Collaborative Community Development

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">Let's get creating towards NS2</div>Okay so here goes an idea. We have a Spark SDK and a lot of people playing around with it. We have mapping guidelines, some bits of information here and there. One of which being NS2 is going for unique environments on a per level basis and community developments may be added to the game.

So far we have been given and are continually being given a prop and texture set which is geared at the grimey refinery level of which is being churned out as we speak.

Now what we need is to sort ourselves out as a community in order to help create some more unique environments for ourselves and the eventual game.

What I'm proposing is we get a list of people together who can map, create textures, model and animate and co-ordinate small teams aimed at creating specific environments and assets.

So if you think this could be a good idea and you'd like to help, reply to the thread stating what you can do to help and 3-5 screenshot examples (Please dear god make them at a maximum 900x900 or less).

Just an idea at a list of jobs, if anyone thinks anything else they have or I haven't included is a good idea do suggest or reply, although the list I'd look for are:

Mappers
2D Artists
Prop Modelers
Character Modelers
Animators

Who knows, maybe we'll get enough together for one small team or two to start creating something that could potentially help the game itself.
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Comments

  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    What the game would benefit of that we could make is a whole set of assets. UWE is making the refinery set (which is almost complete) and there's going to be a "biodome" and some "science lab" set if I'm not mistaken.

    With mappers, texture makers, modelers and some animating work we could possibly make a whole set with 2-3 good maps using it.

    An outdoor set would be awesome but mostly unplayable I guess. Maybe an alien set where the game is set on another planet (kharaa's native?)

    Anyways, I'd be helping in for mapping, modeling and texture making.
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    This seems like an interesting concept. I hope it'll work out. Unfortunately I'm pretty limited as far as visual art goes, but I'll keep a eye on this and provide feedback when/if it's needed; I can do that much.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    I haven't had much time lately but, i would love to help out with something like this. I cant do to much in the way of mapping and my laptop doesn't help at all there but that doesnt stop me from modeling. Heres a high poly WIP something or other i started a few min ago.

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/welderNS2thingy.png" border="0" class="linked-image" />
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Cool. I want to learn how to texture in general, dunno how to model my self at all.

    Would like to know what tools/plugins where used in one of those early videos that showed a model being textured. Cause he had line guides on the picture that helped to define the edges of bits of the model so he could paint along them to create worn corners etc.

    Thought I would have ago at making a test texture for that model, Obviously i dont know where what is but for 45 mins here is what I have:

    Neglected Genny
    <img src="http://www.unitedworlds.co.uk/online-gaming/gen.jpg" border="0" class="linked-image" />
  • ArturPortellaBRArturPortellaBR Join Date: 2010-01-24 Member: 70290Members
    A pack of textures can help? If I Google something in 2d jobs I can do a lil bit. Yesterday I was studding some of HDR techniques and as I know the textures have different layers yah? As far as I saw the game demo Half-Life Lost Coast, they show some things about HDR, and had read in the site somewhere that will be used HDR technique. My father has a package of textures that came with some older rendering programs (Artlantis, 3dStudioVIZ & MAX). OK, are somewhat outdated, but I think using a little creativity and a little patience, will probably be useful to add in future development tools.

    Thanks for the topic Thaldarin!
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1749078:date=Jan 25 2010, 02:58 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 25 2010, 02:58 PM) <a href="index.php?act=findpost&pid=1749078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would like to know what tools/plugins where used in one of those early videos that showed a model being textured. Cause he had line guides on the picture that helped to define the edges of bits of the model so he could paint along them to create worn corners etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This can be done by baking the texture of a wireframe model. Albeit there's got to be a more convenient way.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    This could be a useful resource for modding as well. I wouldn't mind sharing bits of LUA code for other people to use in their mods later on...like a 3rd person camera with a spring effect, or a custom weapon mod/effect...that kind of thing
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1749038:date=Jan 24 2010, 11:52 PM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 24 2010, 11:52 PM) <a href="index.php?act=findpost&pid=1749038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't had much time lately but, i would love to help out with something like this. I cant do to much in the way of mapping and my laptop doesn't help at all there but that doesnt stop me from modeling. Heres a high poly WIP something or other i started a few min ago.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice work, I think it fits the refinery style (some sort of machinery). What plug-in do you use for making bump map from your high polys model? I still have to figure one out.


