Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Welcome, ellen123, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

15

Cobalt

32

Turquoise

10

Cyan

11

Royal

9

Teal

3

Onliners

9 mins

olograph

9 mins

Crollo

11 mins

Trempler

17 mins

NineTnine

27 mins

potatis_invalid

31 mins

Dimbeak

2 hours

Windawz

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

Post your screenshots! WIP thread

<< ... 114 115 116 117 118 [119] 120 121 122 123 124 ... >>

Forums > Maps and Mods

25 Apr 17, 19:10
By Windawz
avatar
Member
@Snehk

Oh... Impressive. Can't wait to play Quake 1 Darkplaces port with all those features.

Quote:
It supports also diffuse color + alpha, specular color + specular exponent


Ok, now I need to figure out what does all this mean...
25 Apr 17, 19:16
By Snehk
avatar
Member
Diffuse color + alpha is the base texture, alpha being the opacity.

Those specular maps determine if surface is shiny, which part of it can shine when light falls on it, and in what colour it reflects (like, when light falls on gold goblet, it reflects in yellow-ish colour).
25 Apr 17, 19:18
By Admer456
avatar
Member
Let me just explain all that stuff...

Diffuse colour - the fundamental, base texture
Alpha - transparency layer
Specular - basically, those are half-reflections. They reflect lights only:


Basically, the white glowing thing on the floor is the reflected part, thanks to specular mapping.

Specular exponent - Well, I'm not sure. I think it's a... erm... like an alpha (transparency) but for specular? Basically, it defines which areas on the texture will reflect stuff etc.

Edit:
Darn, Snehk answered it earlier than I was able to write this. xD
25 Apr 17, 19:20
By Snehk
avatar
Member
Ninja'd you Admer, but your explaination is good as well. (interesting feature of TWHL - it prevented me from editing my post because Admer posted at the same time, and it thrown an error at me....)
25 Apr 17, 20:40
By Windawz
avatar
Member
Thank you both for your detailed explanations. However, I already googled everything I wanted to know but you explained it better.

Started making the second part of the map. It's gonna be some kind of GDI Research Facility I think:



The mappack has no any particular plot yet, I know only that it will be C&C-themed.
30 Apr 17, 10:54
By Snehk
avatar
Member
So I started working on lower-poly version of the knight. Current model is a bit rough, but it's only 448 polies once tesselated.

30 Apr 17, 12:03
By Windawz
avatar
Member
His head is so low-poly it makes me think it's a cardboard box grin - :D.
Why would you need a low-poly model btw?
30 Apr 17, 13:19
By Admer456
avatar
Member
Maybe the low-poly model is for me, hahahaha.
30 Apr 17, 14:31
By UrbaNebula
avatar
Entirely brush based
Being a fan of pixel art, low poly is right up my street. grin - :D
30 Apr 17, 14:47
By Rimrook
avatar
Guru
Oh god yes, low-spec art is amazing, especially when it's good.

30 Apr 17, 16:31
By Snehk
avatar
Member
His head is a box, the model isn't finished. I'll need low res models for LOD and lower graphics settings (yep, it's for edge cases like Admer).

Been fishing for several hours so I haven't made any progress from previous screens.

Those models up there look great!
30 Apr 17, 22:11
By Tetsu0
avatar
Tet Soo Oh
Damn that's some serious skill on that model. I really gotta work on my texturing skills - they have always lacked.

in other news, here's some screenshots of the work that was completed in today's stream:

Animated Iris door



Today was a great day - it was the first time i got an animated model working for source!
01 May 17, 03:36
By Rimrook
avatar
Guru
Yeah, congrats Tetsu0, I was there to witness it on Twitch. ^_^
01 May 17, 05:55
By Captain Terror
avatar
when a man loves a woman
real purdy Tet! User Posted Image
01 May 17, 17:31
By Snehk
avatar
Member
Nice model TetsuO!

Continued my work on the knight. Added a bit more detail, it's 826 tris now.

02 May 17, 14:14
By Archie
avatar
My Empire of Dirt
V1 of a title sequence I'm making. Blender and After Effects.

boop

edit:
V2 boop
02 May 17, 18:00
By Tetsu0
avatar
Tet Soo Oh
Oooooooo that's pretty.

You using cycles with blender?
02 May 17, 19:00
By Snehk
avatar
Member
Looks really impressive!

Continued my work, finished base geometry. It's about 2000 tris, I could've make less detailed hands but that should be bearable even for GMA950 (I've had that GPU for 3 years, it should handle it in a map).

