Post your screenshots! WIP thread Created 12 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 12 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 2 years ago2017-05-02 18:17:26 UTC Post #334720
Cheers! I'm not doing any rendering in Blender, Tet.

Haha, the arm proportions are getting a bit strange, Snehk :3
Archie ArchieGoodbye Moonmen
Posted 2 years ago2017-05-02 19:49:54 UTC Post #334722
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!
Posted 2 years ago2017-05-02 21:21:03 UTC Post #334723
I haven't messed with Hammer in about a week. Been playing around in Minecraft instead.
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Posted 2 years ago2017-05-03 01:16:43 UTC Post #334728
That looks really nice.
Posted 2 years ago2017-05-03 08:41:14 UTC Post #334734
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.
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Posted 2 years ago2017-05-03 11:05:33 UTC Post #334736
It's strange but I like the low-poly model even more! The hands and the torso look better than the high-poly ones.
Posted 2 years ago2017-05-03 11:43:26 UTC Post #334737
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.
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Posted 2 years ago2017-05-03 12:21:30 UTC Post #334738
You can scale the model anyway.

Oh, so darlplaces supports player shadows? You know, it looks too good for quake :D
Posted 2 years ago2017-05-03 12:37:08 UTC Post #334739
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.
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Posted 2 years ago2017-05-03 14:34:52 UTC Post #334742
Looks great with smoothing! Perhaps make the entire upper body smooth with seams at neck, waist and wrists. Good work!
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2017-05-03 20:36:54 UTC Post #334747
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.
Posted 2 years ago2017-05-04 02:16:10 UTC Post #334752
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.
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2017-05-04 20:51:58 UTC Post #334760
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... :/
Posted 2 years ago2017-05-04 21:24:03 UTC Post #334761
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.
Posted 2 years ago2017-05-05 09:06:37 UTC Post #334765
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...
Posted 2 years ago2017-05-05 10:37:14 UTC Post #334767
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
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2017-05-05 11:57:43 UTC Post #334768
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.
Posted 2 years ago2017-05-05 13:15:24 UTC Post #334771
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
Posted 2 years ago2017-05-05 19:42:49 UTC Post #334775
Modelling is fun.
Oh of course it is:
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Posted 2 years ago2017-05-05 19:49:11 UTC Post #334776
Modelling really is fun. I remember modelling my first tree:
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And then the second tree and some presents:
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OK, we get the point. :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
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-05 20:27:20 UTC Post #334777
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.
Posted 2 years ago2017-05-05 20:39:04 UTC Post #334778
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.
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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.

It is legal 100%.
Posted 2 years ago2017-05-06 11:18:16 UTC Post #334781
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?
Instant Mix Instant MixTitle commitment issues
Posted 2 years ago2017-05-06 14:31:48 UTC Post #334784
Will check LithUnwrap once I'll get time to continue my work, probably this night or tomorrow.
Posted 2 years ago2017-05-06 16:27:47 UTC Post #334788
Well, I did use 3DS Max while making these:
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3DS Max 6. ;]
(yeah, it's because Far Cry's most problem-free model exporter is the one for 3DS Max 4 to 6)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-06 16:35:13 UTC Post #334789
What would be better for creating weapon models - Blender or 3DS Max? Want to recreate AR-70 Raptor from Renegade.
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Posted 2 years ago2017-05-06 17:50:25 UTC Post #334790
Neither. Both are fully-featured 3D content creation toolkits and will do the same thing with different interfaces and workflows.
Crollo CrolloTrollo
Posted 2 years ago2017-05-06 18:04:28 UTC Post #334791
Milkshape, the shareware versión will last a month.
Posted 2 years ago2017-05-06 18:40:02 UTC Post #334792
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.
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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.
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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.
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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.
Crollo CrolloTrollo
Posted 2 years ago2017-05-07 06:11:29 UTC Post #334793
For some reason I just can't resist doing this:
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Boom, boom, boom, crash! And then the game crashes. :P
Explosion sequences and collapsing stuff will always be my among favourite things in mapping, next to this:
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(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).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-07 08:14:19 UTC Post #334794
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:
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Posted 2 years ago2017-05-07 09:54:49 UTC Post #334795
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!
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@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!
Posted 2 years ago2017-05-07 19:35:22 UTC Post #334801
Admer rocks. XD
Posted 2 years ago2017-05-07 20:14:45 UTC Post #334802
Snehk, that is TERRIFYING.
Posted 2 years ago2017-05-07 20:21:15 UTC Post #334803
Snehk, that looks like Slender Man without his suit. :o