    <!--quoteo(post=1749078:date=Jan 25 2010, 06:58 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 25 2010, 06:58 AM) <a href="index.php?act=findpost&pid=1749078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool. I want to learn how to texture in general, dunno how to model my self at all.

    Would like to know what tools/plugins where used in one of those early videos that showed a model being textured. Cause he had line guides on the picture that helped to define the edges of bits of the model so he could paint along them to create worn corners etc.

    Thought I would have ago at making a test texture for that model, Obviously i dont know where what is but for 45 mins here is what I have:<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well for 45 mins that's really good. Seems to fit well willy's model. Like draco said, you'll need somewhat the wireframe of your model. I remember the video but vaguely.

    If you work with 3Dsmax, there's a feature when rendering your UVW unwrap that show white lines of polys. Then you can use some colors on them or on the faces to know where to work on (on a seperate layer)

    You might need a program like Tattoo (cheap and free) to paint directly on the model, it's good to remove seams. I'd have to find the link to that one.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited January 2010
    Cheers.

    I did some searching and the term I was looking for was "Unwrap Mapping".
    Searched up and watched some videos so I see now how you can unfold a wireframe to a canvas, save it as a jpg for example and then load it up in Photoshop, Invert it so you got a white canvas and turn it into a layer, set it to the apropiate blend (i think "Darken") and its sorted.

    The video I was on about i found here <a href="http://www.ns-fc.fr/flash/videos/ns2_prop_texturing_small.mov" target="_blank">http://www.ns-fc.fr/flash/videos/ns2_prop_...uring_small.mov</a>
    Now am not sure of this but to me it looks as if he can grab 4 lines that make up a sqaure to create a "Selection" and then start painting on another layer in that selection.
    Like as if the wireframe import is interactive rather than just a picture. ?



    EDIT: Dowloaded it and zoomed in, he actually did drag out a selection box.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    it depends really i either use xnormal or maya's transfer maps to bake normals and ao.
    this is what it looks like now. havent worked much more on it but still nowhere near done.

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/ns2.png" border="0" class="linked-image" />
  • ArturPortellaBRArturPortellaBR Join Date: 2010-01-24 Member: 70290Members
    edited January 2010
    <!--quoteo(post=1749098:date=Jan 25 2010, 01:59 PM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 25 2010, 01:59 PM) <a href="index.php?act=findpost&pid=1749098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it depends really i either use xnormal or maya's transfer maps to bake normals and ao.
    this is what it looks like now. havent worked much more on it but still nowhere near done.<!--QuoteEnd--></div><!--QuoteEEnd-->

    willy-wilson, this is all rendered in 3dsMAX? I actually work with Mechanical Engineering prototypes and draw it in a CAD program. I Wonder if this can help me and development team :P
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    I have schooling in cad/drafting but i slowly moved away from the monstrocity that is AutoCad and started using blender and now i work mostly in maya. so there just screengrabs from maya.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1749097:date=Jan 25 2010, 10:54 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 25 2010, 10:54 AM) <a href="index.php?act=findpost&pid=1749097"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Like as if the wireframe import is interactive rather than just a picture. ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, once you have your layer with all the poly's edges you can use different tool like the magic wand to select the inside and paint only in that portion in a new layer, yes.


