Blog entry - Natural Selection 2 texturing
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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Cheers for update though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Edit: Had no idea texturing took so much skill and effort D:
I am really hoping that the canister gets some particle effects inside the tube to visualize energy flux.
Have you thought about adding a timer, that shows how long it actually took? I am pretty sure the "when is NS2 comming out" threads would be going down if people were shown how much time even such a small object can take to texture.
Oh hey I've got a question. What's the program on the left? I can't quite make it out.
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The same as on the right, I would guess.
(It looks like a preview window <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />)
EDIT: Scrap that.
It looks like the source SDK model viewer. When he turns the model you can clearly see the green lines forming a circle.
The same as on the right, I would guess.
(It looks like a preview window <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />)
EDIT: Scrap that.
It looks like the source SDK model viewer. When he turns the model you can clearly see the green lines forming a circle.
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Yeah not even Photoshop CS3 Extended can do a 3d view like that. Thanks for clearing up the mystery though.
Making textures is one of the things I never did really well, but is a very interesting topic.
I will download the hires version tomorrow to see everything in detail.
Please document a making of an infestation-texture in the future. This would really interest me, and others as well I guess.
I'm looking forward for the next post!
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Recording your progress like that is the best thing since sliced bread. Period.
<img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
CS2 eh? I was about to ask. I recongized HLMV easy and knew it was Adobe that you were using. I still have Photoshop 2.0, I guess I should invest in CS3. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> You should contact Adobe with that video, both UWE and Adobe could profit from that advertising.
JJJ1, are you using a mouse to do that? If so consider using a <a href="http://www.wacom.com/intuos/6x8.cfm" target="_blank">Wacom Tablet</a>, I just got one and it makes digitizing new Xzianthia drawings easier.
PS: I have some new anatomical disection drawings of the classic NS aliens I just started work on. Would you be interested in them? (closest thing I can think of is Stephen Biesty's cross sections in how it's all scientifically labeled and stuff.)
Take very long time to made it perfect.
keep good work.
do you use UVMapper Professional?
ah you build this:
<a href="http://www.unknownworlds.com/blog/2007/04/11/ModularMachinery_Environment.jpg" target="_blank"><img src="http://www.imagebanana.com/img/36otcdgv/great.jpg" border="0" alt="IPB Image" /></a>
If it took that long for 1 prop, imagine for a whole map! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ....
<i>*Realizes that I will never be able to make a map requiring so much work* <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> </i>
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<b>I need to tone down my attitude.</b>
It's really not that hard to do it by hand and the results are crazy amounts better.
Anybody who uses an automatic unwrapping tool/program deserves to be shot. In the face. It's really not that hard to do it by hand and the results are crazy amounts better.
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Especially for something so hilariously simple as this prop. It's like, a cylinder. Come on, you can do a cylinder by hand <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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<i>*Realizes that I will never be able to make a map requiring so much work* <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> </i>
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Heh, same for me... I can't wait for NS2TR so I can try to map a little, but I am confident about not making it to the release ^^. I might join up with a friend to split and share the work, but I'm not certain about it...
As for UV mapping, I just use Maya's tools.
Is a prop similar to an object in Half-Life 2 that bounces around when you shoot, bump, pick up, etc?
Does that mean we will be about to shoot the place up on NS2 maps? Flying debri?
Or does "prop" just mean an object a mapper can place and it doesn't move?
Or is it something in between?
Thanks to anyone who can clear up the definition of "prop" for me.
<img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Could we have a similar thing done for a character model at some point? Obviously would have to be broken down to initial modelling, texturing, animation.