Morphine's Modeling Misadventures

Morphine's Modeling Misadventures

Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Wed Mar 15th 2006 at 2:26am
Posted 2006-03-15 2:26am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
So, my long journey towards becoming a modeller starts here. I'll dump all my images here.

After watching a few video tutorials, I decided to start on my first
simple model, a baseball bat. I figured it would be easy since
I'd only have to extrude and stretch.

I will try to figure out how to uvmap/physbox this thing tomorrow, but right now I really have to study.

Anyway, I'm excited! :dorky:

User posted image

The bat is 336 triangles right now. That's reasonable isn't it?
Re: Morphine's Modeling Misadventures Posted by ReNo on Wed Mar 15th 2006 at 3:07am
ReNo
5457 posts
Posted 2006-03-15 3:07am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Sounds fine for a curvy object like that mate. Looking fine so far, keep it up!
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Designer @ Haiku Interactive | ReNo-vation.net
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Wed Mar 15th 2006 at 4:53pm
Posted 2006-03-15 4:53pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Well, I just spent an hour and a half learning how to UVmap and I tried
my best to learn how to texture. I know I have some
scaling/tiling problems, but here's my first attempt:

User posted image

It doesn't look disastrous but I know I have a long way to go. I
have ZERO Photoshop skill so skinning that was quite a challenge.
Luckily you don't have to "color within the lines" when you skin.

Next up: Compiling and some in game shots! :dorky:
Re: Morphine's Modeling Misadventures Posted by parakeet on Wed Mar 15th 2006 at 9:16pm
parakeet
544 posts
Posted 2006-03-15 9:16pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
ahh , i screw around with 3d . but i don't really make it for mods yet . just kinda mess with it , i've made some pretty stuff though.
.else /me ~kill you
www.arclan.net
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Wed Mar 15th 2006 at 9:21pm
Posted 2006-03-15 9:21pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Yeah -- I'm really excited about getting content into maps. I'm having a hard time with the compile though :\
Re: Morphine's Modeling Misadventures Posted by pepper on Wed Mar 15th 2006 at 9:41pm
pepper
597 posts
Posted 2006-03-15 9:41pm
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
Excellent work there morphine, i have a golden tip for skinning for you:

When the skin is finishd:

In PS:

Go to > filter > sharpen > sharpen
You can do this once or twice to your liking.

Then go to > Image > adjustment > Brightness contrast

Change the contrast slider first, if its to light or dark then you can change it with the lightning slider next to it. This makes your skin looks way more crispy and detailed.
RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Thu Mar 16th 2006 at 12:06am
Posted 2006-03-16 12:06am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks for that great tip pepper! I will definitely take your
advice when I skin my next model. I had already finished
compiling the bat and taken screenshots of it ingame by the time I read
your post.

Here are the ingame shots:

User posted image

Shadows are weird, but the physbox is fine:

User posted image

Reedit: <span style="color: limegreen;">Took the DL down because I didn't include everything I needed to.</span>
Re: Morphine's Modeling Misadventures Posted by Captain P on Thu Mar 16th 2006 at 3:24pm
Captain P
1370 posts
Posted 2006-03-16 3:24pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Nice bat there, AtM. :smile:

Modelling is quite fun for Source now that working with them in Hammer is so easy. I recently started modelling for mudanchee again - right now there's about 10 of the 20 models done. Prop models are easy and fast to do which makes it all the better. :wink:
Create-ivity - a game development blog
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Thu Mar 16th 2006 at 3:49pm
Posted 2006-03-16 3:49pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Yeah I'm really excited by the idea of creating prop models to put up on SnarkPit for everyone to use.

I have a lot to learn first though.

Thanks for looking, Captain P.
Re: Morphine's Modeling Misadventures Posted by pepper on Thu Mar 16th 2006 at 4:01pm
pepper
597 posts
Posted 2006-03-16 4:01pm
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
Your doing just fine there morphine, as long as you remember that there always is something to improve or a new modeling technique to learn :smile: .

