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Quokimbo
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Quokimbo's Models Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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Axe - Not originally made for Oblivion but would love to see it implemented.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! :)

Rocking Banana

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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! :)

Rocking Banana


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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Quokimbo
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Are you talking about maybe posting in this area?

Onto the sword though I have been working with this most of the morning...Just this damned sword! lol. I did a couple of things that Maya did not approve of and would shut her down after like an hour of split poly-ing, cutting, beveling, then boom Shut down. Twice!! Ah well.

I tried to make the sword more uneven, not so manufactured looking. I did a lot of single vertex point moving.



Also, even with all the added points, handle wrap, and such, it is still only at 1420. I think I can even cut from that.

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Looks pretty good Good job!

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i'd love to do some texturing, these look like fun. examples of mah work:

are the ridges on that hilt modeled out? i'd leave it smooth and let the texture do the talking. saves you a bunch of polies.

did you ever manage to get those shelves exported btw?

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I still have not figured out how to get thing imported into oblivion...

I think I might be finished with these. There are four weapons in total.

Rounded Axe - 1842 Tri's
Squared Axe - 1754
Mallet/Hammer - 1718
Sword - 1482



I think I am done for today...

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have you tried the obj method I posted in your showcase? its probably the easiest way for weapons. dave gave me a great tip about exporting, make sure that you freeze your transformations. that may have been the cause of your errors.

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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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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.

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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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quote:
Originally posted by Lady Nerevar
i'd love to do some texturing, these look like fun. examples of mah work:

are the ridges on that hilt modeled out? i'd leave it smooth and let the texture do the talking. saves you a bunch of polies.

did you ever manage to get those shelves exported btw?


That Psijic robe looks amazing Good job!

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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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Regarding the handle grips on the weapons, do vanilla weapons have each rivet modelled? I would have thought that something like that would simply be normal mapped. It'll also be harder for yourself to UV map.

In addition to what Lady N said about freezing transformations, remember to delete by type->history too before export.

This post has been edited 1 time(s), it was last edited by Richard: 26.06.2008 08:08.

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Quokimbo
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quote:
Originally posted by Richard
Regarding the handle grips on the weapons, do vanilla weapons have each rivet modelled? I would have thought that something like that would simply be normal mapped. It'll also be harder for yourself to UV map.


Vanilla weapons? What would hard to UV map?

and @ nick

I really was hoping not to have to tweak on these any more. If I could just get some good textures, I think it would be all right.

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vanilla means from the standard games. no, those dont have rivets modeled in. bethesda has some amazing normal maps on some of their things, which sadly are a bit hard for normal modders to replicate. the rivets dont make it any harder to UV afaik, its still a basic cylinder shape I dunno

add me to your msn/aim and ill see what I can do about textures. iirc I should have some good base images that could be used with little alteration.

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I did a little work on these this morning(for my use later or something), but here is a roughly textured mallet. I am going to post up the UV map in case someone wants to use it. Here it is.



I have no Msn or Aim. I will not post again until I have them all finished. It may not be the greatest, but it shows I know how to...you know lol

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you should get msn, its a great way to communicate. allows for instant communication, which is a lot handier between two people then forums. you could join me on #tamriel in chatspike on IRC (irc is available over the net w/o program). ill be back on in two hours, ill upload some textures.

the UV map for the big rock looks perfect. the stick should be wrapped like a cylinder, easier to make it tile that way. I dont quite know what that square thing in the top right corner is, but if its the bottom stone it could probably be mapped to the same spot as the big rock, and by the look of it could loose a few polygons. great job though, its perfectly workable in the current state :)

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the square thing in the top right is the grip. The helix I used to create the rope-ish look.

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They're coming along very well Quokimbo.

@ Lady Nerevar, thank you for volunteering to texture :)
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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.

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quote:
Originally posted by Quokimbo
the square thing in the top right is the grip. The helix I used to create the rope-ish look.

ah, OK, that explains it.

here is a rar of possible base textures. all of them would need some modification.

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Square Axe-2138 Tri's
Round Axe-2226 Tri's
Mallet-1718 Tri's
Sword-1866 Tri's

Finished and textured, I am going to try to bump map them now :'(. These are for Oblivion, and ummm yeah.

From left to right;
1. Flatshaded
2. Wireframe
3.-5. Images



All of the textures are on 512x512's and could probably all be put on one 1024x1024, I was just feeling lazy, plus I like having the individual texture maps for each. I wanted them to look unformed. Like they were all made by one guy, you know?

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They look excellent Quokimbo, they're going to be great ingame.
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the woven handles are a bit weird when taken in conjunction with the modeled detail, but it looks great otherwise :) are you still planing on contributing in TR btw>?

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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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Wow really nice work Quikimbo!!Excellent skill man Good job!

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quote:
Originally posted by Alasdair
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


Thanks for the link!

quote:
Originally posted by Lady Nerevar
are you still planing on contributing in TR btw>?


Like, letting you use these weapons in the mod? Yeah...

And thank you to everyone else that said they look good! :)

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quote:
Like, letting you use these weapons in the mod? Yeah...

nah, I mean modeling things for us.

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I plan on moving on to something else...

Probably Oblivion related...Heh

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I am just trying my hand at some level creation. I have not tried to get into the detail stuff, clutter, and all that business...Just laying out stuff. No concept, just off the top of the head, adding here putting this there. Any suggestions?

1. Putting two doors on those two things underneath the balcony, for loot and whatnot.


2. This is the room on the right of the above image.


3. The centerpiece.


4.


Wire (left), QUICK sketch of what I hope to do (right).


suggestions?
Thanks!

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Ooh very nice, I was wondering what you were up to these last few days :D My first thought was that it resembled a stave church. Are you thinking about doing a whole set of interiors in this style?

BTW when you have the chance could you see about doing a dagger, bow, and stone tipped arrows to with the 4 new ones you've already completed?

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I did not really have anything in mind when I started this. Just kind of started. Then added a little and kept on going.

Finished laying out the rooms. any ideas?



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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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Quokimbo
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I have no idea how to make tile sets...Here is a better screen shot.



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To make tile sets I think you just need to design cubic pieces (512x512x512 for example) that align with eachother. From what I have heard from modelers in the past I think they normally start out modelling a larger piece of interior that is a full room and then cutting it into smaller pieces. Alasdair modeled a tile set for us once before, so he's probably the go to guy if you wanted to create a tile set out of this, and can explain a lot more better than I can.

This post has been edited 2 time(s), it was last edited by Siegfried: 17.07.2008 02:37.

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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. =)

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Interesting tileset. Good job!
Nice textures.

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This post has been edited 1 time(s), it was last edited by Senten: 18.07.2008 00:25.

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quote:
Originally posted by Senten
Interesting tileset. Good job!
Nice textures.


The tile set is not mine, neither are the textures Frown

look up /\ :)

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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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Looking for art...

I just cannot seem to find any drawings, sketches, or anything. Any threads I should see? I am hoping to find some shelves, maybe some rooms? Please point me in the correct direction.

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