some models made for new map
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Re: some models made for new map
Posted by sgtfly on Sun Nov 15th at 3:40pm 2009


I finally figured out mod tool and 3dmax, texturing still leaves some to be desired but ..hey they work well enuff for me. I made several items which you can probably pick out easily. picnic table,wagon wheel propane tank, column, etc.
There is two pics of the map I'm working on it's hopefully gonna be done soon, but there's alot of ideas I have yet to try.











Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.



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Re: some models made for new map
Posted by Le Chief on Sun Nov 15th at 11:31pm 2009


The propane tank model is the worst model by the looks of things because of the uvw map. Not only is it really badly applied to the model (stretching) but it lacks definition. The white would be fitting if it wasn't stretched and you added some more detail to it like some seams/bolts, arbitrary numbers, warning signs etc. The orange thing at the top looks weird. I'd re texture it or get rid of it because you don't want to have things that would detract from the model, better to just get rid of them.

Some grunge at the base of the stands would be a nice touch and help it to blend into the ground.

The tree stump is nice, except it looks brighter than it's surroundings, it almost looks full bright.

The wooden wheel is also nice but it looks like the outside of the wheel (the bit that touches the ground when in motion) isn't flat. It appears that the front and back face stick out a bit and give the outside a bit of a border which isn't what you want.






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Re: some models made for new map
Posted by haymaker on Mon Nov 16th at 12:27am 2009


echoing Aaron's comments here but also wondering if you ran cubemaps for those shots as the lighting is not what would be expected. Nice geometry though.

Good work so far! Congrats on getting over the first learning curve ( which is a lot farther than I am with those tools )




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Re: some models made for new map
Posted by sgtfly on Mon Nov 16th at 6:24pm 2009


yeah I'm not happy with the texturing on some of them, I am going to work on them as i get the time. I was mostly at this point trying to figure out scale and model compiling, I would get alot of them that came out funky shapes until I got that export thing down.
Texturing I am finding out is a B***h! Finding good textures and getting them scaled right on the model is my problem at the moment. That orange thing at the top of the tank is a fill cap cover it's on all tanks around here, retexing it and making it shorter will be an improvement I agree. Also with the stump getting the proper brightness with my textures is another goal I noticed on the tree fort in the map there are some bright areas.
My next thing is learning to make my own texures in photoshop. Still trying to learn all this stuff and finding some of it very tough.
No I haven't applied any cubemaps yet either, to that inquiry. It's on my to do list though.



Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.



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Re: some models made for new map
Posted by Le Chief on Mon Nov 16th at 11:22pm 2009


Quoting "sgtfly"
I was mostly at this point trying to figure out scale and model compiling


1 unit in Source is roughly equal to an inch so if you change the unit setup in 3ds max to inches, you should be right. Another cool thing you can do is build the basic model in Hammer and export it as a dxf then import that into 3ds max and you have your scale right there.

Quoting "sgtfly"
My next thing is learning to make my own texures in photoshop.


This is an essential link for you then. Most of the textures I make originate from one or more of these photos. I even made about 95% of 300 textures for a flash game from here too.

With making textures in photoshop, the main things you want to know is layer management, using the clone stamp tool, using custom brushes for grunge and other effects, the magic wand tool and playing around with the colour balance and brightness/contrast of a layer. You also need to know how to make seamless textures using the offset filter if you plan on making bsp textures (not really useful for models). I wrote a tutorial on this just in case. smiley






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Re: some models made for new map
Posted by G4MER on Tue Nov 17th at 8:12pm 2009








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Re: some models made for new map
Posted by misterlazyo on Sun Dec 13th at 10:23pm 2009


http://developer.valvesoftware.com/wiki/Dimensions That's the same dimensions as 3dsmax, unless you change the units. The default unit in 3dsmax is the same though. I sometimes make a (33x33x73) unit box as a guide to scale. 1.333 units is the same as an inch though.




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