Oh, also, how are the UV maps for working with? Were they too confusing? Would be good to recieve some feedback into this so I can make better UVW's in the future.
<!--QuoteBegin-ZeroByte+May 5 2005, 01:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZeroByte @ May 5 2005, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, also, how are the UV maps for working with? Were they too confusing? Would be good to recieve some feedback into this so I can make better UVW's in the future. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Three tricky areas, but otherwise they were fine.
1) the part where the bit expanding to the wider part of the barrel meets the wider part of the barrel 2) the "arms" linking the shields to the body - it was a pain in the bum to get the patten for the TSA logo to line up over them 3) the whole "base" section is rather confusing. Not sure how you could do it better though - I just decided to screw it and just accept that the camoflagey texture won't line up in some places there. It doesn't look bad, and you'd have to look closely (and be very picky) to think there was somehting bad there.
<!--QuoteBegin-Maus+May 5 2005, 10:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ May 5 2005, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> edit: I should say that at the moment I'm working with 1024px textures, but they ought to reduce just fine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> reduces quality
<!--QuoteBegin-StarStarGrizzly+May 5 2005, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StarStarGrizzly @ May 5 2005, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Maus+May 5 2005, 10:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ May 5 2005, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> edit: I should say that at the moment I'm working with 1024px textures, but they ought to reduce just fine. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> reduces quality <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> really? news to me... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
maus, that is awesome. Can't wait for a rel. Can you release i high res texture version. I seem to remember there is a way to make high res textures work in HL1
HL1's limit is 512x512. By default it's 256x256. Whacking
gl_max_size 512
into your config or userconfig will let it render 512px textures, but it's one of those commands that HL likes to reset (I just put it in my config and have it write-protected, but there's probably a simpler way).
HL1 can't deal with 1024px textures.
Also, sorry for the lack of updates. I've been busy all weekend with other things and the kind of things I've done on the cannon are too tiny to be worth posting about.
yup, thats y you should work with 512's or 256's. Working with 1024's lets you add alot of little detail which the lower res cant really see. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Goddamn, a little sarcasm flies right over your heads, doesn't it.
Besides, ask any serious skinner and they'll tell you to work at 2x or 4x the final res.
yup, thats y you should work with 512's or 256's. Working with 1024's lets you add alot of little detail which the lower res cant really see. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Goddamn, a little sarcasm flies right over your heads, doesn't it.
Besides, ask any serious skinner and they'll tell you to work at 2x or 4x the final res. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> QFT. So so QFT. Used to be I sent out maps in 1024*1024 but then none of the skinners really cared so...
<!--QuoteBegin-Maus+May 8 2005, 07:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ May 8 2005, 07:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->HL1 can't deal with 1024px textures.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ...And instead of <b>one</b> 1024x1024px texture you could use <b>four</b> 512x512px textures on the same part. There you have it. The same hi-res texture on HL1.
<!--QuoteBegin-ZeroByte+ May 10 2005, 08:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZeroByte @ May 10 2005, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QFT. So so QFT. Used to be I sent out maps in 1024*1024 but then none of the skinners really cared so...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Btw, you can change the size of the texture (for example from 512x512 to 1024x1024 to 2048x2048 etc.) the mesh still stays the same. So your maps can be for example 512x512px and the skinner can change it's size to 1024x1024px and then actually texture the whole thing. And after he has done the texture he can change the size to 512x512 or 256x256 etc. Get the idea?
Yeah, I know that. But eh, even with the maps if I skinned I would prefer the maps to be natively 1024*1024 since theres more accuracy to that than it being resized up. Just my theory anyway.
I love the model but its a little pointless without the nice skin. Id love to be using this, if anyone can actually post the texturing they've done so far?
Any chance Maus? Be nice to use this, i love how it is atm?
I will definitely use this model when it is released, but I fear that its elite mannable-turret style will cause me to hump it in an attempt to aim at an oncoming Onos rather than firing my HMG.
You should put a tiny decal on the back of one of the shield plates that says "DANGER: MAY CAUSE FALSE SENSE OF RAMBONESS."
Yeah, sorry guys - I've been way too busy to work on this much at all for ages, so I think I shall probably just upload what I've got so far for somone else to continue with or just slap on the model.
Comments
Three tricky areas, but otherwise they were fine.
1) the part where the bit expanding to the wider part of the barrel meets the wider part of the barrel
2) the "arms" linking the shields to the body - it was a pain in the bum to get the patten for the TSA logo to line up over them
3) the whole "base" section is rather confusing. Not sure how you could do it better though - I just decided to screw it and just accept that the camoflagey texture won't line up in some places there. It doesn't look bad, and you'd have to look closely (and be very picky) to think there was somehting bad there.
reduces quality
reduces quality <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
really? news to me... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Can you release i high res texture version. I seem to remember there is a way to make high res textures work in HL1
gl_max_size 512
into your config or userconfig will let it render 512px textures, but it's one of those commands that HL likes to reset (I just put it in my config and have it write-protected, but there's probably a simpler way).
HL1 can't deal with 1024px textures.
Also, sorry for the lack of updates. I've been busy all weekend with other things and the kind of things I've done on the cannon are too tiny to be worth posting about.
Quoted... quoted... for truth? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
really? news to me... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yup, thats y you should work with 512's or 256's. Working with 1024's lets you add alot of little detail which the lower res cant really see.
really? news to me... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yup, thats y you should work with 512's or 256's. Working with 1024's lets you add alot of little detail which the lower res cant really see. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Goddamn, a little sarcasm flies right over your heads, doesn't it.
Besides, ask any serious skinner and they'll tell you to work at 2x or 4x the final res.
really? news to me... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yup, thats y you should work with 512's or 256's. Working with 1024's lets you add alot of little detail which the lower res cant really see. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Goddamn, a little sarcasm flies right over your heads, doesn't it.
Besides, ask any serious skinner and they'll tell you to work at 2x or 4x the final res. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
QFT. So so QFT. Used to be I sent out maps in 1024*1024 but then none of the skinners really cared so...
...And instead of <b>one</b> 1024x1024px texture you could use <b>four</b> 512x512px textures on the same part.
There you have it. The same hi-res texture on HL1.
<!--QuoteBegin-ZeroByte+ May 10 2005, 08:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZeroByte @ May 10 2005, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QFT. So so QFT. Used to be I sent out maps in 1024*1024 but then none of the skinners really cared so...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Btw, you can change the size of the texture (for example from 512x512 to 1024x1024 to 2048x2048 etc.) the mesh still stays the same. So your maps can be for example 512x512px and the skinner can change it's size to 1024x1024px and then actually texture the whole thing. And after he has done the texture he can change the size to 512x512 or 256x256 etc.
Get the idea?
Id love to be using this, if anyone can actually post the texturing they've done so far?
Any chance Maus? Be nice to use this, i love how it is atm?
You should put a tiny decal on the back of one of the shield plates that says "DANGER: MAY CAUSE FALSE SENSE OF RAMBONESS."