Blog entry - Natural Selection 2 texturing

24

Comments

  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited May 2007
    RSD: Unfortunately that's unlikely. Many, many hours go into a character model, making it very difficult to record the entire process.

    Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Holy crap <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />

    Just incredibly awesome.

    A little faster and it would be a Matrix like tutorial/training programm <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DoloresHazeDoloresHaze Join Date: 2006-11-04 Member: 58342Members, Constellation, Reinforced - Shadow
    Amazing! Thanks for updating your blog that often. Great <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (never thought a prop texture takes that much time to create). JJJ1, was the final texture smaller ? Do you scale your textures down before they go for final ?
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    The texture was 512x512. I don't scale down the textures before they go final.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Great idea J, glad to see you getting stuck into the NS2 work.
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    <!--quoteo(post=1628676:date=May 23 2007, 08:00 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 23 2007, 08:00 PM) [snapback]1628676[/snapback]</div><div class='quotemain'><!--quotec-->
    Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I think we work in a reasonably similar manner. I just need a few brushes to break up my lines a bit.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    very nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    by chance is that being normal mapped?
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Damn... Now that I enjoyed watching. Nice choice of music too.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1628658:date=May 23 2007, 12:30 AM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ May 23 2007, 12:30 AM) [snapback]1628658[/snapback]</div><div class='quotemain'><!--quotec-->
    I was gonna (or did? can't remember now!) ask to see the design process from concept art to workable asset (texture/model/whatever) after the last blog... Thanks for that!

    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, you never saw the modelling, nor the compiling, and if this gets a specular map or even a normal map you didn't see any of those either.
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    Is it only me, or does the high res version not work?
    When I try to download the file it stops at 44MB.

    The lowres version works as expected.
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    Nice post. It is amazing how much work goes into what ends up looking so simple.

    I assume custom mappers are gonna have access to a lot of your predesigned props?
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited May 2007
    <!--quoteo(post=1628710:date=May 23 2007, 11:20 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ May 23 2007, 11:20 PM) [snapback]1628710[/snapback]</div><div class='quotemain'><!--quotec-->
    very nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    by chance is that being normal mapped?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.

    KainTSA: When we release the NS2TR, mappers will have access to <i>all</i> of our props and textures.
  • KisleKisle Join Date: 2006-12-25 Member: 59229Members
    one word : AMAZING
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    <!--quoteo(post=1628723:date=May 23 2007, 04:29 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 23 2007, 04:29 PM) [snapback]1628723[/snapback]</div><div class='quotemain'><!--quotec-->
    There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.

    KainTSA: When we release the NS2TR, mappers will have access to <i>all</i> of our props and textures.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow, awesome movie. Never knew, that texturing a single static_prop takes that ammount of effort <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Can't wait to see more stuff done <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> and for sure the, as you mentioned, NS2TR. Would love to pre-map some old maps from NS for NS2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (with those awesome textures and props). <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    is the ns2tr going to use hammer? or are hl2 maps going to be able to be imported into the tech release mapper thingy?
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    Uh, you'll be using Hammer to create maps. I'm not really sure what you mean about importing hl2 maps, though.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    you must have the paitence of a saint to give something like that your love and attention. how long did it take, real-time?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    since ns2 is a standalone game, i wasnt sure if you would use hammer to make maps, or if there was going to be an improved tool to work with, and if there were would it be able to import maps made in hammer
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    Ah, right, well we'll be sticking with hammer for now.

    Sherpa: This prop took about one and a half hours to skin.
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    I would love, if you guys would stay with Hammer or a Map Editor, that is like Hammer. Hammer es really easy to use (compared to old WorldCraft in my opinion). <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • MarshalTTMarshalTT Join Date: 2005-01-08 Member: 33799Members
    JJJ1 don't waste your time here on the forum! Go back and do the texturing! We need NS2TR ASAP! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />))
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    edited May 2007
    I don't know if you can answer this or not, but:

    When NS2TR is released, are we going to be given a better example of how DI will function and impact gameplay? It seems like DI might be an important feature to keep in mind during map balancing.
  • SolusSolus Join Date: 2003-05-02 Member: 16015Members, NS1 Playtester
    edited May 2007
    <!--quoteo(post=1628549:date=May 23 2007, 07:45 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 23 2007, 07:45 AM) [snapback]1628549[/snapback]</div><div class='quotemain'><!--quotec-->
    The video's downloading now; thanks for the update. I'm real curious to see how the "buy maps from the community" thing works out. It's pretty novel as far as I know.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It should go well. It's fairly similar to the model VALVe used for Half-life 2: Deathmatch. They held a competition and added the best maps. I can't remember what/if there was a prize or if it was just for recognition.
    <a href="http://www.steampowered.com/Steam/Marketing/Mar18.2005/" target="_blank">http://www.steampowered.com/Steam/Marketing/Mar18.2005/</a>

    Nice video btw, J.

