Well I'm willing to model stuff if you show me some references but I'm kind of afraid of just modelling random things because for all I know this might die again. That near-death experience scared me...
Oh and once again, if we want to actually pull this through, someone should be in charge of keeping all the files together. I reccomend creating a Dropbox account.
Yes if anyone has a specific object that needs to be made I can do that. Best with a photo/sketch and a good description of what the texture should look like. I will be using XSI also so I hope we can get the colada thing worked out. If not I will try Maya. (I don't know 3dsmax very well)
Sure I can do that. Any specific paint colour for it and how much condition of damage would you like?
I was playing though Mass Effect 2 these last couple days. There are some really great holograms, random crates and tech stuff but just a bit too clean to be in NS2 :)
Well as for the mainframe, I want it for my "old archive" room. So it should be somewhat the old tech in the NS world.
Fitting the refinery set in color (gray / brown) Not too damaged, maybe some rusts on corners and scratches .. you certainly know that kinda stuff hehe.
As for the hologram, I don't have any specification, UWE might come out eventually with one in one of their other art set.. but it's up to you.
I'm making some more materials. They're weird but I integrate 1 or 2 sometimes in a corridor or room.
Some are just modified original materials. Still getting used to painting details in photoshop, but modeling a wall in 3dsmax to get a normal map and AO map like Matt explained in the dev's video works great.
Here's the <a href="http://www.unknownworlds.com/ns2/2008/12/unknown_worlds_videocast_7_texture_rendering" target="_blank">video.</a>
He doesn't get into much details but I've learned about this process from him, then I had to figure out a good a quick way to render AO map and Normal map, from bits of info on the net, etc.
on the top line, the 4 from the left are mine and on the bottom line, the 5 from the left. Others are modified.
Yeah I know they don't look and feel extremely NS but integrated among other textures they do well for now. I'm trying to get inspired by playing NS1 and looking at the textures (you can see some that UWE remade in better resolution for NS2)
<!--quoteo(post=1751124:date=Feb 5 2010, 04:41 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Feb 5 2010, 04:41 PM) <a href="index.php?act=findpost&pid=1751124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Edit: Nevermind, fixed. Can someone make a model of an opened magazine? It doesn't have to be anything super high quality, but you know, just a magazine that's open. Something that can be easily textured in photoshop.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm not much of a modeler, but I'm excited by other work here and gave it a go: <img src="http://hldj.org/ns/models/mag2.jpg" border="0" class="linked-image" /> <img src="http://hldj.org/ns/models/mag3.jpg" border="0" class="linked-image" /> more references <a href="http://hldj.org/ns/models" target="_blank">here</a>.
It's not stellar, and it's done in Rhino3D, so the original is a <a href="http://hldj.org/ns/models/mag.3dm" target="_blank">NURBS 3DM</a>, but I've saved it in <a href="http://hldj.org/ns/models/mag.obj" target="_blank">.obj format</a> and <a href="http://hldj.org/ns/models/mag.3ds" target="_blank">.3DS</a>. I'm sure willy will come out with a better version though.
Comments
Or like Thaldarin said, a rectangular mainframe / datacore.
<img src="http://timberwolfhq.com/wp-content/uploads/2009/05/modern-mainframe-240x300.jpg" border="0" class="linked-image" />
<img src="http://gotlegacy.files.wordpress.com/2008/08/ibm_mainframe_room.jpg" border="0" class="linked-image" />
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/scissorliftwip2.png" border="0" class="linked-image" />
Keep on working.
Sadly I'm not as gifted as you guys are with all the modelling mapping and stuff, so all I can do is encourage you to keep on working.
=> back to the top /bump :)
That or a hologram machine (like in ns_origin or ns_hera).
Would be nice to have. I'm not really good at modeling. :(
I was playing though Mass Effect 2 these last couple days. There are some really great holograms, random crates and tech stuff but just a bit too clean to be in NS2 :)
Fitting the refinery set in color (gray / brown) Not too damaged, maybe some rusts on corners and scratches .. you certainly know that kinda stuff hehe.
As for the hologram, I don't have any specification, UWE might come out eventually with one in one of their other art set.. but it's up to you.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/scissorliftwip5.png" border="0" class="linked-image" />
and a blockout...
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/scissorliftwip6.png" border="0" class="linked-image" />
Will you make a deployed version of the prop. Would be nice to see in a room that has the proper height to house it, like a cargo room.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/scissorliftwip9.png" border="0" class="linked-image" />
Some are just modified original materials. Still getting used to painting details in photoshop, but modeling a wall in 3dsmax to get a normal map and AO map like Matt explained in the dev's video works great.
<img src="http://img3.imageshack.us/img3/9341/mats1.jpg" border="0" class="linked-image" />
Also:
Link to vid pls?
He doesn't get into much details but I've learned about this process from him, then I had to figure out a good a quick way to render AO map and Normal map, from bits of info on the net, etc.
on the top line, the 4 from the left are mine and on the bottom line, the 5 from the left. Others are modified.
Yeah I know they don't look and feel extremely NS but integrated among other textures they do well for now. I'm trying to get inspired by playing NS1 and looking at the textures (you can see some that UWE remade in better resolution for NS2)
I want their scratch brushes :(
Can someone make a model of an opened magazine? It doesn't have to be anything super high quality, but you know, just a magazine that's open.
Something that can be easily textured in photoshop.
Have you followed carefully all you need to do? Source folders, builder settings, material formats and .material file.
You should try with the builder maybe.
Can someone make a model of an opened magazine? It doesn't have to be anything super high quality, but you know, just a magazine that's open.
Something that can be easily textured in photoshop.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not much of a modeler, but I'm excited by other work here and gave it a go:
<img src="http://hldj.org/ns/models/mag2.jpg" border="0" class="linked-image" />
<img src="http://hldj.org/ns/models/mag3.jpg" border="0" class="linked-image" />
more references <a href="http://hldj.org/ns/models" target="_blank">here</a>.
It's not stellar, and it's done in Rhino3D, so the original is a <a href="http://hldj.org/ns/models/mag.3dm" target="_blank">NURBS 3DM</a>, but I've saved it in <a href="http://hldj.org/ns/models/mag.obj" target="_blank">.obj format</a> and <a href="http://hldj.org/ns/models/mag.3ds" target="_blank">.3DS</a>. I'm sure willy will come out with a better version though.