Judith on 17/9/2008 at 12:35
Quote Posted by Renzatic
After alot of hard work and extra effort spent on an object that didn't really need it...I've finished a mesh.
A 628 poly mesh after tripling, normalmap based off a 2 million poly source, 3 weeks to learn how to bake said normalmap from high poly source (and I'm still not too good at it), painstakingly anal retentive attention spent on the diffuse map.
Looks great, a bit over a 600 polys for a T3ed smesh isn't so bad. It would be worse (and unnecessary) if it had more than 1,5k. Great work! :thumb: :)
Renzatic on 17/9/2008 at 14:47
Quote Posted by ShadowSneaker
It looks really cool, Renzatic. I'm wondering why you made a shutter when there are a few in T3 already, though.
SS
A few reasons. One: it's a simple shape, which would help me learn some of the complicated stuff I went through that much easier. Two: I'm on a window kick. Everything I've done recently has been window related. Three: I'm doing stuff for both TDM and T3. From what I've seen of their model list, TDM doesn't look to have quite as many shutters. And lastly, four: It'd fit in well with the theme set I've been slowly working on these last few. Every decrepit old house needs a decrepit old shutter to go along with it.
massimilianogoi on 17/9/2008 at 15:22
Quote Posted by Renzatic
A few reasons. One: it's a simple shape, which would help me learn some of the complicated stuff I went through that much easier. Two: I'm on a window kick. Everything I've done recently has been window related. Three: I'm doing stuff for both TDM and T3. From what I've seen of their model list, TDM doesn't look to have quite as many shutters. And lastly, four: It'd fit in well with the theme set I've been slowly working on these last few. Every decrepit old house needs a decrepit old shutter to go along with it.
TDM??? What is this??
You manage to bring the shutter public?
Renzatic on 17/9/2008 at 15:26
The Dark Mod, Mass.
And I'll see about uploading it to some random file sharing site when I get home from work tonight.
massimilianogoi on 17/9/2008 at 16:01
Quote Posted by Renzatic
And I'll see about uploading it to some random file sharing site when I get home from work tonight.
G-R-E-A-T!!! :joke:
Surely I will be one of your customers
Judith on 17/9/2008 at 19:04
Quote Posted by ShadowSneaker
Oh I see. How long did it take you to do it altogether? I have to make some pillars for my T3 mission and I was expecting to make them in an afternoon, not take weeks. I've never used a 3D drawing program before; am I being incredibly naive thinking that?
SS
Maybe not incredibly, but if you plan to works with 3dsmax, you'll need a lot of patience. You can do almost anything with this monster, but you'll surely need some tutorials, as it's quite user unfriendly, at least it feels like it when you start working with it.
Ziemanskye on 17/9/2008 at 20:31
Yeah, but like any other industry grade piece of software, once you know what you're doing, you can do some pretty impressive things quite quick (and if you don't plan on modelling/sculpting your own High-poly versions to create normal maps from, it's a lot quicker)
I mean, I like 3DS Max, but I've been playing with it for years now so I know what I'm doing. I've got friends who've looked at once and ran screaming for the hills. (So it's maybe a good thing I never let them see T3Ed then :p)
Renzatic on 18/9/2008 at 01:03
Quote Posted by ShadowSneaker
Oh I see. How long did it take you to do it altogether? I have to make some pillars for my T3 mission and I was expecting to make them in an afternoon, not take weeks. I've never used a 3D drawing program before; am I being incredibly naive thinking that?
SS
It didn't take me weeks to do the modeling. I was done with the low res in about a couple or three hours, the high res maybe an hour, since I wasn't doing anything too complicated, just weathering in details.
What took so long was learning how to bake normalmaps from high poly objects. Setting up cages, learning how to lay out your UVs, smoothing errors...it took me forever before I was making anything halfway decent. It also didn't help that Modo kinda sucks at the whole baking thing.
Like Ziemanskye said, once you learn how to use all these programs, they can be quite easy and fun to use. But getting to the point where it's easy and fun to use can take a goodly chunk of time.
Edit: Getting back on topic here. What's the best format to export my model as? I'm probably gonna go .obj, but is there anything you Max guys prefer to that?
Edit 2: And...(
http://rapidshare.com/files/146190559/shutter_old.rar) bam. Shutter.
Now I gotta figure out how to get this into Doom 3. If anyone gets this into T3 in the next few, post screenshots. I wanna see what it looks like ingame. Might look horrible for all I know.
massimilianogoi on 18/9/2008 at 09:44
Quote Posted by Renzatic
Edit: Getting back on topic here. What's the best format to export my model as? I'm probably gonna go .obj, but is there anything you Max guys prefer to that?
I think you could quite export it to .tim :)
And realize it's own matlib, of course.