02 May 17, 19:17
By Archie
avatar
My Empire of Dirt
Cheers! I'm not doing any rendering in Blender, Tet.

Haha, the arm proportions are getting a bit strange, Snehk :3
02 May 17, 20:49
By Snehk
avatar
Member
I should scale them down to fit with the body and move them a bit inwards. At least now I know what I'll do tomorrow!
02 May 17, 22:21
By Victor-933
avatar
Member
I haven't messed with Hammer in about a week. Been playing around in Minecraft instead.

03 May 17, 02:16
By DiscoStu
avatar
Member
That looks really nice.
03 May 17, 09:41
By Snehk
avatar
Member
Great castle Victor! Gives me an urge to start playing around Minecraft again... or Dwarf Fortress.

Tried to adjust the hands, slightly rotated it too to make it look a bit more natural.

03 May 17, 12:05
By Windawz
avatar
Member
It's strange but I like the low-poly model even more! The hands and the torso look better than the high-poly ones.
03 May 17, 12:43
By Snehk
avatar
Member
It's quite curious, as I modelled it exactly the same way I did the high-poly ones, though this one is box modelled and got some other tweaks to it. I planned to remmodel the high poly one later anyway.

Here's how it looks like in game. I worked with such a low scale that the engine made a voodoo doll out of it! Those textures and UV Mapping are heavily WIP, at least I baked some AO on them with Wings 3D.

03 May 17, 13:21
By Windawz
avatar
Member
You can scale the model anyway.

Oh, so darlplaces supports player shadows? You know, it looks too good for quake grin - :D
03 May 17, 13:37
By Snehk
avatar
Member
I know, but it's a good feature for standalone projects. Just like many other cool stuff this engine has.

Scaled it up to check for any modelling mistakes. I should make beter UVs, better texture, and use a model format that supports smooth skinning in the game (used .obj for this one). I should script a better model support too, current one is just 6 lines of code I hastily added.

03 May 17, 15:34
By Tetsu0
avatar
Tet Soo Oh
Looks great with smoothing! Perhaps make the entire upper body smooth with seams at neck, waist and wrists. Good work!
03 May 17, 21:36
By Snehk
avatar
Member
Thanks! The thing is, the model is quite nicely smoothed in the engine, and what I assumed were smoothing problems turned out to be UV Mapping problems. Even though the model looks all nice in both Wings 3D and Blender, UVs are horribly misplaced in the engine.

I used projection normal in Wings' AutoUV, maybe it'll work with unfolding...

EDIT: Still the same thing. Guess I'll have to learn how to make proper UV Maps

Double EDIT: It seems that it's more of an export related problem. Exporting models without UVs from Wings works, but when the model is textured it won't work properly. Getting test texturing using Milkshape seems to have it's issues as well, but this might be a setup problem. I've yet to check if texturing in Blender gives such problems.
04 May 17, 03:16
By Tetsu0
avatar
Tet Soo Oh
I haven't had issues exporting Blender models for Goldsource. I'm assuming DP and GS are pretty similar in that regard. Select your edges, Shift-E > Mark Seams. Select all faces, press U > Unwrap.
04 May 17, 21:51
By abbadon
avatar
Member
One question. Should all Quake1 models be Low Poly?, what about Hi-Poly models. An Intel Atom 1.6 Ghz with an intel 3D card with only 128 MB run perfectly Quake3 and other games much more exigent... :/
04 May 17, 22:24
By Windawz
avatar
Member
Some people just have very old PCs so he is making high poly and low poly variants. If under "Hi-Poly" models you mean even more detailed ones then I guess the engine is probably not optimized for them.
05 May 17, 10:06
By Snehk
avatar
Member
The engine is optimized for models up to 65000 tris, and I mainly make lower polygon models for LOD to save up on GPU - you don't need that many details when you see the model from the other side of map without any zoom, just something close enough in looks.

Still need to learn proper UV Mapping...
05 May 17, 11:37
By Tetsu0
avatar
Tet Soo Oh
UV mapping is an art. Takes an hour or so to grasp the basics but then it's a lot of trial and error. Have you tried googling for UV unwrap humanoid or biped? There might be examples that will give you a good starting point regardless of the tools you're using
05 May 17, 12:57
By Windawz
avatar
Member
Quote:
UV mapping is an art. Takes an hour or so to grasp the basics but then it's a lot of trial and error.


Modelling seems to be not as fun as I imagined.
05 May 17, 14:15
By Snehk
avatar
Member
Yeah, I've been searching for it, but then I usually take a quick glance at tutorials and skip to trial and error.

@Windawz Modelling is fun. I quite enjoy building up objects from simple geometry, it's texturing that I've got problems with as I never quite tried it out too much
05 May 17, 20:42
By Windawz
avatar
Member
Quote:
Modelling is fun.


