Collaborative Community Development
Thaldarin
Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">Let's get creating towards NS2</div>Okay so here goes an idea. We have a Spark SDK and a lot of people playing around with it. We have mapping guidelines, some bits of information here and there. One of which being NS2 is going for unique environments on a per level basis and community developments may be added to the game.
So far we have been given and are continually being given a prop and texture set which is geared at the grimey refinery level of which is being churned out as we speak.
Now what we need is to sort ourselves out as a community in order to help create some more unique environments for ourselves and the eventual game.
What I'm proposing is we get a list of people together who can map, create textures, model and animate and co-ordinate small teams aimed at creating specific environments and assets.
So if you think this could be a good idea and you'd like to help, reply to the thread stating what you can do to help and 3-5 screenshot examples (Please dear god make them at a maximum 900x900 or less).
Just an idea at a list of jobs, if anyone thinks anything else they have or I haven't included is a good idea do suggest or reply, although the list I'd look for are:
Mappers
2D Artists
Prop Modelers
Character Modelers
Animators
Who knows, maybe we'll get enough together for one small team or two to start creating something that could potentially help the game itself.
So far we have been given and are continually being given a prop and texture set which is geared at the grimey refinery level of which is being churned out as we speak.
Now what we need is to sort ourselves out as a community in order to help create some more unique environments for ourselves and the eventual game.
What I'm proposing is we get a list of people together who can map, create textures, model and animate and co-ordinate small teams aimed at creating specific environments and assets.
So if you think this could be a good idea and you'd like to help, reply to the thread stating what you can do to help and 3-5 screenshot examples (Please dear god make them at a maximum 900x900 or less).
Just an idea at a list of jobs, if anyone thinks anything else they have or I haven't included is a good idea do suggest or reply, although the list I'd look for are:
Mappers
2D Artists
Prop Modelers
Character Modelers
Animators
Who knows, maybe we'll get enough together for one small team or two to start creating something that could potentially help the game itself.
Comments
With mappers, texture makers, modelers and some animating work we could possibly make a whole set with 2-3 good maps using it.
An outdoor set would be awesome but mostly unplayable I guess. Maybe an alien set where the game is set on another planet (kharaa's native?)
Anyways, I'd be helping in for mapping, modeling and texture making.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/welderNS2thingy.png" border="0" class="linked-image" />
Would like to know what tools/plugins where used in one of those early videos that showed a model being textured. Cause he had line guides on the picture that helped to define the edges of bits of the model so he could paint along them to create worn corners etc.
Thought I would have ago at making a test texture for that model, Obviously i dont know where what is but for 45 mins here is what I have:
Neglected Genny
<img src="http://www.unitedworlds.co.uk/online-gaming/gen.jpg" border="0" class="linked-image" />
Thanks for the topic Thaldarin!
This can be done by baking the texture of a wireframe model. Albeit there's got to be a more convenient way.
Nice work, I think it fits the refinery style (some sort of machinery). What plug-in do you use for making bump map from your high polys model? I still have to figure one out.
<!--quoteo(post=1749078:date=Jan 25 2010, 06:58 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 25 2010, 06:58 AM) <a href="index.php?act=findpost&pid=1749078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool. I want to learn how to texture in general, dunno how to model my self at all.
Would like to know what tools/plugins where used in one of those early videos that showed a model being textured. Cause he had line guides on the picture that helped to define the edges of bits of the model so he could paint along them to create worn corners etc.
Thought I would have ago at making a test texture for that model, Obviously i dont know where what is but for 45 mins here is what I have:<!--QuoteEnd--></div><!--QuoteEEnd-->
Well for 45 mins that's really good. Seems to fit well willy's model. Like draco said, you'll need somewhat the wireframe of your model. I remember the video but vaguely.
If you work with 3Dsmax, there's a feature when rendering your UVW unwrap that show white lines of polys. Then you can use some colors on them or on the faces to know where to work on (on a seperate layer)
You might need a program like Tattoo (cheap and free) to paint directly on the model, it's good to remove seams. I'd have to find the link to that one.
I did some searching and the term I was looking for was "Unwrap Mapping".
Searched up and watched some videos so I see now how you can unfold a wireframe to a canvas, save it as a jpg for example and then load it up in Photoshop, Invert it so you got a white canvas and turn it into a layer, set it to the apropiate blend (i think "Darken") and its sorted.
The video I was on about i found here <a href="http://www.ns-fc.fr/flash/videos/ns2_prop_texturing_small.mov" target="_blank">http://www.ns-fc.fr/flash/videos/ns2_prop_...uring_small.mov</a>
Now am not sure of this but to me it looks as if he can grab 4 lines that make up a sqaure to create a "Selection" and then start painting on another layer in that selection.
Like as if the wireframe import is interactive rather than just a picture. ?
