Forgotten Hope Public Forum
Forgotten Hope 2 => Modding => Topic started by: Toddel on 18-10-2009, 18:10:36
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I made this Today for one of our Testers and now i would like to share it with you. Enjoy viewing and maybe you can learn something.
http://www.youtube.com/watch?v=ksWPN1wse70
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Yeah Toddel, I love you for making this Tutorial.
It gave me some more knowledge about modelling.
:)
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No voice? C'mon, I wanna hear Toddel's beautiful German voice.
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Join TS and ask him. :P
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Awesome job but one complaint: how could you not add a chimney!?! ;)
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Wow, that is literally 100% different from how I model. I don't use a single one of the actions you used in the video...
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Wow nice.
Time to get 3DSmax
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Thanks a lot for that! lots of techniques that i have never used in max before.
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lol made it :P
(http://www.abload.de/img/toddelhuas9kql.png)
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Looks nice. ;D
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:o How many polys is that roof?
Agreed though, does look perdy.
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think the roof was about 450 polys and the whole house had around 1000 TRIS.
what is perdy?
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Redneck way of saying pretty.
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A really helpful video, thank you :)
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Redneck way of saying pretty.
Paasky........ It's Purdy not Perdy. You know you can believe me, i'm a southener (Can't ya'll tell from how I spell?) Oh and btw I did register on the forums just so I could say this ;D
P.s Great tut Toddel!
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Toddel could you do video how you are texturing somthing for fh2?
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Why you dont take a look into jodonnell´s Tutorial. You can download the psd file.
http://fenring.bf1942.cl/tutorials/skinningdingo.php
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thats whats you give is creating a skin for model and i wana see how toddel is applaying a texture in 3ds max for model :) how he is using UV Map
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Hi guys.
Well as I wanted a change between some frustrating mapping problems (which I overcame ;) ) I started to fool around with Max and Photoshop. It's the first time I did something like this and I picked up Toddel's nice little house as a starting point. Well... the first one is not really a beauty and I'm aware of it. Nonetheless it's my first attempt to walk through the whole process of the creation of a static object. In the meanwhile I have some questions which could be the key for the next improvements.
Please don't laugh when you look at the images ( actually I did :P ), I know it's very work in progress and I have to learn very much. My aim was to do a very simple object, learn how it works and move then slightly but steadily up to some more difficult tasks. Most of my next learning steps I like to invest in texturing as it seems to me very crucial to make a real pice of art.
Overview
(http://img708.imageshack.us/img708/1217/firsthouse.jpg)
(http://img12.imageshack.us/img12/5955/firsthouse4.jpg)
Innercorner
(http://img163.imageshack.us/img163/3338/firsthouse2.jpg)
(http://img816.imageshack.us/img816/350/firsthouse3.jpg)
Omg it looks crap. :-X
The roof has no lighting and does not appear so far... but that's ok for the moment. What I'm more worried about are the greenish edges. I guess the come from the port from 3ds Max to Photoshop.
I made my UVW Unrwap image, saved it, marked all black areas with the "magic wand tool", inverted the image and deleted the surface to get startet.
My UVW Map:
(http://img199.imageshack.us/img199/1290/renderuvs.jpg)
As you see there is an overlapping part. I have no clue how this was generated as there is no real overlapping. I read in a few tutorials it doesn't matter as long as you don't see any effects back in 3dsMax. Well, when I firstly flattend all objects with Max there was no overlapping - it was only the result of an attachement to other parts (in my case the top of the outside stairs). At the beginning my polycount was nicely around 80-90 somewhat, but as I wanted to remove as many overlapping parts it jumped to 150.
So my bundled questions:
- Question: What are you doing with overlapping parts if they don't generate visible problems? Do simply let them be?
- What raster size do you export from Max to Photoshop? I used 1024x1024 so far.
- What texture size do you import usually? I placed so far images on the layers which had around 2-5mb each and scaled them down. With flipping around I managed to hide some ugly edges. But the many details are lost with the downscale. Can you recommend me something how you are doing this for static objects?
I thought about making nice textures with the following approach: make a uvw map for only a material group how I found it in a few tutorials. Applying nice detailed texture with photoshop and port it back. This seems feasible for my little house but how do you do this for large objects (like a 5 floor building)?
- Is there a way to get rid of the little greenish lines easily?
Sorry to ask that many questions, but I found so many different workflows in a dozen of tutorials. I hope to adapt to some gained experience and learn a real efficient workflow - that's a thing which can only be learned with some guidance.
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So, I can't really follow all your questions, because I don't really get what you're trying to do. ???
But for me it looks like you're trying to texture your self-made house and that you unwrapped it for that to texture it with custom textures in Photoshop. Afaik you could do that, but not really for statics, statics have a special texture workflow, you don't make real UVW maps for them, you just use existing textures.