    <!--quoteo(post=1749098:date=Jan 25 2010, 10:59 AM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 25 2010, 10:59 AM) <a href="index.php?act=findpost&pid=1749098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it depends really i either use xnormal or maya's transfer maps to bake normals and ao.
    this is what it looks like now. havent worked much more on it but still nowhere near done.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh, I've looked quickly at xNormal's website.. so it's a program that does only that, where you import your mesh with uv mapping I guess and then bake a normal map out of it, right?

    I'm trying to find something for 3dsmax. Only thing I have is a material that emits RGB normal mapping but that's more for "render to texture" stuff and doesn't work with a fully unwrapped model.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited January 2010
    Have you had ago of Blender?

    <a href="http://www.blender.org/" target="_blank">http://www.blender.org/</a>
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    edited January 2010
    yes thats what i use xnormal for it has many uses though. you import your highpoly (uv's dont mater for HP) and your lowpoly with uv's and you can bake normals, ao, cavity, height and many many maps. some ive never even herd of. its a great tool. but render to texture should work. heres a great tutorial on how to use render to texture. <a href="http://cg.tutsplus.com/tutorials/3d-art/how-to-bake-a-flawless-normal-map-in-3ds-max/" target="_blank">http://cg.tutsplus.com/tutorials/3d-art/ho...map-in-3ds-max/</a>

    :/ and of course maya crashed when i was almost finished. serves me right for not saving often.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i can map :)
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102074&hl=" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=102074&hl=</a>
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    ok i think im calling this high poly done. any crits before i move on?

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/thingy-1.png" border="0" class="linked-image" />
  • dandi8dandi8 Join Date: 2010-01-25 Member: 70309Members
    Hey, just popping up to say that you forgot the actual screws in your side panel :) Might wanna fix that before you bake the normal map.

    Also, maybe I'll join up and bring some stuff of my own to show, who knows?
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited January 2010
    If they are working in inches then is the dpi: 96 dpi ~(1024px = 10.67 inches) ???

    Forget that, I managed to sort out my texture scaleing in the 3d app. I didnt get it at first.

    Still for the game textures whats the best DPI, Cause I do printing I am always working with 300 DPI, 72/96 for web graphics
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    DPI is only about printing images. It doesn't affect the quality of it being a texture. Only important thing is the resolution in pixels. For the best average quality while keeping it as low as possible for memory I think it should be 1024x1024 pixels.


    I like the final high poly willy.
  • dandi8dandi8 Join Date: 2010-01-25 Member: 70309Members
    Pardon me but what has DPI got to do with textures? I know you want to print them for some unknown reason but I always thought all that DPI stuff was just changing the amount of pixels? Sorry, noob in that area.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    edited January 2010
    well the bake turned out ok but as of now it looks like it belongs in tf2 :/ im gunna grunge it up and strt textureing but if i can't get it to look like it belongs i may start something new. Any ideas for other models?

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/hm.png" border="0" class="linked-image" />
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    edited January 2010
    <!--quoteo(post=1749274:date=Jan 26 2010, 11:56 AM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 26 2010, 11:56 AM) <a href="index.php?act=findpost&pid=1749274"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well the bake turned out ok but as of now it looks like it belongs in tf2 :/ im gunna grunge it up and strt textureing but if i can't get it to look like it belongs i may start something new. Any ideas for other models?

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/hm.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    how about a crane? The lifting end of: <a href="http://img.alibaba.com/photo/105061856/RT_crane_GALION_150_15_Ton.jpg" target="_blank">http://img.alibaba.com/photo/105061856/RT_..._150_15_Ton.jpg</a>

    edit- to make it not look like tf2, mute the colors completely. The case should be speckled grey metal, the front should be a slightly different material, and there should b no color for the switches. If you can, change the switch type to metal toggles or something.
  • dandi8dandi8 Join Date: 2010-01-25 Member: 70309Members
    Also, as a quick tip:
    Remember, almost nothing is pure metal. Most metal is painted and the paint chips off with age ;)

    Anyone got an idea of what else could be needed, besides the crane? I'd make something as an example of my skills, as this thread idea interests me greatly, but unfortunately I lack the time needed to model a crane atm. so something relatively simple would be great.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Nah dude your model is fine, looks good in the refinery set, you just need to drift the turquoise blue color into a more blue gray color like those refinery_wall_16 textures.

