Talk about our & your projects.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
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by sitters » Fri Oct 30, 2015 11:13
Rex Claussen wrote: SMOKIN' !!!!!
The rest of us should just give up mapping & modding (heh!)
Absolutely not, I'm not great in mapping & modding, just handy with models and
animation for interaction.
Add slowly more stuff to play around with.
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NeoHippo
Posts: 408 Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada
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by NeoHippo » Fri Oct 30, 2015 23:25
sitters wrote: Add slowly more stuff to play around with.
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That looks really nice.
What tool chain do you use to make models?
My understanding is that it is quite difficult to export/import models into a game.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Sat Oct 31, 2015 8:29
NeoHippo wrote: sitters wrote: Add slowly more stuff to play around with.
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That looks really nice.
What tool chain do you use to make models?
My understanding is that it is quite difficult to export/import models into a game.
The complete model , animation and skinning in CINEMA 4D and export to Ultimate Unwrap3D pro ( has an export plugin for C4D ).
In Ultimate Unwrap3D, scaling and export to MD2 format.
That's it.
BTW animation must be done with joints or bones.
NeoHippo
Posts: 408 Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada
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by NeoHippo » Sun Nov 01, 2015 6:18
sitters wrote: The complete model , animation and skinning in CINEMA 4D and ....
CINEMA 4D and MODO (which MaxED uses), both would be nice to have but they are too expensive for me.
I have to give Blender a try.
Would you mind if I reused your models in my own maps?
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
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by sitters » Sun Nov 01, 2015 9:45
NeoHippo wrote:
Would you mind if I reused your models in my own maps?
No problem, the models are free to use, for everybody likes them.
And here the other site of the backyard.
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sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
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by sitters » Sat Nov 21, 2015 10:35
Now we are in the underground parking.
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Not in very good condition.
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Rex Claussen
Developer
Posts: 2660 Joined: Tue Jul 11, 2006 18:36
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by Rex Claussen » Mon Nov 23, 2015 2:26
Very nice modeling of debris (and, of course, the parking garage itself).
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
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by sitters » Sun Dec 20, 2015 11:56
Thanks,
Not far from the laboratory
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Rex Claussen
Developer
Posts: 2660 Joined: Tue Jul 11, 2006 18:36
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by Rex Claussen » Sun Dec 20, 2015 13:57
So very realistic looking. You're a man after my own heart - I just love creating real environments.
Oh, and those wall lamps - I've been putting them to good use in my projects.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Sat Mar 05, 2016 10:09
The environment is almost ready, then start with the monsters and game play.
Now 205 models and 120 scripting spots.
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Willem
Tiger
Developer
Posts: 867 Joined: Thu Feb 25, 2010 3:44
Location: United States
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by Tiger » Sat Mar 05, 2016 19:20
I want, now
Nicholas Gautier
Rex Claussen
Developer
Posts: 2660 Joined: Tue Jul 11, 2006 18:36
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by Rex Claussen » Sun Mar 06, 2016 15:09
Like all the other shots, those look like they could be real places. Very nice.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Tue Mar 15, 2016 17:34
Now working on the pick-ups.
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Rex Claussen
Developer
Posts: 2660 Joined: Tue Jul 11, 2006 18:36
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by Rex Claussen » Tue Mar 15, 2016 22:13
Beautiful texturing and geometry. However, I wonder if the ammo models might be unnaturally large; they seem to be able to benefit from being scaled down a bit. Of course, the in-game perspective may be completely different. In which case, please ignore my blathering.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Wed Mar 16, 2016 17:55
Rex Claussen wrote: Beautiful texturing and geometry. However, I wonder if the ammo models might be unnaturally large; they seem to be able to benefit from being scaled down a bit. Of course, the in-game perspective may be completely different. In which case, please ignore my blathering.
Yeah you're right, they still must be scaled down a little bit.
I can do that in the definition file.