<!--QuoteBegin-nogoodnickname+May 15 2005, 08:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nogoodnickname @ May 15 2005, 08:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i was so flipping tired when i did that so it looks much different than that small picture <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Still you did a good job.
Most of the times, when you start working on a 3d model, the image in your mind about how it will look may turn out a bit different. You just have to either stick with that mental image or go with the different look you've made.
It's a common thing that the 3d model will go through several changes and tweaks before it finaly acheives its final look. Just keep working on it until you truly believe that it is the final look.
Also ask for critics to improve it. It may need improvements. I know for one, I hate receiving good critics. I'm always looking for bad critics to improve it. Perfection is only acheived after several modifications and several critics.
there are medium and hard images? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> i dont see any difficulty in them...just the time i would need to accomplish them..
see now that sinteresting no nick raised his door at the center base of the door, sheena sunk them, i liek hte glass touch sheena, but i liek the flavor touch no nick added to his door or her door
is that maya or wt? how do u made holes. i think i found that kinda tool from my another 3d program where did i render that ms3d poly wastage crap with **** smoothing
you can model holes in every 3d modelling package.... but isnt "modelling a hole" the wrong therm? ..because you cant model a hole, just the matter around it .... wow..that was philosophic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> when you just manipulate boyes and cylinders its kinda hard to model the "surroundings of a hole" into it ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) you just add some segments, vertex manipulate some... so you get the opening you want, delete the faces for the hole, and and create some new faces to connect both openings, to create the inner structure. but you could also extrude a negative value into the primitive, then you just have to delete the oppositing faces, and weld the borders together...... or you choose the lame and messy way and use a boolean operation (funny paradox, because there you actually model the hole) wich is messing up your wireframe, creates a crappy output, face errors, smoothing errors.... normal deformations, overlapping polys and similar, if you have no experience, or controll over the wireframe... i should write a tutorial for you guys.."how to model the surroundings of an hole" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
it's a wall texture though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It's about 75% done. Uses 3 different textures (the wall, it's respective pillar texture, and a trim) but, even uncompiled, it's looking mighty hawt
BTW- I'm doing it in Hammer, not a moddeling program <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-sheena yanai+May 16 2005, 09:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ May 16 2005, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you can model holes in every 3d modelling package.... but isnt "modelling a hole" the wrong therm? ..because you cant model a hole, just the matter around it .... wow..that was philosophic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> when you just manipulate boyes and cylinders its kinda hard to model the "surroundings of a hole" into it ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) you just add some segments, vertex manipulate some... so you get the opening you want, delete the faces for the hole, and and create some new faces to connect both openings, to create the inner structure. but you could also extrude a negative value into the primitive, then you just have to delete the oppositing faces, and weld the borders together...... or you choose the lame and messy way and use a boolean operation (funny paradox, because there you actually model the hole) wich is messing up your wireframe, creates a crappy output, face errors, smoothing errors.... normal deformations, overlapping polys and similar, if you have no experience, or controll over the wireframe... i should write a tutorial for you guys.."how to model the surroundings of an hole" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i think i almost figured it out. must try if i am right
Do I see our models for NS:Source or what? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
You'll prolly like my wall as a hallway wall in source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
There was a question 2 pages back about what a normal map is...
every polygon has a normal line, that's the line perpendicular to the polygon. This tells the lighting engine how the light should appear on the polygon. Since every poly can have only 1 normal this creates hard edges between polys and the lighting isn't smooth. Smoothing groups average normals or polygons in their group and make the hard edges between polygons disappear. When you calculate a normal map the program determines the direction of the normals of polygons in a high resolution mesh. The normal has an x, y, and z vector - different directions are denoted by different colors. The normals of the polys on the high res mesh that are the closest matches to the texels (texture pixels ?!) of the low res UV map are measured and the correct color is put into that texel... So a normal map fakes ldetail by telling the engine to calculate lighting for each normal in the normal map.
