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Messages - valleyman

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31
Modding / Re: [AT Mine] French Mle 1936
« on: 02-09-2014, 04:09:57 »
I'm liking it.  I never liked the boolean function in any program because you have to do too much manual editing to get the geometry right.  I know you said you didn't care about the tri count right now but you could lose some edges in those holes and the gauges.  Looks like you used 20 sided cylinders for the holes and gauge?  Then again, it's a simple object so why not splurge on the details.

32
Modding / Re: Abbey of Sant'Antimo
« on: 02-09-2014, 04:09:25 »
Thanks, I feel a lot of the proportions are off but we'll see.

33
Modding / Re: Abbey of Sant'Antimo
« on: 02-09-2014, 04:09:25 »
Still working hard on this.  I started another side project that is why the progress on this has been a bit slow.  Here are a couple new shots. 





So many windows O_O and quite a few more to add then a few interior and exterior details and I"ll be ready to export again for testing. 

34
Modding / Re: [AT Mine] French Mle 1936
« on: 02-09-2014, 04:09:42 »
It's looking good.  What did you do for the holes in the base plate? Boolean difference?  You could also post your diffuse map and we could give some criticism on your texture.

35
Modding / Re: Map. (teaser)
« on: 22-08-2014, 05:08:40 »
I'm really liking the details you're adding.  I'm sure the lighting isn't final but I'm also liking the mood/atmosphere. 

36
Modding / Re: Abbey of Sant'Antimo
« on: 22-08-2014, 05:08:07 »
Thanks buddy!  I'm not quite there yet but, the more practice, the better I'm going to be getting.  I went back and redid that curved window by making it flat at a 90 degree angle.  It's not as complex looking but I think it still looks decent enough and with a texture it will hopefully look great.  I'll post another update it a few hours when I've gotten some more done.

37
Modding / Re: Map. (teaser)
« on: 18-08-2014, 13:08:39 »
Yes, please keep it up snoox and keep us updated on your progress  :D

38
Modding / Re: Abbey of Sant'Antimo
« on: 18-08-2014, 13:08:21 »
Thanks Tasser.

Progress has been slow these past 2 days.  I've been working on some more of the details and cleaning up a lot of geometry. 

Working on this window along the curved exterior wall has been a real hair puller. 





As you guys can see by the shading, there is a bit of pinching where the two windows meet.  This is due in part because all of the vertices aren't lined up along the same edge perfectly.  I'm not sure how this will look when it's textured in game.  For all you 3d modeling gurus out there, please let me know if you think I should redo it.

39
Modding / Re: Abbey of Sant'Antimo
« on: 17-08-2014, 00:08:13 »
I exported from Maya to 3d Max 9 via .obj and used the PoE tools, Roughbeak.

If all goes to play, Turkish007, I will be the one to texture it and, yes, a map is planned for it.  My texturing skills aren't the best but that's what cgtextures.com is for and why I need the practice. 

40
Modding / Re: Abbey of Sant'Antimo
« on: 16-08-2014, 08:08:40 »
Right? I could fit about 200 of those manors into the abbey :P

41
Modding / Re: Abbey of Sant'Antimo
« on: 16-08-2014, 08:08:25 »
Who wants to export a simple box when you can export what you've been working on?  I finally did it, after lots of hair pulling I got the damn thing into the editor.  Now there are a lot of bugs that I will need to work out but, wow, does it feel good.



Let's just say the scale is a "little" off.  :o


42
Modding / Re: Abbey of Sant'Antimo
« on: 16-08-2014, 06:08:08 »
I guess you're right stubb.  I just reinstalled 3d Max 9, then the Sp2 pack (making sure I was running everything in compatibility mode for Windows XP) and now I think I am finally good to go.  No more .dds plugin bullshit errors.  I'll do a test compile with a simple box either tonight or tomorrow and let you know how it goes.  Feels good though getting this resolved  8) 8) 8)

43
Modding / Re: Abbey of Sant'Antimo
« on: 15-08-2014, 12:08:55 »
Almost there with the block out guys.  I worked on the second floor interior windows, the roof, and the tower windows.  It's sitting at 12250 tris and is very unoptimized.  Still some exterior details to do like the first floor windows, a few doors, and windows in the back near the rounded area.  Also, will work on a set of interior furniture for modularity.









There are a few other screen shots on my photobucket if anyone wants to see more.  I probably already am going overkill with this many.

Nissi, almost everything is modular here so, when I'm ready, I can quickly uv map one asset and then just copy and paste.  I saw that light map tutorial awhile ago and will definitely reference it when the time comes.  Thanks for reminding me.  Did that ex dev set up his hierarchy and collision meshes in Maya or Max?  Also, I have 3D Max 9 but when I try to export I'm getting an error because of .dds.  Windows 7 is really a pain in the ass for BF2. 

I thought FH2 was already a church simulator Oberst O_O :P

Edit: Screenies should work now.  I forgot to update the links after I moved them into their own album on Photobucket.

44
Modding / Re: Abbey of Sant'Antimo
« on: 14-08-2014, 15:08:50 »
Thanks guys, your words of encouragement are very motivating.

45
Modding / Re: Abbey of Sant'Antimo
« on: 14-08-2014, 11:08:27 »
Ok, update guys.  Many questions left unanswered for me including: if my proportions are correct, how is the scale in comparison to the player, what is max tricount, etc.  I feel these will be answered when I'm able to get this in game and via trial and error.  Still, I'm sure no FH developer or even BF2 modders out there use Maya for their modeling purposes, so this will be a big test.  I know how to set up proper hierarchy and collision meshes in Maya but I don't know how these will transfer when I export as .obj and import to 3d Max.  I know I will not be able to export this in Maya so either Gmax or 3d Max is my only option. 

Anyways, here are a few shots of what I've completed on the blockout.  Sorry for the print screens, I really do hate rendering in Maya.











Once again, this is just a blockout.  I'm missing a lot of details, especially in the interior.  I'm also missing a few doorways, and a couple of other entry points I have planned in the final model.  This is just al test to see how I will get this whole process working.  Tomorrow, I will finalize by deleting all unnecessary faces, details, finish modeling the main and tower roofs, and it should be ready for export.

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