my normals, like rivets and welding lines. Didn't know you could calculate them from actual mesh...
Attachment 7790
Last edited by Xpand; 14th August 2013 at 10:07 PM.
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15th August 2013, 10:09 PM
#151
well, depending on your HP modelling skills and attention to detail when modelling the HP it can pay off nicely
an example + compact tutorial can be found here; http://cg.tutsplus.com/tutorials/aut...ap-in-3ds-max/
from the videos u posted earlier i'm assuming you're still using max
for feedback on the ship, modelling looks great, would adjust the texturing to have more of a metal feel (maybe some scratches and what not) ignore this if it's still WIP
Cipher
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15th August 2013, 11:22 PM
#152
Thanks for that, I'll look into it.
There's also another reason why I don't go HP first, aside from lack of time. I usually do lots of drawings of the ships before modeling, so I basically convert HP to LP/MP inside my head while modeling.
Tecnically the ships are more carbon fiber than metal on the skin. For obvious reasons.
In another topic: Flying cameras:
Attachment 7791
Last edited by Xpand; 15th August 2013 at 11:29 PM.
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16th August 2013, 01:41 AM
#153
Modelling on the fly is the best, not really time efficient, but sure as hell fun/relaxing
and love the cameras
Cipher
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16th August 2013, 07:39 AM
#154
Hey Cipher, nice to see you in here! How's it going? Still doing BB videos?
Are you good at modeling? U like to help me out on a track because right now I somehow swapped to coding xd
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16th August 2013, 09:13 AM
#155
hah doc! been fine thanks, just lots of college work, still doing BBs from time to time ^ but how's you?
As for the modelling, my modelling skills are nice, but there's still lots i need to learn on rigging/ animation and texturing, stuff i'll see next college year
although i did get great grades for my final this year; http://i44.tinypic.com/2mwuv7d.jpg (cape and logo are project requirements (had to be a superhero car))
a very low quality render is here(without AO); http://i42.tinypic.com/j6toom.png
although it isn't 100% finished, but i haven't found the time yet to do so
so yeah, probably wont have any time modelling for you guys (college is coming up again with millions of tasks...)
And coding in C++ ? or using an engine's code thingy? coding without an engine sucks lol
Cipher
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17th August 2013, 01:49 PM
#156
Am doing fine aswell, just has some holidays. But I don't play WOHD so often atm. If I sit infront of the screen, most of the time there is SSGX stuff on it^^
Wow, very great model of the car. Really impressed!
Haha am using the Unity engine to code. It is JavaScript but with some adjustments to fit into the Unity world. Whole SSGX is made in Unity. Pretty nice and easy to learn actually.
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17th August 2013, 07:24 PM
#157
wish i had holidays.. damn retakes
and i know that feeling working on 1 project all the time, did modding and map making back in the day, the editor was continuously on my screen (modified unreal engine), learned a lot from it, great stuff, nowadays i can't really find the time anymore, whichh is sad, because i never got to finish that project 100%, but i will... some day ^^
Never worked with Unity before, we were supposed this college year, but there was a licensing problem which prevented the college from handing out the software (although you can use it for personal use...)
And not a fan of Java lol, prefer C++, although each has their advantages
Cipher
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18th August 2013, 01:36 PM
#158
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18th August 2013, 01:48 PM
#159
Very nice! Which track is that?
(Sorry if you've already mentioned it before)
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18th August 2013, 02:38 PM
#160
No problem
This is "Hubian". It is TypeProtons own idea and creation. Settled in China and is currently in the modeling process by dreadofmondays.
But I think Type can hand out some more info about this track
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