<!--QuoteBegin-sheena yanai+May 15 2005, 12:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ May 15 2005, 12:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i keep it nice and simple...out of one piece... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 100000000 polys of hidden wasteage or could have sheena made something... something...... low poly? OMG! I should skin it, just because <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And there isint a actual cutting device in ms3d, but you CAN make holes in models by makeing a cylinder, turning the faces inside out, and deleting faces where you want the hole to goto, then make the faces again one by one. Thats the major reason its so hard to model in ms3d, because you cant 'cut' :/
hehe i arnt a big fan of cuting any way i like duplication or cloneing as some refer to it, basicaly i just make one spike maniplate it a couple a dosen times and weld em togther at various isometic places (isometic, thats like mirror images yeah, even sides?)
note my reason for hate ing fade, stupid one shoulder predator take off acid roket luncher
if it connected to that acctul life form its self i cant stand it, if it is a part of a armor that critter is wearing its fine
name one life form/one thing biological thats not isometic and ill gie you a gorgie <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
<!--QuoteBegin-NEX9+Jun 1 2005, 03:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEX9 @ Jun 1 2005, 03:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hehe i arnt a big fan of cuting any way i like duplication or cloneing as some refer to it, basicaly i just make one spike maniplate it a couple a dosen times and weld em togther at various isometic places (isometic, thats like mirror images yeah, even sides?) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No. Isometic isn't even a word, and you aren't making any sense. You make a spike, manipulate it a couple dozen times, and weld it together? Weld it to what? Itself?
<!--QuoteBegin-NEX9+Jun 1 2005, 08:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEX9 @ Jun 1 2005, 08:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hehe i arnt a big fan of cuting any way i like duplication or cloneing as some refer to it, basicaly i just make one spike maniplate it a couple a dosen times and weld em togther at various isometic places (isometic, thats like mirror images yeah, even sides?)
note my reason for hate ing fade, stupid one shoulder predator take off acid roket luncher
if it connected to that acctul life form its self i cant stand it, if it is a part of a armor that critter is wearing its fine
name one life form/one thing biological thats not isometic and ill gie you a gorgie <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> you mean "not symmetric" in this case theres even a word for it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> asymmetric
and..the Nature invented the Asymmetry, there are tons of Species with Asymmetric Body features... even our Organs arent placed all symetric inside of our Bodys, or in the Bodys of other Species. my favourite example is the flounder fish.. ..
or the Pistol Shrimp <img src='http://www.saltwaterfish.com/site_11_03/images/339_pistol5.jpg' border='0' alt='user posted image' /> <img src='http://www.marlin.ac.uk/images/Species/Crustacea/o_alpgla.jpg' border='0' alt='user posted image' /> The bigger Claw is basicly evovled into a high pressure water gun,wich ejects a loud popping underwater shockwave, to stun ,or even kill its Prey
Tengmalm’s owl on the other hand has evolved a rather simple solution to the acoustic location problem. By employing asymmetries in the shape and position of left and right ear openings, it is able to exaggerate differences in time, loudness and phase of sound waves reaching the two ears, and thus far better able to establish what (elevation) direction a particular sound is coming from.
<img src='http://www.pronatura.ch/jeunesse/dossier/images/photos/tengmalm.jpg' border='0' alt='user posted image' /> <img src='http://www.owlpages.com/physiology/pictures/skulls/tyto_inexspectata_b.jpg' border='0' alt='user posted image' /> Skull of Tyto inexspectata viewed from below showing the asymmetry in the ear openings.
Snails (Gastropoda),are also asymmetric in their external appearance, which is apparent in the way the shell coils. If the shell is viewed from the side and its tip is held upright, the opening of the shell can be either to the left-hand side (sinistral) or to the right-hand side (dextral) of the midline.
Even most kind of Bacteria are asymmetric .
Natural systems are assembled from building blocks that are fundamentally asymmetrical in nature .
<img src='http://www.mmb.usyd.edu.au/BMedSci/BMedSci/BMEDSCIProteinStudyGuides/BMEDSCIImages/aminoAcid.gif' border='0' alt='user posted image' /> this graphic illustrates the basic structure of the amino acids that make up Symmetrical Partial Matched System Asymmetry. At a higher level than amino acids, another major asymmetry in nature involve the fundamental differences between male and female. Reproduction – sexual reproduction at least – requires both sides of the asymmetry in order to happen. According to the fact that we see so many symmetrical things in nature given this asymmetrical start point is somewhat paradoxical. In many senses the ‘symmetry’ we observe is actually a mere approximation. All human faces, for example, are asymmetric to some degree. The fact that we generally find to find symmetrical features ‘attractive’ in others might begin to suggest how evolutionary pressures might cause symmetrical features to be favoured over asymmetrical ones.
