Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Newbie Questions
by AndrewAMD. 12/04/23 11:14
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (TipmyPip, izorro), 556 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Modeling Request - a Buggy #95544
10/23/06 21:38
10/23/06 21:38
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I have a modeling request for LOW-Poly modeler,

I am not that great in modeling, so:

I need a Buggy.

The Buggy is for a RTS (Guess which, 100 points )

ok, here the current demo:
wasteland_clanwars_prototype.zip


The Buggyunit needs to keep the polys low enough, and should not
extend 1000 polys, and a skin of around 256x256,
as it is seen from a topdownview, and not too close, ecxept in cutscenes.

It should have 2 frontcannons and a turnable topturret. (Machinegun)
You can make the machinegun as an extramodel, that can be moved than by script an attached
to the buggymodel.

I am not shure about seeing the driver, I guess it is better to cover this area, as
the Buggymodel is then relatively small compared to the infantryunits, and it
would look a bit silly to have a midged in the car...

The weels and suspension (Fahrwerk) dont need to be movable,
but there should be a suspension, and not just weeld attached directly to the axis.

The engine should be in the back, like in a VW Buggy, with the exhaustpipes sticking out.

There could be an extra "wreck" Model, with a broken axis, and detroyed hull.

The style should be a rusted type of MadMax vehicle,
not too syled, more of a patchwork of old, rusted car parts.


The playercolor needs to be visible at some part of the car (4 colors,
blue, red, gree, yellow -> but they could be switched to 4 more good looking color
magenta, cyan , I am not shure yet), probably by either using
4 skins, Or better with a small extramodel like a flag (small skin) that is
attached to the model by skript then.

Animations are not a must, but could be a bumping drivinganimation,
and a animation with the 2 guns moving back while shooting.


Here are some impressions, just to show the style I imagine:








There is no compensation I can offer, as this is just a hobby project.
But of course credits in the game-menu. (The game is in a working prototype state,
so this is not for some fictious game)

The model should look decent enough, so this is not really a
request for modeling-beginners.
(If a newbee wants to model something, I could always need some
ambinet stuff like rocks, dead trees, any kind of rusted structures.)

Thanks for replies,

Damocles

Re: Modeling Request - a Buggy [Re: Damocles] #95545
10/24/06 14:46
10/24/06 14:46
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
would you mind skinning yourself?
I can model in maya (learning maya at school, so i try to take on as much as possible things to keep practising.

I can model pretty fast, i Just lack the skill of skinning 9either skinninf in maya, and creating good skins myself...

I'll get started right away, just for practise sakes

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Modeling Request - a Buggy [Re: Helghast] #95546
10/24/06 15:35
10/24/06 15:35
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
thanks for your interest,
but skinning would be nice too,
as I am not to quick in it either.

Anyways, looking forward to see your work.

Re: Modeling Request - a Buggy [Re: Damocles] #95547
10/24/06 15:56
10/24/06 15:56
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Modeling Request - a Buggy [Re: Damocles] #95548
10/24/06 16:09
10/24/06 16:09
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
im off for today, i'll get back to it tomorrow, i'll see how far we can get this baby to be done.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Modeling Request - a Buggy [Re: Helghast] #95549
10/24/06 17:41
10/24/06 17:41
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The structure looks nice,
looking forward to see it progress.

Re: Modeling Request - a Buggy [Re: Damocles] #95550
10/25/06 10:55
10/25/06 10:55
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
ok, i spend some hours refining it, when it was done, it was at a grand total of 1550 poly's. got it cut down to 1088, i hope that's no big problem to you (yeah i know, 1000 was the limit, but i got it pretty near that point).

here are 2 screens to show it off, drop me a PM if you like it, and i'll mail the model.




regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Modeling Request - a Buggy [Re: Helghast] #95551
10/25/06 16:17
10/25/06 16:17
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
ok, send you a PM

Re: Modeling Request - a Buggy [Re: Damocles] #95552
10/26/06 11:58
10/26/06 11:58
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Dennis: This will be a hard job to texture afterwards. It might be more easy for an artist to create it completely new than using this model. I tell you why:

When you create the model you can create uv-maps right while making the mesh. A simple cube or a cylinder can get a uv-map very fast and automatically. You can apply textures perfectly and after that you will bend a few shapes.

But uv-mapping an irregular sctrucutre like that will be impossible or really heavy when you already finished the model.

Another point is: When you already unwrapped a part like a wheel as an example - then it is easy to copy this mesh with texture and uv-map and you already have 4 un-wrapped shapes in a second.

To make it short: Maya may be a good software. I don't know it exactly. But to become a decent artist with really useable models I encourage you to learn unwrapping. And you can do that in every decent modeler. A software like Maya that takes away more than 5000 $ is not needed to make decent models.


Damocles:
Sorry to go a bit off-topic. But I just want to warn you that unwrapping this model can bring a lot of headache to you and re-creating it with proper uv-maps will probably be a faster job. That is my experience.


Models, Textures and Games from Dexsoft
Re: Modeling Request - a Buggy [Re: Machinery_Frank] #95553
10/27/06 00:13
10/27/06 00:13
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

Dennis: This will be a hard job to texture afterwards. It might be more easy for an artist to create it completely new than using this model. I tell you why:

When you create the model you can create uv-maps right while making the mesh. A simple cube or a cylinder can get a uv-map very fast and automatically. You can apply textures perfectly and after that you will bend a few shapes.

But uv-mapping an irregular sctrucutre like that will be impossible or really heavy when you already finished the model.

Another point is: When you already unwrapped a part like a wheel as an example - then it is easy to copy this mesh with texture and uv-map and you already have 4 un-wrapped shapes in a second.

To make it short: Maya may be a good software. I don't know it exactly. But to become a decent artist with really useable models I encourage you to learn unwrapping. And you can do that in every decent modeler. A software like Maya that takes away more than 5000 $ is not needed to make decent models.


Damocles:
Sorry to go a bit off-topic. But I just want to warn you that unwrapping this model can bring a lot of headache to you and re-creating it with proper uv-maps will probably be a faster job. That is my experience.




ok, FYI, i use maya because i learn that over at school, im studying game design, and this simply is what we got as package (instead of 3ds max, which i dont get anyway, lol).

Maya has a really nice feature called auto unwrap, which lays the UV map out for you in parts (from the parts you assembled your model, for example if you have a car, and you have the chassis and wheels as seperate parts, it'll create the unwrap in parts based from that, i really like it) sure you'll have to place it yourself correctly, but you dont have to unwrap it all yourself by hand (like in MED, which i dod for a little more then 5 years). Though im not good at skinning, i know what im doing.

anyway, @ Damocles:

I'll send the model later, im gonna give it a try anyway for skinning, gotta learn that somehow...

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Page 1 of 2 1 2

Moderated by  checkbutton, Inestical, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1