Fairwater's Showcase
Moderator: Lead Developers
Fairwater's Showcase
Hi there i guess i have been prowling TR for maybe 3 years now and i finally feel like i have something to contrubute. I am just getting into 3d Moddeling and i have made some Lanterns off of Lady N's Concept art. I am just really posting these here so you can use them. My goal right now isnt so much to join TR (because i dont think i have the nessisary skills just yet that you would be looking for in a modeler) but instead to learn modeling through modeling stuff that TR can use. Although i am very very intersted in joining once i feel competent enough with 3d modeling.
Ps. I dont really know how to make screenshots just yet so if anyone wants to let me know that would be great.
[edit]
Cleaned up thread of useless files.
Ps. I dont really know how to make screenshots just yet so if anyone wants to let me know that would be great.
[edit]
Cleaned up thread of useless files.
Last edited by Fairwater on Tue Jan 09, 2007 2:53 am, edited 1 time in total.
Hey buddy,. welcome to TR.
it's always good to have more modelers.
anyway, i can't open this file. im trying with 3dMax 8 but i just get some error about missing DLL's. bah!
probly my end not yours
it's always good to have more modelers.
anyway, i can't open this file. im trying with 3dMax 8 but i just get some error about missing DLL's. bah!
probly my end not yours
On a concrete cross you fall
Both a martyr to your cause and mine
[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
Both a martyr to your cause and mine
[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Actually, OB lamps are around that polycount, believe it or not.
However, they were probably unnecessarily so. I wonder what they'd look like if you could get them <2000?
However, they were probably unnecessarily so. I wonder what they'd look like if you could get them <2000?
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- Lady Nerevar
- Developer Emeritus
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Yep, and honestly, I don't really see the difference in quality; they look just as good as they did before, IMO. Nicely done. So, how about a texture for them?Fairwater wrote:Edit: they are all below 1500 now. Well that didnt take to long to trim them down to size!
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
well, first you start with a UV map. then you basicaly have to figure out what yo want each part of the lantern too look like. if you could UV these i would love to have a go at texturing them.
looking wonderfull by the way you would be a great adition to the team.
looking wonderfull by the way you would be a great adition to the team.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Ok Lady N i think have UV mapped them, well i guess we will find out soon enough wont we.
OK well it turns out i have no idea how to uv map so if anyone wants to point to a tutorial for the method i should use that would be great!
OK well it turns out i have no idea how to uv map so if anyone wants to point to a tutorial for the method i should use that would be great!
Last edited by Fairwater on Tue Jan 09, 2007 2:54 am, edited 1 time in total.
- Lady Nerevar
- Developer Emeritus
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
oy, that just confused the heck out of me. perhaps you cna explain what goes where? or even better, can i perhaps sugest a wrap that would be easier to texture?
Also, can you attach the actual models?
Also, can you attach the actual models?
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Hi yea when i posted them i knew they had no sort of refrence for you to go by. I actually just finished learning how to pelt unwrap them which might actually make it easier for you to understand what goes where. I still dont know what kind of format people expect/work with regularly, but i think i can make it easier to work with. And if you have a prefed Teqchnique you like to with let me know and i will try and figure it out.
Anyways i am visting my parents for the holidays right now, so i dont have access to my files or 3d max. I will get back on Jan 1st and that is when i will get the revised UV maps and models up to you. Sorry for the delay.
Anyways i am visting my parents for the holidays right now, so i dont have access to my files or 3d max. I will get back on Jan 1st and that is when i will get the revised UV maps and models up to you. Sorry for the delay.
- Lady Nerevar
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
ok. well, i myself havent unwraped anything yet, but i have textured. personaly, i think the less parts there are to a wrap the better. one part of your UV that made it realy difficult to tell appart was the fact that it seemed to have shading on it.
here is how i would take on the wrap of the first lanter. this is just a s sugestion, feel free not to use it. only over a square area and without the picture of the lantern. basicaly, its much easier too see what what is and all the components are in simple shapes. once again, just a sugestion. looking realy good
[url=http://img166.imageshack.us/my.php?image=lanternwrapsv6.jpg][img]http://img166.imageshack.us/img166/1392/lanternwrapsv6.th.jpg[/img][/url]
here is how i would take on the wrap of the first lanter. this is just a s sugestion, feel free not to use it. only over a square area and without the picture of the lantern. basicaly, its much easier too see what what is and all the components are in simple shapes. once again, just a sugestion. looking realy good
[url=http://img166.imageshack.us/my.php?image=lanternwrapsv6.jpg][img]http://img166.imageshack.us/img166/1392/lanternwrapsv6.th.jpg[/img][/url]
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Well i got back from holidays and i think i have worked out good UV Template. Alright Lady N i will upload the Mesh along with some guide lines for it too. This is only the second lantern i just want to make sure it is the right for you!
Last edited by Fairwater on Tue Jan 09, 2007 2:58 am, edited 1 time in total.
- Kikaimegami
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Exactly what Morden said. Try to take up all the avaliable space.