Asymmetry may be seen in nature as a means of using available resources to greatest possible effective. The fiddler crab could, for example, have evolved a pair of large pincers and a pair of small manipulators, but this would have required additional resource and added what would have been unnecessary complexity to the system. In general, the emergence of asymmetries like those found in the fiddler crab, Tengmalm’s owl and a plethora of other instances offer an effective means to resolve contradictions.
just need to encase it in a box (gasp! I know... but I'm NOT making an entire map like this right now) and compile it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> But my laptop can't do that so I'll need to move it to my PC... I'll do that tomorrow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
Where could we learn to bump-map a texture, and generally create them for Souce? I'd like to try making the bump maps for infestation...or anything, really.
err i ran out of gorgies sheena, as there all bizzy building WoL's to block TychoCelchuuu in rine start... so heres a sulk instead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Comments
this has to make it into some thing wd no nick
Still you did a good job.
Most of the times, when you start working on a 3d model, the image in your mind about how it will look may turn out a bit different. You just have to either stick with that mental image or go with the different look you've made.
It's a common thing that the 3d model will go through several changes and tweaks before it finaly acheives its final look. Just keep working on it until you truly believe that it is the final look.
Also ask for critics to improve it. It may need improvements. I know for one, I hate receiving good critics. I'm always looking for bad critics to improve it. Perfection is only acheived after several modifications and several critics.
<img src='http://yanai.blackmage.org/3d/door.jpg' border='0' alt='user posted image' />
<img src='http://yanai.blackmage.org/3d/door1.jpg' border='0' alt='user posted image' />
<img src='http://yanai.blackmage.org/3d/door2.jpg' border='0' alt='user posted image' />
<img src='http://yanai.blackmage.org/3d/low.jpg' border='0' alt='user posted image' />
Anyone wanting to try the medium and/or hard images ?
i dont see any difficulty in them...just the time i would need to accomplish them..
but you could also extrude a negative value into the primitive, then you just have to delete the oppositing faces, and weld the borders together...... or you choose the lame and messy way and use a boolean operation (funny paradox, because there you actually model the hole) wich is messing up your wireframe, creates a crappy output, face errors, smoothing errors.... normal deformations, overlapping polys and similar, if you have no experience, or controll over the wireframe... i should write a tutorial for you guys.."how to model the surroundings of an hole" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
The door is to hard ? ;-)
it's a wall texture though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It's about 75% done. Uses 3 different textures (the wall, it's respective pillar texture, and a trim) but, even uncompiled, it's looking mighty hawt
BTW- I'm doing it in Hammer, not a moddeling program <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
but you could also extrude a negative value into the primitive, then you just have to delete the oppositing faces, and weld the borders together...... or you choose the lame and messy way and use a boolean operation (funny paradox, because there you actually model the hole) wich is messing up your wireframe, creates a crappy output, face errors, smoothing errors.... normal deformations, overlapping polys and similar, if you have no experience, or controll over the wireframe... i should write a tutorial for you guys.."how to model the surroundings of an hole" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i think i almost figured it out. must try if i am right
every polygon has a normal line, that's the line perpendicular to the polygon. This tells the lighting engine how the light should appear on the polygon. Since every poly can have only 1 normal this creates hard edges between polys and the lighting isn't smooth. Smoothing groups average normals or polygons in their group and make the hard edges between polygons disappear. When you calculate a normal map the program determines the direction of the normals of polygons in a high resolution mesh. The normal has an x, y, and z vector - different directions are denoted by different colors. The normals of the polys on the high res mesh that are the closest matches to the texels (texture pixels ?!) of the low res UV map are measured and the correct color is put into that texel... So a normal map fakes ldetail by telling the engine to calculate lighting for each normal in the normal map.
