Map Maker Models - The List [with links to concept images]

For the development of PV's 3D art

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Postby thadiusofx3 » Sat Feb 10, 2007 1:21 pm

Any requests from the map maker models?
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Postby thadiusofx3 » Sat Feb 10, 2007 2:30 pm

Here's the last from the structures category:

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Postby thadiusofx3 » Sat Feb 10, 2007 2:41 pm

torches 1 and 2

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Postby thadiusofx3 » Sat Feb 10, 2007 2:46 pm

floating ceiling

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Postby Ender » Sat Feb 10, 2007 3:18 pm

nice stuff Thad.

I started going through the tutorials, and I'm attempting a coffin right now but blender is taking me a while to get used to.
Last edited by Ender on Sat Feb 10, 2007 3:31 pm, edited 1 time in total.
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Postby Karl G. » Sat Feb 10, 2007 3:19 pm

Well I thought I had posted this, but apparently not--

When you're making things that are circular, try to make them out of one piece instead of the overlapping blocks around the edges. This will make the texturing much smoother and prevent z-fighting (the flickering you might see in the DXViewer of the hp/mp pot, for example). On my computer those little white lines are very noticeable. Otherwise, awesome job & keep 'em coming
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Postby thadiusofx3 » Sat Feb 10, 2007 3:28 pm

normally I would have, but the mp pool presents a challenge:

If made out of one piece, say a cylinder, there is only one face to apply texture to, and it's normals are pointing outwards so that you can see the outside of the cylinder.
However, the mp pool also needs an inside piece because the water doesn't come to the top, and if I just put the water to the edge of a one piece cylinder, when you looked in you would see right through the sides because the normals are facing outward. I couldn't think of a better way than building it out of cubes and deforming them to make a cylinder which has an inside and outside face.

If I think of a better way I'll redo it again, I really don't mind, I just want to use what would be best looking for the game.
Actually while writing this I think I thought of a way to do it, brb.
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Postby thadiusofx3 » Sat Feb 10, 2007 3:32 pm

Actually no, that won't work...

Hrmmmm
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Postby Ender » Sat Feb 10, 2007 3:44 pm

Well I thought I was almost done, but now I'm stuck on smoothing and texturing. I'll figure it out (hopefully) later tonight.

Here's the coffin-like block I have right now:

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Postby thadiusofx3 » Sat Feb 10, 2007 3:48 pm

How are you texturing, theres a certain way you have to do it for them to work with volucris.
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Postby Ender » Sat Feb 10, 2007 3:55 pm

I just loaded an image for that, but for the rest I'll do the UV mapping (that's the one that works, right?).

And I guess I need to use subsurfs to make things smooth?
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Postby Necromadon » Sat Feb 10, 2007 4:52 pm

Thad are you using new textures or Xen textures? Because those look exactly like Xenimus objects :)
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Postby thadiusofx3 » Sat Feb 10, 2007 4:55 pm

yeah UV mapping is what works

you don't really need to make things smooth

I haven't done any smoothing on any of my models. The reason you don't is because smoothing makes more faces, which in turn will make the FPS on the game go down.

Let me show you an example I made real quick.

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My basic model was the same as yours, then i went into edit mode, and front view and selected all of the top vertices of the coffin
Then, I extruded up a little, then scale it in, so that it made an incline in, which shaped the top of the coffin.
Next, I moved the bottom up where it was small, so I could get that line that runs all the way around, then extruded it down to make the bottom walls of the coffin.

Then I selected all of the faces except for the very top part of the lid, and UV textured them as squares.
Finally, I selected all of the top parts of the coffin, UV unwrapped them from the top view (projected from view), and stretched the map out to fit the whole square of the texture.
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Postby thadiusofx3 » Sat Feb 10, 2007 4:56 pm

Necromadon wrote:Thad are you using new textures or Xen textures? Because those look exactly like Xenimus objects :)


I'm using the texture pack that Karl supplied earlier in the thread.

They are xenimus textures.
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Postby Ender » Sat Feb 10, 2007 6:48 pm

Having some problem with the UV texturing.

First, when I load the image you can barely see it behind a blue thing. Then when that texture is applied its on the inside of the coffin.
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Postby thadiusofx3 » Sat Feb 10, 2007 6:55 pm

the blue thing represents the faces you are applying the texture to, put your cursor into that window and press a to select them all, then press s to scale them and you'll see what i mean
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Postby Ender » Sat Feb 10, 2007 8:18 pm

Well I'm closer now, but it looks cartoonish. How do I get rid of those borders?


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Postby thadiusofx3 » Sat Feb 10, 2007 8:34 pm

Select both faces on the side in the UV face selector and position them so they together they only go over the texture once, instead of both covering it
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Postby lawn gnome » Sat Feb 10, 2007 9:08 pm

dam thad your getting really good at that lol
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Postby thadiusofx3 » Sat Feb 10, 2007 9:14 pm

Thanks

Practice really does make perfect

The model that I'm really having trouble with is the skull, I just can't seem to get it right.
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Postby Karl G. » Sun Feb 11, 2007 9:41 am

hey thad--

What about making the circular items out of two concentric cylinders? Like one cylinder with the normals facing outward, and one cylinder inside of it with them facing inward
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Postby thadiusofx3 » Sun Feb 11, 2007 12:58 pm

That's the idea I had, but I'm not sure I know how to flip the normals, but I'll try it.
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Postby thadiusofx3 » Sun Feb 11, 2007 3:50 pm

ok I figured a way to do it

tube->extrude top->scale down some->move down into pool a little to make a lip->place octagonal plane at bottom of lip for water

I tested it in the dxviewer and it works perfectly

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Postby logitech » Sun Feb 11, 2007 5:11 pm

*clap clap clap*
I <3 NEWBS
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Postby Karl G. » Sun Feb 11, 2007 6:33 pm

omg you are a badass 8-)
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