Also, parts that could possibly be flattened out, such as the ring at number 4, should be made into rectangles. It makes it easier to line everything up correctly when texturing it. Things that can use the same parts, such as the circular part of the shade, or the bit that connects to the hanger, can be stacked on top of each other so only one half actually needs to be textured.
For example, look at the mapping for this sword I made. All of the horns (marked with red arrows) use the same part of the map. The section is large because I wanted them to be high detail since you will look at them in first person view when you have the sword out. The section on the map is all layed out in rectangles and the sides are aligned so the texture will flow seamlessly around the sides of the object
(Not saying I'm an expert at this, but I have done some texturing, and I like the UV map done up like this because it makes my job a lot easier)
Also, parts that could possibly be flattened out, such as the ring at number 4, should be made into rectangles. It makes it easier to line everything up correctly when texturing it. Things that can use the same parts, such as the circular part of the shade, or the bit that connects to the hanger, can be stacked on top of each other so only one half actually needs to be textured.
For example, look at the mapping for this sword I made. All of the horns (marked with red arrows) use the same part of the map. The section is large because I wanted them to be high detail since you will look at them in first person view when you have the sword out. The section on the map is all layed out in rectangles and the sides are aligned so the texture will flow seamlessly around the sides of the object
(Not saying I'm an expert at this, but I have done some texturing, and I like the UV map done up like this because it makes my job a lot easier)
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
- Kikaimegami
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It's starting to look better! Just a few things:
You should probably leave the shade as two halves (instead of the odd-shaped thing you have it as now), because with the two little tabs like that, it can be a bit..squirrly to texture
For the tassels, you could actually have them piled on top of each other, but if one wanted to make them different colours, maybe not.
The two halves of the hanger (6 and 7) can either be stacked, or even aligned so they run as a single straight line.
I'm trying to understand what is up with 3. What are the polys smashed up against the right side? If that is meant to wrap around horizontaly, then you should make the polys on the map all the same width. The same goes with 2 and 4. They have some smashing going on that I'm having trouble following. You want it to sort of look as if you took the mesh and smashed it out flat on a table, with the size of the polygons as in-tact as possible.
You should probably leave the shade as two halves (instead of the odd-shaped thing you have it as now), because with the two little tabs like that, it can be a bit..squirrly to texture
For the tassels, you could actually have them piled on top of each other, but if one wanted to make them different colours, maybe not.
The two halves of the hanger (6 and 7) can either be stacked, or even aligned so they run as a single straight line.
I'm trying to understand what is up with 3. What are the polys smashed up against the right side? If that is meant to wrap around horizontaly, then you should make the polys on the map all the same width. The same goes with 2 and 4. They have some smashing going on that I'm having trouble following. You want it to sort of look as if you took the mesh and smashed it out flat on a table, with the size of the polygons as in-tact as possible.
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Kikaimegami wrote:It's starting to look better! Just a few things:
You should probably leave the shade as two halves (instead of the odd-shaped thing you have it as now), because with the two little tabs like that, it can be a bit..squirrly to texture [/quote="Kikaimegami"]
That i can do
So you mean so one up map just covers the other?For the tassels, you could actually have them piled on top of each other, but if one wanted to make them different colours, maybe not.
Stacked as in up maps overlaping and covering each other?The two halves of the hanger (6 and 7) can either be stacked, or even aligned so they run as a single straight line.
I will work on that one as for now mind checking out what i have done for lantern 1I'm trying to understand what is up with 3. What are the polys smashed up against the right side? If that is meant to wrap around horizontaly, then you should make the polys on the map all the same width. The same goes with 2 and 4. They have some smashing going on that I'm having trouble following. You want it to sort of look as if you took the mesh and smashed it out flat on a table, with the size of the polygons as in-tact as possible.
Last edited by Fairwater on Tue Jan 09, 2007 6:20 am, edited 1 time in total.
- Kikaimegami
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This one is looking nice!
Yup, that's exactly what I mean by 'stacking' 'piling' etc You place them on top of each other so they use the same part of the texture. When things will look the same on the completed object in game, you can do a bit of that with the maps so you can use bigger parts of the texture for them and give them more details.
For the ring on the bottom of that one, I would actually cut it in half laterally, when facing the ring as a circle, so the map looks like a pair of doughnuts.
Yup, that's exactly what I mean by 'stacking' 'piling' etc You place them on top of each other so they use the same part of the texture. When things will look the same on the completed object in game, you can do a bit of that with the maps so you can use bigger parts of the texture for them and give them more details.
For the ring on the bottom of that one, I would actually cut it in half laterally, when facing the ring as a circle, so the map looks like a pair of doughnuts.
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
- Kikaimegami
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I know how to do it in Blender, but no idea how to do it in 3dsmax. In Blender, you would select half of the circle in the UV Face Select mode, then unwrap them in the UV/Image editor window. Then again for the other side. Does it let you select individual faces to unwrap? You could try just selecting half of it.
