disbeliever Posted March 31, 2009 Author Share Posted March 31, 2009 Started playing with textures. Check the newest screens I suck at this Link to comment Share on other sites More sharing options...
Quanon Posted March 31, 2009 Share Posted March 31, 2009 Now now, don't go to negative. Its your first try at this. It takes some practice to get good results Here's what I'm been doing the last weekend. Was able to catch some shots, though the walkmesh is bugged. Will need to redo the sucker I think, not looking forward to that. Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
disbeliever Posted March 31, 2009 Author Share Posted March 31, 2009 So what do you think so far of my texture skills? Yours look awesome! It reminds me of the tube you can walk through at sea world where sharks swim around you Link to comment Share on other sites More sharing options...
disbeliever Posted March 31, 2009 Author Share Posted March 31, 2009 Oh and can i ask, do you prefer k2 over k1? Or modding for it? Link to comment Share on other sites More sharing options...
Quanon Posted April 1, 2009 Share Posted April 1, 2009 Your texturing skills are, good enough Just don't use to many differant coloured ones. I think you'll have noticed that most planets have a strong color theme: Like Korriban: Reds, oranges, a faint yellow ( bone like), some black accents here and there. Manaan&Taris: Blue tints, blueish greys... Since you're making something of Taris, I'dd say stick to those textures. To make it feel coherent. On the K2 & K1 thing: K2 has more scripting powerz; is a bit less strict on the 3D thing. I prefer the GUI of K2 more; so I like to mod for that game. But those are, well minor differances to me really. So I like to do stuff for both ^_^ Link to comment Share on other sites More sharing options...
disbeliever Posted April 1, 2009 Author Share Posted April 1, 2009 I am having issues with entrences for the buildings you can enter. I downloaded you make a door tutorial, but am a bit confused. Since I have not made the doors on alot of buildings yet, I cannot texturize them until that is done. How do you know how wide/tall your entrance should be? When i make the connect lines to make the door, and then extrude an entrance, how do you know its the right size? Link to comment Share on other sites More sharing options...
Sithspecter Posted April 2, 2009 Share Posted April 2, 2009 Ah, you should import the door you want to use to find out. It's very exact that way. Link to comment Share on other sites More sharing options...
disbeliever Posted April 2, 2009 Author Share Posted April 2, 2009 effing crap i made some buildings with to small an entrance way to fit in an imported door! grrrrrrrrrrrrrrrr now i have to remodel some buildings It would sure boost my spirits if SS said he was finished Shely Link to comment Share on other sites More sharing options...
Sithspecter Posted April 2, 2009 Share Posted April 2, 2009 Well, I could say it, but I'd be a liar... still want me to say it? Link to comment Share on other sites More sharing options...
disbeliever Posted April 2, 2009 Author Share Posted April 2, 2009 Have you and Quanon every thought to colaberate on your projects? Meaning, he helps you model and finish Shely, and you work with him on his projects? Or would you both prefer to do your own thing? I wa sjust thinking about all of the bigger projects in WIP status, and if you systematically attacked em with all resources getting them done faster And no dont lie to me Link to comment Share on other sites More sharing options...
Quanon Posted April 2, 2009 Share Posted April 2, 2009 Well to be honest I'm not that precise on my door things myself Bit of a messy modeller myself to be honest. Don't you got a save before you started making the holes for the doors ? Not that I'm a saint in that to, but its good advice, save often. Or look into the backup folder of Max. On the colaberation thingy: The major thing is you would need to layout how to approach the building of the areas. Set a sort of standards to create a coherent look and feel; to say it in pro language a pipeline. I find already difficult to make a plan for myself to approach my projects, its often: lets go with the flow. Plus one of us would have to be named "leader" or "chef" of things. And I never like that, its good to destroy friendships. Plus there's the major time differance between the 2 of us. Realtime communication is best Not to think we would have to match our styles, its no gurantee if you put 2 artists together you'll get a better work of art, then that they would make each their own. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 2, 2009 Share Posted April 2, 2009 Yeah, I have tried to get Quanon to help me on Sleheyron in the past but he won't! But that's okay, because like he said, it's just better for me to work on it by myself. And Sleheyron's not done. Yet. Link to comment Share on other sites More sharing options...