Oh of course it is:

05 May 17, 20:49
By Admer456
avatar
Member
Modelling really is fun. I remember modelling my first tree:



And then the second tree and some presents:



OK, we get the point. tongue - :P
Texturing those was easy. If I remember well, on the other side it took me several hours to UV-map my quad bike model and to tweak the texture, after which I converted it into the .dds format. :3
05 May 17, 21:27
By Windawz
avatar
Member
All this looks very nice, but I'd never be able to do something like this in Blender.
I hope 3ds max will be easier to use.
05 May 17, 21:39
By abbadon
avatar
Member
Uv mapping is a nightmare, overall in organic models like animals, or very complex machinery. I remember how difficult was to skin and unwrap the sentinel of my mod, then came the Mjolnir ship,the Ascari digger, the Gargoyle autocannon... but all ended fine, haha.





But the right program could save you tons of problems. I use Lithunwrap for all models since 2004 and never have had any problems with them.

It is free, but it is very limited. There´s also a new version much more complex and full of plugins and tools, but this one will work fine for GS models.

http://www.thewolfteam.org/cmdownloads/lith
unwrap-version-1-3/


It is legal 100%.
06 May 17, 12:18
By Instant Mix
avatar
Horton hears a who?
I can't UV map for the life of me. It's such a downer considering I like to think of myself as fairly good at texture creation and texture alignment in hammer, yet appear to absolutely balls it up when it comes to doing it with proper models. It's easily the biggest hurdle for me getting better at modelling ( that and proper high poly modelling so I can do normal maps and such properly ).

Tried looking at youtube tutorials, but they all seem incredibly specific per situation, which given that you can model literally anything, isn't particularly helpful. Anyone know of any decent tutorials or videos?
06 May 17, 15:31
By Snehk
avatar
Member
Will check LithUnwrap once I'll get time to continue my work, probably this night or tomorrow.
06 May 17, 17:27
By Admer456
avatar
Member
@Windawz
Well, I did use 3DS Max while making these:



3DS Max 6. ;]
(yeah, it's because Far Cry's most problem-free model exporter is the one for 3DS Max 4 to 6)
06 May 17, 17:35
By Windawz
avatar
Member
What would be better for creating weapon models - Blender or 3DS Max? Want to recreate AR-70 Raptor from Renegade.

06 May 17, 18:50
By Crollo
avatar
Trollo
Neither. Both are fully-featured 3D content creation toolkits and will do the same thing with different interfaces and workflows.
06 May 17, 19:04
By abbadon
avatar
Member
Milkshape, the shareware versión will last a month.
06 May 17, 19:40
By Crollo
avatar
Trollo
As for the texture maps...
Diffuse is the base color map of your texture, and it is lit by a dot product and does not take into account the perspective of the viewer.

Specular is a texture map that defines how might light is reflected back to the viewer when viewed at the correct reflected vector of the light source.

Specular exponent defines how rough or smooth a surface (or in this case, pixel) is. This is to emulate varying surfaces which may be matte, semi-glossy or glossy.

As seen above, a diffuse (rough) surface will scatter light in every direction, while a smooth surface will only reflect light at certain angles. It is common to see highly reflective surfaces to have a dark or entirely black diffuse, and a bright specular map.

Diffuse, specular and glossiness are all outdated and antiquated, if possible it would be more beneficial to learn PBR. PBR is easier to understand, more accurate, and has real-world values for different materials.
The old diffuse/specular shading model required a lot of tricks and trial-and-error to get textures to look correct, and even then wouldn't look consistent across different lighting environments due to how they approximate lighting.
07 May 17, 07:11
By Admer456
avatar
Member
For some reason I just can't resist doing this:



Boom, boom, boom, crash! And then the game crashes. tongue - :P
Explosion sequences and collapsing stuff will always be my among favourite things in mapping, next to this:


(not sure if I had shown this before, lol)
So I was doing some stuff for my tutorial (the big one), and I needed some screenshots to show what can be done with the tools used for brushwork (Select, VM, Clip, Block).
07 May 17, 09:14
By Windawz
avatar
Member
Since I can't make myself continue working on that C&C map I have started making something even more unusual that dm_ascension - an asde_ map:

07 May 17, 10:54
By Snehk
avatar
Member
Many thanks for LithUnwrap link abbadon! It really solved my UV Mapping problems, though there may be a few things I should fix. Also, for some reason .obj just refuses to work correctly for me. Still, there's .iqm that I'm aiming for, and it works almost flawlessly!



@Admer - you've shown that spiral thingy in a shoutbox link, asking if it would even compile. You could make some more damage with the explosion, like supports breaking and falling apart.

Looks nice so far Windawz!
<< ... 114 115 116 117 118 [119] 120 121 122 123 124 ... >>

Forums > Maps and Mods

Login to Reply

You must be logged in to reply.