I once found this tutorial which explains what I mean:
http://www.realitymod.com/forum/f189-modding-tutorials/63654-static-object-tutorial-very-basic-texture-palettes.html
You should check it out, maybe that can help you out. But if you really want to texture the house all alone with handmade textures, then I would like to know why. ;)
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I don't know much about modeling but afaik you have to use Fh2s texture palettes for statics anyway.
Hmm seems like aggro was faster
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Thank you 2. :)
Ahhh what a nice link. I should have watched in the "devils corner".
What I was trying to do was the following:
- build a simple 3d model with max
- texture it with the following approach:
- Unwrap the whole model
- Find a bunch of free textures
- Bring the biggest parts together, so that I can place a wall texture around a corner.
- Save the uvp map
- open it with photoshop
- put layers on that image. Import the found textues and adjust them on the image.
- Back in 3ds Max: Import the bitmap and asign it to the model.
- finally port it then to bf2 to test it (not done yet)
To your question: Why am I trying to do this: Cause all tutorials I found done it almos that way. ;D
That's why I came back to the forum and ask about the "right" workflow, as I know that I was not on the best track. Thank you. :)
Lot of new stuff to read and try out so I'll do that first.
But one question again: are there FH2 only texture? I know that there are BF2 Textures but where can I get them?
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You should only use Fh2 textures, I would recommend you to start with the typical france texture sets, which can be found here -> C:\Program Files (x86)\Battlefield 2\mods\fh2\objects\StaticObjects\France\textures (make sure you unpacked all the objects).
Try to get into the texture system and then show what you did. :)
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Ah, here we go. Thank you! :D
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What option do you have turned on that always shows those white lines?
and how do i turn the option on?
(http://i53.tinypic.com/2wcfc7t.jpg)
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Right klick on the Window option (- Perspective, Right, Left etc.) activate Edges faces.
Thats it.
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thank you makes it a lot better to see those lines. 8)
if only we had the kudos system.... ;)
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...or just press F4!
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may half finished house ....
(http://i56.tinypic.com/2i9rxpj.jpg)
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(http://i56.tinypic.com/25gayid.jpg)
(http://i51.tinypic.com/fvvgow.jpg)
(http://i54.tinypic.com/wj7u5t.jpg)
(http://i55.tinypic.com/50ha36.jpg)
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A nother house/barn i made
(http://i51.tinypic.com/2a2b6q.jpg)
(http://i54.tinypic.com/2ustlpi.jpg)
(http://i54.tinypic.com/2zezg9l.jpg)
(http://i52.tinypic.com/fqj44.jpg)
(http://i53.tinypic.com/33y28mg.jpg)
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Nice, but wheres the alcool, the loud music, about 100 people and some chicks fighting in Jell-O ??
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Any update? :)
- try to make a clean color texture (uvm channel 1), detail (chan 2) & dirt (chan 3) for the house. For example: the inner walls + floor for example are not correctly scaled. Remember: the FH2 detail texture are mainly 512 x 2048 pixels. 512 pixel go on 3m. If your floor is larger than 3m x XY you mostly have to add a spline so that you get 2 or more surfaces that are not larger than 3m x XY (For example: 3x12m + 2x12m; not 5m x 12m).
- find out how it looks together: http://www.bytehazard.com/bfstuff/bfmeshview/ (http://www.bytehazard.com/bfstuff/bfmeshview/) meshviewer is a very cool tool from Remdul (FH2 dev). You can export your model with the texture out from Max and have a good look on it with the meshviever.
- to export your model: export tool & read me (read it really careful :D ) http://www.pointofexistence.com/forums/index.php?/topic/18970-poe2-3dsmax-tools/ (http://www.pointofexistence.com/forums/index.php?/topic/18970-poe2-3dsmax-tools/)
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Any update? :)
- try to make a clean color texture (uvm channel 1), detail (chan 2) & dirt (chan 3) for the house. For example: the inner walls + floor for example are not correctly scaled. Remember: the FH2 detail texture are mainly 512 x 2048 pixels. 512 pixel go on 3m. If your floor is larger than 3m x XY you mostly have to add a spline so that you get 2 or more surfaces that are not larger than 3m x XY (For example: 3x12m + 2x12m; not 5m x 12m).
- find out how it looks together: http://www.bytehazard.com/bfstuff/bfmeshview/ (http://www.bytehazard.com/bfstuff/bfmeshview/) meshviewer is a very cool tool from Remdul (FH2 dev). You can export your model with the texture out from Max and have a good look on it with the meshviever.
- to export your model: export tool & read me (read it really careful :D ) http://www.pointofexistence.com/forums/index.php?/topic/18970-poe2-3dsmax-tools/ (http://www.pointofexistence.com/forums/index.php?/topic/18970-poe2-3dsmax-tools/)
thanks for the info. :)
I also just got a book the Autodesk 3ds Max 2012 Essentials (Autodesk Official Training Guides) it comes Monday..... I also got 3ds max 2012 from school
got to love my Digital Design teacher 8)
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Student licenses are beautiful man ;D
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Afaik the maximal version that is supported by the exporter for BF2 is 3ds Max 9. :)