EDIT: Dowloaded it and zoomed in, he actually did drag out a selection box.
this is what it looks like now. havent worked much more on it but still nowhere near done.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/ns2.png" border="0" class="linked-image" />
this is what it looks like now. havent worked much more on it but still nowhere near done.<!--QuoteEnd--></div><!--QuoteEEnd-->
willy-wilson, this is all rendered in 3dsMAX? I actually work with Mechanical Engineering prototypes and draw it in a CAD program. I Wonder if this can help me and development team :P
Well, once you have your layer with all the poly's edges you can use different tool like the magic wand to select the inside and paint only in that portion in a new layer, yes.
<!--quoteo(post=1749098:date=Jan 25 2010, 10:59 AM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 25 2010, 10:59 AM) <a href="index.php?act=findpost&pid=1749098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it depends really i either use xnormal or maya's transfer maps to bake normals and ao.
this is what it looks like now. havent worked much more on it but still nowhere near done.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, I've looked quickly at xNormal's website.. so it's a program that does only that, where you import your mesh with uv mapping I guess and then bake a normal map out of it, right?
I'm trying to find something for 3dsmax. Only thing I have is a material that emits RGB normal mapping but that's more for "render to texture" stuff and doesn't work with a fully unwrapped model.
<a href="http://www.blender.org/" target="_blank">http://www.blender.org/</a>
:/ and of course maya crashed when i was almost finished. serves me right for not saving often.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102074&hl=" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=102074&hl=</a>
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/thingy-1.png" border="0" class="linked-image" />
Also, maybe I'll join up and bring some stuff of my own to show, who knows?
Forget that, I managed to sort out my texture scaleing in the 3d app. I didnt get it at first.
Still for the game textures whats the best DPI, Cause I do printing I am always working with 300 DPI, 72/96 for web graphics
I like the final high poly willy.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/hm.png" border="0" class="linked-image" />
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/hm.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
how about a crane? The lifting end of: <a href="http://img.alibaba.com/photo/105061856/RT_crane_GALION_150_15_Ton.jpg" target="_blank">http://img.alibaba.com/photo/105061856/RT_..._150_15_Ton.jpg</a>
edit- to make it not look like tf2, mute the colors completely. The case should be speckled grey metal, the front should be a slightly different material, and there should b no color for the switches. If you can, change the switch type to metal toggles or something.
Remember, almost nothing is pure metal. Most metal is painted and the paint chips off with age ;)
Anyone got an idea of what else could be needed, besides the crane? I'd make something as an example of my skills, as this thread idea interests me greatly, but unfortunately I lack the time needed to model a crane atm. so something relatively simple would be great.
We need more stuff to fit this color scheme, UWE are certainly working on it but on the purpose of adding our own stuff it's all good.
It will also need a rusty-like texture as well (Barlow did a good one maybe you guys could share assets)
By the way Willy, thanks for the link I've cleanly and clearly learned how to bake a normal map and also make a AO map.. as well as doing render-to-texture more efficiently than with this normal map material I have.
It's not the textures I print. I do photography and CD Album Design, I print concepts.
If i take a 400 x 300 graphic made at 200 DPI and double it's size I loose quality.
If I make it at 400 dpi and double its size knocking the DPI down to 200dpi then I can work with a picture that can be enlaged to twice it's size when its finnished without it being so big in the editor while working on it.
Basicly if I want to make a huge road side poster, to make it the size I need on the machine @ 300dpi I would have to have an enormous canvas size, i would also not be able to zoom out far enough to see the whole thing and it would use up all my RAM and take ages to apply effects to the graphic.
So to make this more workable (smaller), faster (to apply filters) and less resource intensive on your system you divide the pixel size you need by say 5, and times the dpi (300) by 5 (1500 dpi).
When your done you can either flatten the image and reverse the pixel size and dpi back so you have a huge picture on your screen or there is no problem sending it to the printer as is and letting the printer scale it up to fit the printing page. it wont loose quailty cause its 1500 dpi, the printer will scale up the res and take the dpi down to 300 again.
I was not sure if DPI applied to 3D gaming, I think its tied to the DPI of the users screen? (96 for your average Flat Panel). I know the quality comes from scaleing down an image that was 2 or 4 times bigger than the object it is intended for.
We need more stuff to fit this color scheme, UWE are certainly working on it but on the purpose of adding our own stuff it's all good.
It will also need a rusty-like texture as well (Barlow did a good one maybe you guys could share assets)
By the way Willy, thanks for the link I've cleanly and clearly learned how to bake a normal map and also make a AO map.. as well as doing render-to-texture more efficiently than with this normal map material I have.<!--QuoteEnd--></div><!--QuoteEEnd-->
nah not rust, this is exactly what he should be trying for: <a href="http://www.coutant.org/u47/660g.jpg" target="_blank">http://www.coutant.org/u47/660g.jpg</a>
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/texture-test.png" border="0" class="linked-image" />