Really like your bat there, did you shade in shadows and lighting? Try using D&B for that(Dodge'n Burn). Great way of adding lightning.
RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Thu Mar 16th 2006 at 4:16pm
Posted 2006-03-16 4:16pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
pepper said:
Your doing just fine there morphine, as long as you
remember that there always is something to improve or a new modeling
technique to learn :smile: .
Really like your bat there, did you shade in shadows and lighting?
Try using D&B for that(Dodge'n Burn). Great way of adding lightning.
I didn't do any lighting effects on the texture, in fact all I really
did was google image search some wood images and cloth images for the
handle and slap it on.

How should I use the dodge and burn tools? You should do a nice
tutorial on skinning a model. Seems like you know quite a bit,
and I'm sure there are plenty of people out there like me who are
dying for some good tutorials. I can't seem to find any for XSI.
Re: Morphine's Modeling Misadventures Posted by pepper on Thu Mar 16th 2006 at 9:06pm
pepper
597 posts
Posted 2006-03-16 9:06pm
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
I know quite the bit about skinning, this is my latest work for a HL mod:

http://hostagesituation.mypunbb.com/viewtopic.php?id=31

I also had quite a lot of trouble creating textures, down in the end i was abusing cloud and noise filter in PS. Now you might say, how the hell did he learned it? By tutorials, yes there out there and there plenty of them.

But, up to a while ago it was a certain thing about skinning that you need to understand, i still cant put my finger on it but i definately changed something in my mind that helped me understanding the texture.

Enough blattering from me, check this link out:

http://www.sourceblog.org/

Nowadays you need to sign up to see the tutorial database but its worth it. The forums arent to crowded but those people really know what there talking about.

Good luck, and if you need a hand feel free to contact me, helping doesnt hurt anyone.

Dodge and Burn are tools with wich you can (respectively) lighten or darken a area. Thus used to create a base skin, then small details painted in by changing the lighting.
RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Thu Mar 16th 2006 at 9:19pm
Posted 2006-03-16 9:19pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks for all the info Pepper. I'll get started :smile:
Re: Morphine's Modeling Misadventures Posted by pepper on Thu Mar 16th 2006 at 9:37pm
pepper
597 posts
Posted 2006-03-16 9:37pm
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
I personaly think one needs the extra push to get started with skinning, it was quite hard for me when i started until i realized what i was doing wrong/wright. Then you know what you can improve on.

Besides that, its also a good practice for making textures :smile: .

And good luck!
RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.
Re: Morphine's Modeling Misadventures Posted by parakeet on Fri Mar 17th 2006 at 12:29am
parakeet
544 posts
Posted 2006-03-17 12:29am
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
i have two q's .. how many polies is cool for a hl2 prop and secondly how do i import a model from 3dsmax7.

danke ^__^
.else /me ~kill you
www.arclan.net
Re: Morphine's Modeling Misadventures Posted by pepper on Fri Mar 17th 2006 at 11:53am
pepper
597 posts
Posted 2006-03-17 11:53am
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
All depends on the type of prop, the amount of detail and how much it is going to be seen. Also note that moving polygons(PHys) are heavier to render for the engine.

Not quite sure about max7, there used to be a SMD exporter, you might want to run a google on this.
RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.
Re: Morphine's Modeling Misadventures Posted by Addicted to Morphine on Fri Mar 17th 2006 at 12:08pm
Posted 2006-03-17 12:08pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
About model detail, check out this
wiki
link
.

It has information that you might find useful.
Re: Morphine's Modeling Misadventures Posted by Captain P on Fri Mar 17th 2006 at 2:39pm
Captain P
1370 posts
Posted 2006-03-17 2:39pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
For polycounts I'd take a look at the existing props. Personally I don't see the need for too many poly's (but then again, I'm mostly creating some smaller props). :smile:

Dunno about 3DS Max, sorry.
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