    We need more stuff to fit this color scheme, UWE are certainly working on it but on the purpose of adding our own stuff it's all good.

    It will also need a rusty-like texture as well (Barlow did a good one maybe you guys could share assets)


    By the way Willy, thanks for the link I've cleanly and clearly learned how to bake a normal map and also make a AO map.. as well as doing render-to-texture more efficiently than with this normal map material I have.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited January 2010
    <!--quoteo(post=1749238:date=Jan 26 2010, 01:12 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 26 2010, 01:12 PM) <a href="index.php?act=findpost&pid=1749238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pardon me but what has DPI got to do with textures? I know you want to print them for some unknown reason but I always thought all that DPI stuff was just changing the amount of pixels? Sorry, noob in that area.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not the textures I print. I do photography and CD Album Design, I print concepts.
    If i take a 400 x 300 graphic made at 200 DPI and double it's size I loose quality.
    If I make it at 400 dpi and double its size knocking the DPI down to 200dpi then I can work with a picture that can be enlaged to twice it's size when its finnished without it being so big in the editor while working on it.

    Basicly if I want to make a huge road side poster, to make it the size I need on the machine @ 300dpi I would have to have an enormous canvas size, i would also not be able to zoom out far enough to see the whole thing and it would use up all my RAM and take ages to apply effects to the graphic.

    So to make this more workable (smaller), faster (to apply filters) and less resource intensive on your system you divide the pixel size you need by say 5, and times the dpi (300) by 5 (1500 dpi).
    When your done you can either flatten the image and reverse the pixel size and dpi back so you have a huge picture on your screen or there is no problem sending it to the printer as is and letting the printer scale it up to fit the printing page. it wont loose quailty cause its 1500 dpi, the printer will scale up the res and take the dpi down to 300 again.



    I was not sure if DPI applied to 3D gaming, I think its tied to the DPI of the users screen? (96 for your average Flat Panel). I know the quality comes from scaleing down an image that was 2 or 4 times bigger than the object it is intended for.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    edited January 2010
    <!--quoteo(post=1749300:date=Jan 26 2010, 01:47 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Jan 26 2010, 01:47 PM) <a href="index.php?act=findpost&pid=1749300"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nah dude your model is fine, looks good in the refinery set, you just need to drift the turquoise blue color into a more blue gray color like those refinery_wall_16 textures.

    We need more stuff to fit this color scheme, UWE are certainly working on it but on the purpose of adding our own stuff it's all good.

    It will also need a rusty-like texture as well (Barlow did a good one maybe you guys could share assets)


    By the way Willy, thanks for the link I've cleanly and clearly learned how to bake a normal map and also make a AO map.. as well as doing render-to-texture more efficiently than with this normal map material I have.<!--QuoteEnd--></div><!--QuoteEEnd-->
    nah not rust, this is exactly what he should be trying for: <a href="http://www.coutant.org/u47/660g.jpg" target="_blank">http://www.coutant.org/u47/660g.jpg</a>
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    Well i started a texture and what im going for is something similar to the crashcart model. heres where i am so far some of the highlights are a bit harsh and ive only done the blue part so. whatcha think so far? (note this is only diffuse showing, no normal and sepc yet)

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/texture-test.png" border="0" class="linked-image" />
  • dandi8dandi8 Join Date: 2010-01-25 Member: 70309Members
    Definetely needs some scratches with a nice brush, like I said before I'd add some chipped off paint. Maybe desaturate the color a bit? Not sure about that one though. The highlights should probably be less strong and more even. Oh and stickers! You definetely need to put some stickers like a yellow "Warning!" on this one :P
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Super action combat marine sticker please!
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