Quokimbo's Models |
Quokimbo
Guardian
Registration Date: 02.06.2008
Posts: 48
Location: Dallas Tx
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I found this thread and Siegfried said I should make one, so here it
is. I am going to post links in this first thread, to save loading
times and what not. Also I would love to find a texture artist to help
me out with some of that, I can do the actual wrapping pretty well. I
know how to use the different ways of mapping, and can navigate the
hypershader, and the UV editor, pretty proficiently. It is just
creating GOOD texture maps that is my problem.
Non Oblivion work.
Mini Gun.
1. | 2. | 3.
Flamethrower.
1. | 2. | 3. | 4.
Construction Sign - Still needs some work
1. | 2.
Some Oblivion work I have done.
Shelves.
1. Textured. | 2. Flat Shaded. | 3. Wire Frame.
Axe - Not originally made for Oblivion but would love to see it implemented.
1. Low and High poly. | 2. | 3. Wire Frame.
Huntsmen Sword, Hammer/Axe, and Axe. Still a WIP
1. | 2. Another try at wrapping the handles. Looks much better IMO.
Those are all of the links so far. Also I would love to find a texture
artist to help me out with some texturing, I can do the actual wrapping
pretty well. I know how to use the different ways of mapping, and can
navigate the hypershader, and the UV editor, pretty proficiently. It is
just creating GOOD texture maps that is my problem. Also I would like
the texture artist to be able to work pretty diligently with me. Lots
of communication via personal messaging or email. Ok I guess that is it
for now. Thanks for looking and I will be updating this regularly!
__________________
I are Quokimbo!
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25.06.2008 19:32 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by Quokimbo
4. Another try at wrapping the handles. Looks much better IMO.
http://i36.photobucket.com/albums/e10/Qu...dAxeHammer4.jpg
Those are all of the links so far.
Also I would love to find a texture artist to help me out with some
texturing, I can do the actual wrapping pretty well. I know how to use
the different ways of mapping, and can navigate the hypershader, and
the UV editor, pretty proficiently. It is just creating GOOD texture
maps that is my problem. Also I would like the texture artist to be
able to work pretty diligently with me. Lots of communication via
personal messaging or email.
Ok I guess that is it for now. Thanks for looking and I will be updating this regularly!
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The new wrappings on the handles look pretty solid, and don't appear to be too polygon heavy.
About a texturer, I think I might do a REQ thread on the official
forums and post up some of your models to see if I can't get a texturer
to work specifically with you. As it is now we have people that can
texture, but not as dilligently as you said you needed. |
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25.06.2008 21:09 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 991
Location: Black Marsh
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Looks pretty good
__________________ -Leader of TESIV:East of Alinor -
-Co-Leader of The Black Marshes -
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25.06.2008 22:09 |
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Quokimbo
Guardian
Registration Date: 02.06.2008
Posts: 48
Location: Dallas Tx
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25.06.2008 22:59 |
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nick_op
Baron
Registration Date: 02.05.2008
Posts: 440
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@ Lady N
All of the weapons have a fairly low poly count, so might as well have the extra goemetry for the handles.
@ Quokimbo
It looks like some edges need turning on the rounded axe, that's likely what's causing the shading to look odd on the blade.
What 3d program are you using. I know that there are .nif
plugins/scripts for 3ds Max, Maya and Blender. Weapon meshes can be a
hassle to export as they need to be piggybacked on to a Bethesda weapon
nif using NifSkope to get them to work properly. |
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25.06.2008 23:08 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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If you upload them here as either 3ds/obj I should be able to get them in game. Are they UV mapped?
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25.06.2008 23:20 |
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nick_op
Baron
Registration Date: 02.05.2008
Posts: 440
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quote: |
Originally posted by Lady Nerevar
details that small hardly show up in game, so modeling them out is
fairly superfluous, small polycount or not. thats of course just my
opinion. |
They are going to be right in the player's face in first person mode if the player decideds to use them.
