Blog entry - Natural Selection 2 texturing

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
edited May 2007 in NS2 General Discussion
<div class="IPBDescription">Post your thoughts here</div>Post your thoughts, comments, questions and love about <a href="http://www.unknownworlds.com/blog/2007/05/natural_selection_2_texturing.html" target="_blank">this blog entry</a> here.
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Comments

  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    cant seem to get the video to work
  • Zor2Zor2 Join Date: 2005-01-13 Member: 35341Members, Constellation
    edited May 2007
    Video doesn't load for me on Youtube! <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> When I try to access it through Youtube page I get some "private video" message :S

    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:
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Oops sorry, fixed.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Great entry.

    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    The video's downloading now; thanks for the update. I'm real curious to see how the "buy maps from the community" thing works out. It's pretty novel as far as I know.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I had no idea texturing was THAT much work.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    And that's just a simple prop <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Oh hey I've got a question. What's the program on the left? I can't quite make it out.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    edited May 2007
    <!--quoteo(post=1628552:date=May 22 2007, 11:53 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 22 2007, 11:53 PM) [snapback]1628552[/snapback]</div><div class='quotemain'><!--quotec-->
    Oh hey I've got a question. What's the program on the left? I can't quite make it out.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    edited May 2007
    <!--quoteo(post=1628553:date=May 22 2007, 02:54 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ May 22 2007, 02:54 PM) [snapback]1628553[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah not even Photoshop CS3 Extended can do a 3d view like that. Thanks for clearing up the mystery though.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    All that work for a simple prop. Wow.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    The program on the left is the SDK's HLMV (and PSCS2 on the right). I use a dual screen setup.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    edited May 2007
    Almost makes me want to start texturing again; It sucked me into making a forum post, at the very least (The first in years, Align has been blamed).
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    Another great post!
    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!
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1628551:date=May 22 2007, 05:50 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 22 2007, 05:50 PM) [snapback]1628551[/snapback]</div><div class='quotemain'><!--quotec-->And that's just a simple prop <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.)
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    I use an intuos 3 6x8. It is the best thing <b>ever</b>.
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    edited May 2007
    very very cool, i know that hard work for ONE model.
    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>
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited May 2007
    Very good job! I'm betting that that took 1 - 2 hours at least, because of the fast forwarding. Keep up the good work!

    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>
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    edited May 2007
    <!--quoteo(post=1628577:date=May 22 2007, 06:17 PM:name=Goldenprize)--><div class='quotetop'>QUOTE(Goldenprize @ May 22 2007, 06:17 PM) [snapback]1628577[/snapback]</div><div class='quotemain'><!--quotec-->do you use UVMapper Professional?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    <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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1628579:date=May 22 2007, 04:20 PM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 22 2007, 04:20 PM) [snapback]1628579[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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" />
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    Wow! NS2's world is slowly taking form... in 3D! Amazing work there, JJJ1! With so much work on a single prop, I have no doubt mappers will be very well equipped to create some breath-taking levels! Keep up the awesome work!! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--quoteo(post=1628578:date=May 22 2007, 07:20 PM:name=Chocolate)--><div class='quotetop'>QUOTE(Chocolate @ May 22 2007, 07:20 PM) [snapback]1628578[/snapback]</div><div class='quotemain'><!--quotec-->
    <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>
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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...
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    How long did it take to do the full texture for it?
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited May 2007
    About one and a half hours.

    As for UV mapping, I just use Maya's tools.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    I see the word "prop" tossed around and that brings a few questions to mind:

    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.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited May 2007
    There are two types of props. Static, and dynamic. A dynamic prop is linked to the physics system (so you can move it around), a static prop is not (so it just sits there and looks cool). This is a static prop.
  • XenomorpheousXenomorpheous Join Date: 2005-01-31 Member: 39182Members, Constellation
    Nice to see what its like to make a texture of a prop, now NS 2 is one step closer. Keep up the good work J! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    Nice work J! can't say I didn't see it comin! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> But yeah, the art work on NS2 will be without a doubt up to the extremely high standards the game industry sets.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I was gonna (or did? can't remember now!) ask to see the design process from concept art to workable asset (texture/model/whatever) after the last blog... Thanks for that!

    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    Share your brushes J ;D
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    edited May 2007
    This is a really awesome post. Its cool to see the process things go through.

    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.
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