100000000 polys of hidden wasteage or could have sheena made something... something...... low poly? OMG! I should skin it, just because <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And there isint a actual cutting device in ms3d, but you CAN make holes in models by makeing a cylinder, turning the faces inside out, and deleting faces where you want the hole to goto, then make the faces again one by one. Thats the major reason its so hard to model in ms3d, because you cant 'cut' :/
note my reason for hate ing fade, stupid one shoulder predator take off acid roket luncher
if it connected to that acctul life form its self i cant stand it, if it is a part of a armor that critter is wearing its fine
name one life form/one thing biological thats not isometic and ill gie you a gorgie <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
No. Isometic isn't even a word, and you aren't making any sense. You make a spike, manipulate it a couple dozen times, and weld it together? Weld it to what? Itself?
note my reason for hate ing fade, stupid one shoulder predator take off acid roket luncher
if it connected to that acctul life form its self i cant stand it, if it is a part of a armor that critter is wearing its fine
name one life form/one thing biological thats not isometic and ill gie you a gorgie <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you mean "not symmetric"
in this case theres even a word for it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> asymmetric
and..the Nature invented the Asymmetry, there are tons of Species with Asymmetric Body features... even our Organs arent placed all symetric inside of our Bodys, or in the Bodys of other Species.
my favourite example is the flounder fish.. ..
<img src='http://www.brightonmarina-seafishing.co.uk/FLOUNDER.JPG' border='0' alt='user posted image' />
or the fidler crab
<img src='http://www.dnr.state.sc.us/marine/sertc/images/photo%20gallery/uca.jpg' border='0' alt='user posted image' />
or the Pistol Shrimp
<img src='http://www.saltwaterfish.com/site_11_03/images/339_pistol5.jpg' border='0' alt='user posted image' />
<img src='http://www.marlin.ac.uk/images/Species/Crustacea/o_alpgla.jpg' border='0' alt='user posted image' />
The bigger Claw is basicly evovled into a high pressure water gun,wich ejects a loud popping underwater shockwave, to stun ,or even kill its Prey
Tengmalm’s owl on the other hand has evolved a rather simple solution to the acoustic location problem. By employing asymmetries in the shape and position of left and right ear openings, it is able to exaggerate differences in time, loudness and phase of sound waves reaching the two ears, and thus far better able to establish what (elevation) direction a particular sound is coming from.
<img src='http://www.pronatura.ch/jeunesse/dossier/images/photos/tengmalm.jpg' border='0' alt='user posted image' />
<img src='http://www.owlpages.com/physiology/pictures/skulls/tyto_inexspectata_b.jpg' border='0' alt='user posted image' />
Skull of Tyto inexspectata viewed from below showing the asymmetry in the ear openings.
Snails (Gastropoda),are also asymmetric in their external appearance, which is apparent in the way the shell coils. If the shell is viewed from the side and its tip is held upright, the opening of the shell can be either to the left-hand side (sinistral) or to the right-hand side (dextral) of the midline.
Even most kind of Bacteria are asymmetric .
Natural systems are assembled from building blocks that are fundamentally asymmetrical in nature .
<img src='http://www.mmb.usyd.edu.au/BMedSci/BMedSci/BMEDSCIProteinStudyGuides/BMEDSCIImages/aminoAcid.gif' border='0' alt='user posted image' />
this graphic illustrates the basic structure of the amino acids that make up Symmetrical Partial Matched System Asymmetry. At a higher level than amino acids, another major asymmetry in nature involve the fundamental differences between male and female. Reproduction – sexual reproduction at least – requires both sides of the asymmetry in order to happen. According to the fact that we see so many symmetrical things in nature given this asymmetrical start point is somewhat paradoxical. In many senses the ‘symmetry’ we observe is actually a mere approximation. All human faces, for example, are asymmetric to some degree. The fact that we generally find to find symmetrical features ‘attractive’ in others might begin to suggest how evolutionary pressures might cause symmetrical features to be favoured over asymmetrical ones.
Asymmetry may be seen in nature as a means of using available resources to greatest possible effective. The fiddler crab could, for example, have evolved a pair of large pincers and a pair of small manipulators, but this would have required additional resource and added what would have been unnecessary complexity to the system. In general, the emergence of asymmetries like those found in the fiddler crab, Tengmalm’s owl and a plethora of other instances offer an effective means to resolve contradictions.
These models look good.
Keep on truckin' guys.
just need to encase it in a box (gasp! I know... but I'm NOT making an entire map like this right now) and compile it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> But my laptop can't do that so I'll need to move it to my PC... I'll do that tomorrow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
oh no..no gorge..and skulks taste bad....
<img src='http://yanai.blackmage.org/3d/switch/sw1.jpg' border='0' alt='user posted image' />
<img src='http://yanai.blackmage.org/3d/switch/sw.jpg' border='0' alt='user posted image' />