disbeliever Posted April 3, 2009 Author Share Posted April 3, 2009 I see I see. I agree with alot of what you said Q. I dont necessarily think someone would have to be "leader". Could just be people who want to make something together. I was only asking because I was wondering why you guys did not tag team major projects with all of the skills you have. Like you both tackle Q's secret project, and then you both jack up Sleheyron And no I do not have a back up lol. I will have to redo some buildings. Damn these doors Link to comment Share on other sites More sharing options...
Quanon Posted April 4, 2009 Share Posted April 4, 2009 Yeah, I once said I'dd help SS, but never got to it. Got tangled in other projects and stuff, then SS showed of great screenshots Area modelling is slow, you can try and rush it all you want Redo are part of the job to. Link to comment Share on other sites More sharing options...
disbeliever Posted April 8, 2009 Author Share Posted April 8, 2009 In max how do you determine the total poly count of an area? thanks Link to comment Share on other sites More sharing options...
TriggerGod Posted April 8, 2009 Share Posted April 8, 2009 I've heard that there is a standard poly count window (like the one from GMax) in Max, but I have yet to find one. I just enable statistics. (either press 7 or right click on the viewport name and click "Show Statistics") Link to comment Share on other sites More sharing options...
disbeliever Posted April 8, 2009 Author Share Posted April 8, 2009 thanks Link to comment Share on other sites More sharing options...
TriggerGod Posted April 8, 2009 Share Posted April 8, 2009 Well, since I told SS that I am working on some areas, I might as well have some pics to back that claim up. The other day Canderis was bugging me about an area model, so I took pity on him. I decided to do my own version of his little area that he made in Sketchup. Here is what I have so far: Show spoiler (hidden content - requires Javascript to show) DStoney's ebon hawk modding resource made making the landing pad much easier. Link to comment Share on other sites More sharing options...
disbeliever Posted April 8, 2009 Author Share Posted April 8, 2009 Looking good:) Is 22,808 polys alot for an area as big as my middle city? Link to comment Share on other sites More sharing options...
TriggerGod Posted April 8, 2009 Share Posted April 8, 2009 I'd say for a city as big as the MC, its about good. Now, as a number, it is one that I would probably spend days trying to achieve. Link to comment Share on other sites More sharing options...
disbeliever Posted April 8, 2009 Author Share Posted April 8, 2009 So your work is always allot more than 22K? Link to comment Share on other sites More sharing options...
Quanon Posted April 8, 2009 Share Posted April 8, 2009 Héh, who led Trigger in here Joking Welcome to the club TG ! Whats canderis doing in sketchup ? @Disbeliever: 22.000 is a good number, its not to excessive In kotor it'll be about 44.000. But since we cut things up in parts the game doesn't need to load it all in one huge chunk. And its a area model, a big one I might add. If it was just a small room or a sword I'dd say you're doing something wrong. Had fun texturing it ? O_o reminds I said I would write up some tips about that... I keep losing track of stuff... not good. Link to comment Share on other sites More sharing options...
TriggerGod Posted April 8, 2009 Share Posted April 8, 2009 Héh, who led Trigger in here I gave SS some of my stash, and he let me in here. Whats canderis doing in sketchup ? Who knows? For all I know, hes just making stuff for me (or other people) to make in 3ds/Gmax Link to comment Share on other sites More sharing options...
disbeliever Posted April 8, 2009 Author Share Posted April 8, 2009 Q, maybe you have early onset alzhimers like myself Ive got 2 buildings textured so far, however, i need to remodel some buildings as the entrances I made are not big enough for the taris door models Link to comment Share on other sites More sharing options...
Quanon Posted April 8, 2009 Share Posted April 8, 2009 m'yes mysterious figure that Canderis is @Disbeliever: No pain, no game ! Link to comment Share on other sites More sharing options...
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