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Alexander Smith Wrote:
Eknytz Wrote:This is the one of the first guns I've ever made about a few years or so ago.
Heres one I made about Several months ago.

Glock model is good, but let me give you some advice. Gun photos, for gun textures is out. Simply put, they are far too low res and hard to UV map properly to work, start painting and using metal, plastic, rubber and other plain photos to texture your weapons, it'll look tons better eventually.

I didn't use a photo for texture on the Glock heh.
Closest thing to me using a texture on that Glock is a traced that thing on the back of the slide.

You must have forgotten that I've been here ever since Willweb, "King Alfonso" ring any bells?

CCCCC, nice AK-47 BTW
Eknytz Wrote:You must have forgotten that I've been here ever since Willweb, "King Alfonso" ring any bells?

CCCCC, nice AK-47 BTW

Oh I remember you easily. Well before Willman256, Willweb, Combat Operations and all that. I also remember that you're King Alfonso. What does that have to do with texturing though? I hope I didn't sound like I was talking to you like you were a new member? Sad
I was just making sure you remembered. Wink

And about the texturing, I'm just sort of not that great at texturing.
Trying to do some RPG style for the demo, I smell problems with vegetation though :/

[Image: t7e2qebe.jpg]

EDIT:

Progress.

[Image: 8mtnla4u.jpg]

This is all C4D, but in dim3 not too much is lost, see last level.
Wow, nice job Brad! Are those shadows dim3 raytracing? I can never get them to look that good.
Try adding some ferns and tall grass. Smile Fix the texture on the left hill so the grass goes straight around it, not jagged like it is, and make some kind off cliff texture to the side of that cliff thing.
Eknytz Wrote:I was just making sure you remembered. Wink

And about the texturing, I'm just sort of not that great at texturing.

Don't worry about it. Texturing is really, really hard, and takes forever to learn. Your models are very good. Smile
Imported in dim3. Import only worked as one .obj and a 4K UV tex for everything.

Once again I had some frustrating experience with Editor. Every object works for itself, both in C4D and Wings. Even the trees, and they look quite good. However I don't understand the workflow. Starting a new map I set a portal size and an .obj as a base but how should I know what size would be correct? I also see no way to later adjust the portal vertically.
I later add mashes from the Library, add texture, apply the UV texture to the object, but the UV never works. But I guess it's me, C4D redoes the UV.

One of the positive aspects is the soft ambient lightning which you can use to set a mood and which helps to soften the baked raytraced lightning from C4D.

Another problem is that through baking the lights in C4D the transparency is lost that makes the leaves on the tree and is replaced by black. However later deletion is possible, as long as you only use 100% and 0% transparency .. if use values in between you get the usual transparency sorting problem.

What always works is to pump everything through Animator. Import the terrain as a base and then instead of adding a mesh in Editor for the houses, trees etc you use scenery objects.

Also note the water in the boat :D

C4D (independent objects, UV tex for each):

[Image: d9lt4ztk.jpg]

dim3 (all one obj, 4K UV tex with baked lightning). There are some UV mistakes, but that should have been me:

[Image: 3wyfpulz.jpg]
Bradamante Wrote:However I don't understand the workflow. Starting a new map I set a portal size and an .obj as a base but how should I know what size would be correct?
This is how I do it:
Make a new portal with the terrain obj as the base, guess and check for the size. Then you decide what's better for the objects, library file or animator file (if it doesn't have to use good collision put it in the animator). Then import and place the objects on the map.
I don't usually place the objects on the original map file, this makes it hard to edit later and also makes it hard to put the objects in as scenery or scripted objects.

Bradamante Wrote:I also see no way to later adjust the portal vertically.
I think the portal height updates when you place an object higher than the current limit, I'm not sure though. It's probably just to set the height of the library mesh that the portal is based off of.
[EDIT]btw, can we see a pic from the players perspective? (standing on the ground)
Thats tight, kind of reminds me of the Torque engine demo though.
I brought in all objects as scenery through Animator. Took a while to adjust the absolute size until it fits the baked shadows. I kind of like the trees, problem is that baked shadows kill them, so I used the usual pre-C4D UV texture. That's why they appear brighter. The tower is suddenly darker.
Also interesting that scenery objects are passable from above, i.e. the tree, houses etc. block the player, but the dock and boat can be jumped through.

The water does not look too bad. Giving it a specular tex did not change anything and no fancy stuff happens with the water adding a point light source at the dock. Interesting that the water has a real physical behaviour, reminds me of a certain next gen title ... Now we just need some surface effect.

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The mood game .. again it shows that hiding things in darkness in fog is a save bet. Btw no changes to the textures, all parameters in Editor.

[Image: gpo27vtu.jpg]

[Image: s4kvhqnt.jpg]

Hud and weapon removed thanks @ Bink:

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