Custom NS2 props
Guessmyname
Join Date: 2009-08-14 Member: 68475Members
<div class="IPBDescription">(I didn't know where to put this)</div>Hello! I'm an amateur modder, mostly in mapping and modelling for the Source engine, and I'd like to say this:
You guys are bloody awesome.
You've honestly inspired me to go and model some stuff, so I figured I may as well see if any of it could be useful (please note: These were done for a different project, but a few should fit in regardless):
I also picked up the trick about using AO maps to improve textures from you guys; thanks for that one! They've been proving really indispensable. (For those wanting a really easy / free way of doing it, see <a href="http://www.interlopers.net/tutorials/30685" target="_blank">this</a> tutorial. I wrote it using a 3dsmax model as a base, but it works for all programs, including Wings3D!). Generally, you've just been an inspiration. Thanks for being so open about the creation process, it's been really interesting to follow! Any chance of a texturing tutorial / workflow?
I had a point somewhere... oh yeah. What are the usual sort of polycounts on prop models? I'm modelling a crate based off one of the concept art pictures on the site (namely, the big, long crate on the railcar in <a href="http://ns2.squarespace.com/storage/concept_railcar_room.jpg" target="_blank">this</a> pic), and I'm wondering how 'low poly' to make the low poly version; currently sitting at 700-ish tris. Can go lower? Can go higher? Here's the current low poly / high poly models side by side:
<img src="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/ns2crates.jpg" border="0" class="linked-image" />
(Not textured yet on account of ongoing mesh fiddlery)
Any info on compiling-to-NS2-format stuff / requirements? Suggestions also welcome. Is it worth doing an AO bake if the engine calculates AO maps anyway?
I've also got a few models around from another project of mine; a few might also be handy in NS2 (thinking of the luggage props here):
<a href="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/prop%20groupshot.jpg" target="_blank">Image kinda too big for the browser (whoops), but has the aforementioned luggage models in it</a>
<img src="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/Stupidly%20Large%20Compilation%20Picture.jpg" border="0" class="linked-image" />
(^What happens when you lose internet access and have nothing to do but model props and rewatch Aliens for a week)
<img src="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/syshob.jpg" border="0" class="linked-image" />
Any advice welcome; I'm kinda weak on texturing, still trying to improve. Where do you guys get your ideas from? What techniques do you use? When did randomly turn into an interview? When should I shut up? Right about now? Okay.
Hope some of this might be useful to someone or other.
(On a side note, the 'Toggle Side Panel' and 'BB Code Help' buttons when posting new topics don't seem to work in Firefox)
You guys are bloody awesome.
You've honestly inspired me to go and model some stuff, so I figured I may as well see if any of it could be useful (please note: These were done for a different project, but a few should fit in regardless):
I also picked up the trick about using AO maps to improve textures from you guys; thanks for that one! They've been proving really indispensable. (For those wanting a really easy / free way of doing it, see <a href="http://www.interlopers.net/tutorials/30685" target="_blank">this</a> tutorial. I wrote it using a 3dsmax model as a base, but it works for all programs, including Wings3D!). Generally, you've just been an inspiration. Thanks for being so open about the creation process, it's been really interesting to follow! Any chance of a texturing tutorial / workflow?
I had a point somewhere... oh yeah. What are the usual sort of polycounts on prop models? I'm modelling a crate based off one of the concept art pictures on the site (namely, the big, long crate on the railcar in <a href="http://ns2.squarespace.com/storage/concept_railcar_room.jpg" target="_blank">this</a> pic), and I'm wondering how 'low poly' to make the low poly version; currently sitting at 700-ish tris. Can go lower? Can go higher? Here's the current low poly / high poly models side by side:
<img src="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/ns2crates.jpg" border="0" class="linked-image" />
(Not textured yet on account of ongoing mesh fiddlery)
Any info on compiling-to-NS2-format stuff / requirements? Suggestions also welcome. Is it worth doing an AO bake if the engine calculates AO maps anyway?
I've also got a few models around from another project of mine; a few might also be handy in NS2 (thinking of the luggage props here):
<a href="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/prop%20groupshot.jpg" target="_blank">Image kinda too big for the browser (whoops), but has the aforementioned luggage models in it</a>
<img src="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/Stupidly%20Large%20Compilation%20Picture.jpg" border="0" class="linked-image" />
(^What happens when you lose internet access and have nothing to do but model props and rewatch Aliens for a week)
<img src="http://www.guessmyname.darkstars.co.uk/pictures/dd_atlantis/syshob.jpg" border="0" class="linked-image" />
Any advice welcome; I'm kinda weak on texturing, still trying to improve. Where do you guys get your ideas from? What techniques do you use? When did randomly turn into an interview? When should I shut up? Right about now? Okay.
Hope some of this might be useful to someone or other.
(On a side note, the 'Toggle Side Panel' and 'BB Code Help' buttons when posting new topics don't seem to work in Firefox)
Comments
I see what you did there.
Please do not, this has been the most intresting thread for a long time.
Nice props. Wish I could create them. I'm more of a texture guy. Well, at least I was ... 8 years ago or so.
Really nice work! I started modeling myself since NS2 - but just with google sketchup - nothing deeper than that.
Want to make my own NS2 Map/Mod or just throw props out for the mappers. We'll see. :)
But dunno how i will get to texture the models and how do import them, we'll see about that, too.
Something i worked on yesterday: <a href="http://img8.imageshack.us/i/tankcar.jpg/" target="_blank"><img src="http://img8.imageshack.us/img8/125/tankcar.th.jpg" border="0" class="linked-image" /></a>
Soo. keep rocking.
Something i worked on yesterday: <a href="http://img8.imageshack.us/i/tankcar.jpg/" target="_blank"><img src="http://img8.imageshack.us/img8/125/tankcar.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, there is an .smd exporter for Sketchup. Though I doubt if the NS2 engine will support it (I know it supports vtf/vmt files, but I'd imagine the mdl format is too specific to the Source engine...). There'll be exporters to other formats. As memory serves from the 'Tools' video, don't you just need 3ds and psd files? As long as you can export to that, you should be okay. I'm no expert on Sketchup though.
At some point you may wanna take the next step and start baking normals from high poly models.
But I think you'll need something a bit more versatile than sketchup.
also, funny seeing you here. :)
NS2 and SketchUp both support COLLADA, so it should be entirely possible to get a model made in SketchUp into NS2.