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Re: Industrial Sci-Fi Model Pack in the Making [Re: NITRO777] #142597
07/22/07 03:55
07/22/07 03:55
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
@nitro777
they're actually pretty easy to do, its just hard to find the right workflow that has the least errors and workarounds, that is easiest for you

@frank
Incredible job, if I may ask, how long did these take?

Re: Industrial Sci-Fi Model Pack in the Making [Re: lostclimate] #142598
07/22/07 04:03
07/22/07 04:03
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
The pack is for sale or project for client?


smile
Re: Industrial Sci-Fi Model Pack in the Making [Re: D3D] #142599
07/22/07 05:09
07/22/07 05:09
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
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FoxZero  Offline
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Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
Those models would definitely add a nice touch to any sci-fi level. The generators were particularly nice and I love the normal maps. Very professional looking.

Some of the best modeling I've seen has come from Lightwave, including some of my all time favorite Quake models I got online. I'd like to get it, but it's probably wayyy beyond my budget.


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: Industrial Sci-Fi Model Pack in the Making [Re: FoxZero] #142600
07/22/07 07:54
07/22/07 07:54
Joined: Feb 2003
Posts: 817
Dortmund, Germany
P
phil3d Offline
Developer
phil3d  Offline
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P

Joined: Feb 2003
Posts: 817
Dortmund, Germany
looks very good frank you did a great job.

it would look more realistic if the skin would fit more to the geometry of the model. for example in corners and edges there's more rust cause the water longer remains there. the paint also is more sensitive at the edges so you see the blank metal espacially at the edges.



i just did a quick paintover so u see what i mean, hope u don't mind

Last edited by phil3d; 07/22/07 07:55.

Re: Industrial Sci-Fi Model Pack in the Making [Re: phil3d] #142601
07/22/07 07:58
07/22/07 07:58

A
Anonymous
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Anonymous
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A



Wow.That looks awesome.
@Friendly_Frank:Do you have a good tutorial to start with making textures?

Re: Industrial Sci-Fi Model Pack in the Making [Re: ] #142602
07/22/07 09:04
07/22/07 09:04
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands


smile
Re: Industrial Sci-Fi Model Pack in the Making [Re: D3D] #142603
07/22/07 09:24
07/22/07 09:24

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Anonymous
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Anonymous
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May I join the "rusty" thing?
Screws/bolts/edges/base are favored places for grid...
(sorry Friendly_Frank to overpaint your nice texture)



Re: Industrial Sci-Fi Model Pack in the Making [Re: ] #142604
07/22/07 09:48
07/22/07 09:48
Joined: Feb 2003
Posts: 817
Dortmund, Germany
P
phil3d Offline
Developer
phil3d  Offline
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P

Joined: Feb 2003
Posts: 817
Dortmund, Germany
mercuryus got the point, just imagine dirty water is running down the model where would be the places of dirt concentration.

it's just a little unrealistic that there is rust all over it but not at the places where normally rust and dirt is concentratet


Re: Industrial Sci-Fi Model Pack in the Making [Re: phil3d] #142605
07/22/07 10:17
07/22/07 10:17
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Thank you all for your the kind words.

Regarding your questions:

frazzle: "The skills you've got just don't stop improving won't they".
I hope so, I still have to learn a lot.

lostclimate: "...if I may ask, how long did these take?"
It depends. Yesterday I made a crate very fast (texture and model) but it took me a few hours to create a texture and model for an air-recycling machine that you can see at the end of this post.

D3D: "The pack is for sale or project for client?"
Initially I started to make this pack for sale but am still not sure about it. There are several reasons to re-think this idea.

FoxZero: Yes, id-Software made a lot of content with Lightwave. They also used Mudbox (a software similar to ZBrush) for adding details. The Unreal-engine also can read lightwave objects natively as well as other engines (e.g. Serious-engine, Unigine-engine, Beyond Virtual). Lightwave has everything a game-artists needs: texture-baking, normal-map-baking and lots of fine editing tools. There are plug-ins for most engines out there (e.g. 3dgs, Torque, Ogre). The price is incredibly low compared to 3ds max, Maya while delivering the same amount of functionality. Because of that it is the king amount indie-developers.

Fear411: "Do you have a good tutorial to start with making textures?"
I never found a tutorial that shows how to create textures like I do. Most of them just show how to use filters or how to paint layers to achieve photo-realistic results. But my work-flow is optimized to get diffuse, height, spec and normal-map with almost one strike. I had to make also lots of little adjustments and experiences to come to the point where I can produce that stuff in a very short time.
The tutorial that has been kindly mentioned by D3D is interesting, teaches a lot of common knowlodge but is still too basic when it comes to the special techniques.

Mercuryus and Phil3d:
Thank you for the hints and comments. This helps alot though I already know how to add rust. I often "forget" or leave it just because of the speed of my working. I already made several hundret of textures and models and sometimes I am too fast and forget the rusty thing. But you are right anyway


Models, Textures and Games from Dexsoft
air-recycling-machine [Re: Machinery_Frank] #142606
07/22/07 10:23
07/22/07 10:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Here is an air-recycling machine that I made together with a crate yesterday:



This model has something around 500 polygons (triangles).

This model might be fixed at the ceilings of some industrial rooms. Some pipes and cables might be added.


Models, Textures and Games from Dexsoft
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