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
Well i have been Working on it tonight and it looks like i have all 3 done right now. I will upload the UV maps So everyone maybe people can critique them. I have an alternative and main for lantern 2 & 3. I think the alternative would work best for both.
Last edited by Fairwater on Tue Jan 09, 2007 2:57 am, edited 1 time in total.
- Kikaimegami
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Whoa! Those are beautiful! That is looking very nice there, man! I'm very impressed. Great work! I'd have to get my claws on the original files to see how they line up on the actual meshes and see which is better for those with alternates, but those maps look very nice and easy to use.
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
Dear Lady N and Anyone who wants the lanterns
Ok wow, i have finished my UV mapping for all 3 lanterns. I have .rar'ed them along with all the guides, and relevant 3d max files as well. I for some reason think that using the "altertantive" UV maps for all would some how produce a better texture as some polys seem to be perpendicular to the "main" UV maps. The alternative solves this problem.
I hope you enjoy texturing them and can get them back to me so i can slap the textures on.
Ok now that i have gotten that done can anyone recommend any clutter"esque" (or anything) items that i can try my modeling out on that TR could use?
Thanks so much for all of the help!
Ps. For texturing please use the UV's from the RAR.
Ok wow, i have finished my UV mapping for all 3 lanterns. I have .rar'ed them along with all the guides, and relevant 3d max files as well. I for some reason think that using the "altertantive" UV maps for all would some how produce a better texture as some polys seem to be perpendicular to the "main" UV maps. The alternative solves this problem.
I hope you enjoy texturing them and can get them back to me so i can slap the textures on.
Ok now that i have gotten that done can anyone recommend any clutter"esque" (or anything) items that i can try my modeling out on that TR could use?
Thanks so much for all of the help!
Ps. For texturing please use the UV's from the RAR.
Last edited by Fairwater on Tue Jan 09, 2007 2:57 am, edited 1 time in total.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
um, there is tons of stuff to model, just look though the concept art on the main page or in the forum. the stuff we will realy need soon is architecture.
ive DLed the files and going to try to tex them soon.
based on the screens and on your behavior (willingness to improve and listen to sugestions) i recomend you for promotion
can anyone else give some imput?
ive DLed the files and going to try to tex them soon.
based on the screens and on your behavior (willingness to improve and listen to sugestions) i recomend you for promotion
can anyone else give some imput?
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Based on a moderator's recommendation and my own experiences of watching your Showcase thread, I'm promoting you. Congrats & Welcome Aboard!
Promoted
Promoted
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
its not hard realy basicaly a realy big clutter piece
we will need everything as time progreses, but we are trying to manage our resources so that as many people as posible are working and so that as much progres as posible is being made.
[edit]
i cant open the model files. can you please export them as obj's? (or even nif's)
we will need everything as time progreses, but we are trying to manage our resources so that as many people as posible are working and so that as much progres as posible is being made.
[edit]
i cant open the model files. can you please export them as obj's? (or even nif's)
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Sure, i didn't think you would need the model Files i thought you could just paint the UV map JPGs, no?Lady Nerevar wrote: i cant open the model files. can you please export them as obj's? (or even nif's)
I wasnt able to find a convert to .nif, but i managed to export it to .obj. All the models are in this one file.
[edit]
Those .uvw files i just put in the archive for my own reference depending on what you decide to texture main or alternate. I couldnt find a way to export them to another file extension
[edit]
I should note that i created all the lanterns in one session, so all 3 are located in one file.
Lady N this is your new .OBJ Files
- Attachments
-
- All Files Main and Alternative.rar
- (244.56 KiB) Downloaded 127 times
Last edited by Fairwater on Tue Jan 09, 2007 2:59 am, edited 2 times in total.
- Kikaimegami
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Woo, congratulations!
You could export both versions to OBJ. That meaning, one with the first UV map applied and one with the alternate. There will be five files (since two have alternates) but it shouldn't be too large of a rar.
Those models look very close to the origical concepts! Nice
You could export both versions to OBJ. That meaning, one with the first UV map applied and one with the alternate. There will be five files (since two have alternates) but it shouldn't be too large of a rar.
Those models look very close to the origical concepts! Nice
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
Hey, well i just finished modeling this instrument from Pounds concept art. I feel like it needs some tweaking but i just cant seem to place my finger on it. Let me know what you think!
It is around 1200 polys
[url=http://img365.imageshack.us/my.php?image=musicalinstrumentax4.jpg][img]http://img365.imageshack.us/img365/6112/musicalinstrumentax4.th.jpg[/img][/url]
It is based on this concept art The bottom Instrument
http://img175.imageshack.us/my.php?image=intsrumentsho8.jpg
It is around 1200 polys
[url=http://img365.imageshack.us/my.php?image=musicalinstrumentax4.jpg][img]http://img365.imageshack.us/img365/6112/musicalinstrumentax4.th.jpg[/img][/url]
It is based on this concept art The bottom Instrument
http://img175.imageshack.us/my.php?image=intsrumentsho8.jpg