I do see your point though. A really good normal map could bring out
the detail to a similar extent, I'm just not a particularly good
texturer, so I tend to go for more detail in the model. I guess I'd
have to see the model in 3d app or in game before I could really say
one way or the other.
We'll have to see what Quokimbo thinks.
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25.06.2008 23:44 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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They're coming along very well Quokimbo.
@ Lady Nerevar, thank you for volunteering to texture
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26.06.2008 20:57 |
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cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
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Pretty good start. I think I've seen you post on polycount.
The wooden shaft can be pieced together a lot better with stitching the
UVs. The grip (square UVs at the top right) should actually be mapped.
There's a lot of UV real estate there. But I agree that the main big
rock part is good. But the texture looks a bit big/scaled, I assume
it's pretty big so the detail should be smaller.
Once that's all good, can throw an ambient occlusion and normal map on there, and it'll look nice.
__________________ .Make Art Not War.
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26.06.2008 21:05 |
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Quokimbo
Guardian
Registration Date: 02.06.2008
Posts: 48
Location: Dallas Tx
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03.07.2008 21:14 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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They look excellent Quokimbo, they're going to be great ingame.
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03.07.2008 21:29 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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They look great! 512x512 is the standard size for weapons textures, and
most weapons have their own texture. The filesize/memory usage would
probably not be improved much by merging them.
There is some info on bump/normal mapping at the cs wiki that may be useful.
http://cs.elderscrolls.com/constwiki/index.php/Normal_Maps
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04.07.2008 00:30 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 991
Location: Black Marsh
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Wow really nice work Quikimbo!!Excellent skill man
__________________ -Leader of TESIV:East of Alinor -
-Co-Leader of The Black Marshes -
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04.07.2008 00:32 |
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Quokimbo
Guardian
Registration Date: 02.06.2008
Posts: 48
Location: Dallas Tx
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16.07.2008 19:46 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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At this phase it could be turned into any number of things I think; the
palace at Windhelm, wooden fort interiors, a stave church, or maybe even a Falmer Ruin. For the latter three though it would probably need to be cut apart into a tileset.
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16.07.2008 22:26 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Yeah, what you really want to do is make a tileset. Think of it like
making a set of dungeon building blocks, so instead of making a room
you're making a corner, a wall and an entrance. And once you finish
those pieces you can snap them together to make that room, or any other
room you want.
For example, say you were making a daedric ruin. You could make the whole thing as one model like so:
But then you can only have one ruin, and if you want another, you need
to model a whole other ruin. What you want to do is break it apart, as
below.
You can then rearrange those pieces in any way you want to make any
possible dungeon. To turn a non tileset into a tileset you need to
think how it could be broken down into smaller sections. For example,
there are several small corridors in your model. You could cut those
into a short straight piece, a corner and a 3 way junction. As long as
each peice has a regular length and width they should simply fit
together.
So, you could split the room along the cyan lines, and using those
smaller sections, you could probably build the other similar rooms. You
could make the yellow platform and the pillars separate models, so they
could be placed anywhere in the CS. The red section could be
modularized and used for all the places marked green. The best way to
figure it out would probably be to look at how bethesda did all their
tilesets.
Hope that helps.
This post has been edited 1 time(s), it was last edited by Alasdair: 17.07.2008 18:48.
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17.07.2008 18:48 |
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Quokimbo
Guardian
Registration Date: 02.06.2008
Posts: 48
Location: Dallas Tx
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18.07.2008 03:54 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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As the maker of a primitive tileset, let me bring up the whole "power
of two" thing. It makes life simpler for modders if along the axes that
you want the tileset to actually tile, that the dimensions be a
multiple of a reasonable power of 2. 32 and 64 seem to be popular;
since the shack set was pretty simple, I used 256. Usually when modders
use snap-to-grid, it's 2n that they use.
Steve
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18.07.2008 06:32 |
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