    Edit: Found the news post valve made about the competition. It's at the bottom of the news update.
    <a href="http://www.steampowered.com/v/index.php?area=news&id=364" target="_blank">http://www.steampowered.com/v/index.php?area=news&id=364</a>
  • God_dammitGod_dammit Join Date: 2007-05-21 Member: 60966Members
    Hi,
    nice work.
    How long is that Prob? looks like about 25 units.
    If its about that big, i think its a little too perfect ;-).
    In the beginning it looks all nice n perfect, but later in the game u would not see these details i think.
    I rather want more features or props int the game than perfect detailed props.
    cheers moe
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1628818:date=May 23 2007, 04:43 PM:name=God_dammit)--><div class='quotetop'>QUOTE(God_dammit @ May 23 2007, 04:43 PM) [snapback]1628818[/snapback]</div><div class='quotemain'><!--quotec-->
    Hi,
    nice work.
    How long is that Prob? looks like about 25 units.
    If its about that big, i think its a little too perfect ;-).
    In the beginning it looks all nice n perfect, but later in the game u would not see these details i think.
    I rather want more features or props int the game than perfect detailed props.
    cheers moe
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Look at any prop in any game out right now. Check Doom 3, or Half-Life 2, or STALKER, or F.E.A.R, or Battlefield 2142, or anything else. This kind of detail is easily the norm. If you've ever created large amounts of art assets for a retail game, then maybe I can understand where you're coming from, but right now it sounds like you're just whining that the NS2 crew is spending time on something whose usefulness is not readily apparent to you. In the concept art, that capsule is very large, longer than a barrel in HL2. Under those circumstances, the investment of time it takes to get that asset up to its current state of polish is well worth it for a retail game and even for a professional looking mod like Dystopia or something. Your request for more props rather than props with the minimum amount of detailing, like this one, is probably not the kind of thing that would be echoed if people could see an entire map decked out in half-finished, crappy looking props.
  • God_dammitGod_dammit Join Date: 2007-05-21 Member: 60966Members
    Omg i just did what flyra wrote:
    "Post your thoughts, comments, questions and love about this blog entry here."
    I post all, except "love" !
    And i think the developers can think for their self, they dont need TychoCelchuuu.

    I didnt request anything, i just had a question, a comment and thought !
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    edited May 2007
    <!--quoteo(post=1628825:date=May 23 2007, 05:31 PM:name=God_dammit)--><div class='quotetop'>QUOTE(God_dammit @ May 23 2007, 05:31 PM) [snapback]1628825[/snapback]</div><div class='quotemain'><!--quotec-->
    Omg i just did what flyra wrote:
    "Post your thoughts, comments, questions and love about this blog entry here."
    I post all, except "love" !
    And i think the developers can think for their self, they dont need TychoCelchuuu.

    I didnt request anything, i just had a question, a comment and thought !
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I think perhaps if you do not want people to comment on what you have written, it is a mistake to post it in a public forum where the sole purpose of posts is to be commented on by other posts. You could instead have, for instance, written it down in a secret journal to which nobody is allowed entrance, or engraved it on a rock and dropped it over a cliff in to the ocean.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1628847:date=May 24 2007, 03:06 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 24 2007, 03:06 AM) [snapback]1628847[/snapback]</div><div class='quotemain'><!--quotec-->
    You could instead have, for instance, written it down in a secret journal to which nobody is allowed entrance, or engraved it on a rock and dropped it over a cliff in to the ocean.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    ahahaha Kapow! Zing!
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Superb update! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    Thanks for taking your time making and sharing this vid with us.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I'd rather them take their time making the NS2TR as packed with stuff and polished as possible before releasing. I wish for at least 5GB of models and prefabs, 15GB of ambience and sfx, and 2GB of textures.
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