Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: Toddel on 18-10-2009, 18:10:36

Title: [Tutorial] How to create a Open House
Post by: Toddel on 18-10-2009, 18:10:36
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
Title: Re: [Tutorial] How to create a Open House
Post by: Aggroman on 18-10-2009, 18:10:56
Yeah Toddel, I love you for making this Tutorial.
It gave me some more knowledge about modelling.
:)
Title: Re: [Tutorial] How to create a Open House
Post by: [ret]azreal on 18-10-2009, 19:10:32
No voice? C'mon, I wanna hear Toddel's beautiful German voice.
Title: Re: [Tutorial] How to create a Open House
Post by: Aggroman on 18-10-2009, 19:10:58
Join TS and ask him. :P
Title: Re: [Tutorial] How to create a Open House
Post by: Fuchs on 18-10-2009, 19:10:44
Awesome job but one complaint: how could you not add a chimney!?!  ;)
Title: Re: [Tutorial] How to create a Open House
Post by: Lightning on 18-10-2009, 20:10:10
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...
Title: Re: [Tutorial] How to create a Open House
Post by: Torenico on 18-10-2009, 23:10:08
Wow nice.

Time to get 3DSmax
Title: Re: [Tutorial] How to create a Open House
Post by: Tim270 on 26-10-2009, 01:10:51
Thanks a lot for that! lots of techniques that i have never used in max before.
Title: Re: [Tutorial] How to create a Open House
Post by: el Garstico on 03-11-2009, 22:11:57
lol made it  :P

(http://www.abload.de/img/toddelhuas9kql.png)
Title: Re: [Tutorial] How to create a Open House
Post by: Toddel on 03-11-2009, 23:11:13
Looks nice. ;D
Title: Re: [Tutorial] How to create a Open House
Post by: Paasky on 11-11-2009, 15:11:51
 :o How many polys is that roof?

Agreed though, does look perdy.
Title: Re: [Tutorial] How to create a Open House
Post by: el Garstico on 12-11-2009, 16:11:34
think the roof was about 450 polys and the whole house had around 1000 TRIS.

what is perdy?
Title: Re: [Tutorial] How to create a Open House
Post by: Paasky on 12-11-2009, 16:11:34
Redneck way of saying pretty.
Title: Re: [Tutorial] How to create a Open House
Post by: K.Nassau on 12-11-2009, 17:11:47
A really helpful video, thank you  :)
Title: Re: [Tutorial] How to create a Open House
Post by: Paintrain on 27-12-2009, 05:12:39
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!
Title: Re: [Tutorial] How to create a Open House
Post by: Grober on 21-06-2010, 18:06:57
Toddel could you do video how you are texturing somthing for fh2?
Title: Re: [Tutorial] How to create a Open House
Post by: Krätzer on 21-06-2010, 19:06:36
Why you dont take a look into jodonnell´s Tutorial. You can download the psd file.
http://fenring.bf1942.cl/tutorials/skinningdingo.php
Title: Re: [Tutorial] How to create a Open House
Post by: Grober on 22-06-2010, 00:06:50
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
Title: Re: [Tutorial] How to create a Open House
Post by: Nissi on 25-04-2011, 12:04:59
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.
Title: Re: [Tutorial] How to create a Open House
Post by: Aggroman on 25-04-2011, 13:04:13
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. ;)
Title: Re: [Tutorial] How to create a Open House
Post by: Ts4EVER on 25-04-2011, 13:04:35
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
Title: Re: [Tutorial] How to create a Open House
Post by: Nissi on 25-04-2011, 14:04:12
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?
Title: Re: [Tutorial] How to create a Open House
Post by: Aggroman on 25-04-2011, 15:04:27
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. :)
Title: Re: [Tutorial] How to create a Open House
Post by: Nissi on 25-04-2011, 15:04:11
Ah, here we go. Thank you!  :D
Title: Re: [Tutorial] How to create a Open House
Post by: Ajs47951 on 15-08-2011, 03:08:53
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)
Title: Re: [Tutorial] How to create a Open House
Post by: Krätzer on 15-08-2011, 03:08:49
Right klick on the Window option (- Perspective, Right, Left etc.) activate Edges faces.

Thats it.
Title: Re: [Tutorial] How to create a Open House
Post by: Ajs47951 on 15-08-2011, 04:08:33
thank you makes it a lot better to see those lines. 8)

if only we had the kudos system.... ;)
Title: Re: [Tutorial] How to create a Open House
Post by: Malsa on 15-08-2011, 06:08:54
...or just press F4!
Title: Re: [Tutorial] How to create a Open House
Post by: Ajs47951 on 15-08-2011, 12:08:48
may half finished house ....

(http://i56.tinypic.com/2i9rxpj.jpg)

Title: Re: [Tutorial] How to create a Open House
Post by: Ajs47951 on 15-08-2011, 21:08:21
(http://i56.tinypic.com/25gayid.jpg)
(http://i51.tinypic.com/fvvgow.jpg)
(http://i54.tinypic.com/wj7u5t.jpg)
(http://i55.tinypic.com/50ha36.jpg)
Title: Re: [Tutorial] How to create a Open House
Post by: Ajs47951 on 15-08-2011, 23:08:50
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)
Title: Re: [Tutorial] How to create a Open House
Post by: evhgear on 16-08-2011, 01:08:38
Nice, but wheres the alcool, the loud music, about 100 people and some chicks fighting in Jell-O  ??
Title: Re: [Tutorial] How to create a Open House
Post by: Nissi on 17-08-2011, 21:08:28
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/)
Title: Re: [Tutorial] How to create a Open House
Post by: Ajs47951 on 17-08-2011, 23:08:29
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)
Title: Re: [Tutorial] How to create a Open House
Post by: :| Hi on 18-08-2011, 03:08:38
Student licenses are beautiful man  ;D
Title: Re: [Tutorial] How to create a Open House
Post by: Nissi on 18-08-2011, 07:08:38
Afaik the maximal version that is supported by the exporter for BF2 is 3ds Max 9.  :)