Now that I think of it, somebody should make a Slender Man mod for Half-Life! XD
Slender-Life. :D

Though, that's a dead urban (or should I say Internet) legend, so I'm not sure if making that would be worth the trouble.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-07 20:28:00 UTC Post #334804
AA12 + 12 mm slug vs slenderman... guess who wins XD
Posted 2 years ago2017-05-07 20:39:02 UTC Post #334805
Nuh uh, still good, old Slendy. He could just grab the AA-12 with his tentacles and either shoot you or grab you too. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-08 14:00:55 UTC Post #334806

I don't think slender would scare somebody older than 14 years.

Meanwhile I tried to make something for Sven Co-op. I was too lazy to set up Jackhammer for it so I used hammer. That was really hard.
Posted 2 years ago2017-05-08 16:04:46 UTC Post #334813
Well, I am still scared of Slender Man, yet I'm 15. :P

And, dude... I'll just send you a part of my tutorial where it explains how to set it up manually. Yes, it covers Sven Co-op.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-08 17:44:52 UTC Post #334814
Does this part cover how to adapt a .fgd for Jackhammer?
Posted 2 years ago2017-05-08 18:21:57 UTC Post #334815
I thought that FGDs for J.A.C.K. work as well as with Hammer. Is there something I don't know? xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-08 18:46:39 UTC Post #334816
Yes, you can use any fgd you want, but then some features like model rendering, cl_skyname selection menu and arrows that show the direction of some point entites will just not work.
Posted 2 years ago2017-05-08 19:14:10 UTC Post #334817
Who needs models these days... I'm used to seeing coloured boxes. Ah well, I guess I should do something about it. :P

If I remember well, the pre-configured Half-Life in J.A.C.K. is feature-full. We could use that and merge it with one of those CS Expert FGDs.
Muahahahaha. >:D

Also, to stay on topic:
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Looks like I am applying env_renders and func_door_rotating's very well. :D
(referring to the falling support beams)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-08 19:24:43 UTC Post #334818
Cool sequence Admer!

So I figured out what was giving me all those problems with getting UV Mapped and WIP textured models into the engine (guess I'll need to check console anytime I run into errors in future). OBJs now working, I'll use them for static meshes.
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Snehk, that is TERRIFYING.
Any better now?
Posted 2 years ago2017-05-08 20:47:47 UTC Post #334820

Wow. How did you make that support to bounce away? It's obviously not a func_train.


So what exactly was giving you the problems? Just curious.
Posted 2 years ago2017-05-08 21:06:33 UTC Post #334821
He said in his post. env_render and a func_door_rotating.
The second stage of the animation is a separate entity.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2017-05-08 22:21:28 UTC Post #334822
Didn't see that, sorry.
Posted 2 years ago2017-05-09 03:38:28 UTC Post #334825
That's neat! Does it kill you?
Posted 2 years ago2017-05-09 04:29:54 UTC Post #334826
I've always thought about setting up entity chains for complex movement like that, but I've never really had a good idea to apply it to. I mean, you could make some cool doors...
Jessie JessieTrans Rights <3
Posted 2 years ago2017-05-09 05:11:55 UTC Post #334827
So what exactly was giving you the problems? Just curious.
Paths. Models read their textures from textures directory, like maps (eg. textures/ota is for object testing area).
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