Some stuff i playing with
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Some stuff i playing with
Topic name say it's all. For your judgement
Some kind of recreated Q3 Railgun. Made this to play with textures before i start texturing UTRP models.
Textures made myself, from ones that i found in the internet. They're not so awesome as i wanted but i'm still learning tricks of texturing, trying to make something what will have some original UT texturing style.
Black thing on top of da gun will be textured in editor with proper "energy" stylish ice texture.
I will also release this gun out, to see how it will looks in game. Also to show what stuff i will add to UTRP at script side (few special effects and visuals)
Stay tuned.
Some kind of recreated Q3 Railgun. Made this to play with textures before i start texturing UTRP models.
Textures made myself, from ones that i found in the internet. They're not so awesome as i wanted but i'm still learning tricks of texturing, trying to make something what will have some original UT texturing style.
Black thing on top of da gun will be textured in editor with proper "energy" stylish ice texture.
I will also release this gun out, to see how it will looks in game. Also to show what stuff i will add to UTRP at script side (few special effects and visuals)
Stay tuned.
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Re: Some stuff i playing with
Looks really good, I'll wait for it! Anyway there is already a RailGun from Q3.
You can find the RailGun from BUFPack1.u package. Maybe this can help for you, I don't know.
BUFPack1
You can find the RailGun from BUFPack1.u package. Maybe this can help for you, I don't know.
BUFPack1
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Re: Some stuff i playing with
Heh, thanks.
Wow i didn't heard about such pack.
But as i said main goal of my model - found glitches in porting stuff straightly from Blender to UT, and training in texture creation.
Wow i didn't heard about such pack.
But as i said main goal of my model - found glitches in porting stuff straightly from Blender to UT, and training in texture creation.
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- papercoffee
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Re: Some stuff i playing with
I can help you regarding the texture part.
What is your UV-Map look like?
What is your UV-Map look like?
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Re: Some stuff i playing with
Here they are.papercoffee wrote:I can help you regarding the texture part.
What is your UV-Map look like?
I'm using baked AO maps to fill with textures, instead of UV layouts - that's a bit easier for me, cause i see already darkened places and places wich are not visible in whole model.
My main problem that is i can imagine how light falls to the mesh itself, but as i'm not so good in using photoshop - it's hard for me to simulate realistical light shading.
Same thing with making such stuff as scratches, smudges, scuffs etc - all stuff whicj make 3d model look alive and add some effect of "frequent use"
I'm learning things fast and actually found methods and needed possibilities of PS to do that. Need only practice.
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Re: Some stuff i playing with
Second try was succesfull
Texture looks more volumetric. Still need for some extra details but that will be added soon
Texture looks more volumetric. Still need for some extra details but that will be added soon
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Re: Some stuff i playing with
Thanks for good wordsSaya-chan wrote:Damn, that looks great!
Still working to improve skillz
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Re: Some stuff i playing with
Now it looks too much used ...Torax wrote:Second try was succesfull
Texture looks more volumetric. Still need for some extra details but that will be added soon
keep this corroded edges to a minimum and add some painting on the rifle body.
This is from a project which is on a hold.
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Re: Some stuff i playing with
Looks great.
I see there is a basic metal texture, covered with green "scratched" paint, right?
About that my rail gun is looks too overused - i just wanted to make something close to original
I see there is a basic metal texture, covered with green "scratched" paint, right?
About that my rail gun is looks too overused - i just wanted to make something close to original
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Re: Some stuff i playing with
Looks great Railgun is the one of the my most favourite weapons that I miss now this one, and BFG & hyperblaster from Q2 Keep working, you are good at it.
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Re: Some stuff i playing with
Yup ...this scratched painting gives the weapon some kind of tool feeling.Torax wrote:Looks great.
I see there is a basic metal texture, covered with green "scratched" paint, right?
About that my rail gun is looks too overused - i just wanted to make something close to originalSpoiler
Your Rail-Gun looks much more used then the Q3 one. Yours has a scrap metal touch.
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Re: Some stuff i playing with
Keep up.
Very nice work
Yeah it looks like the new Q3 Rail Gun is like Mark 1 and orignal Q3 one looks like Mark 2.....
Very nice work
Yeah it looks like the new Q3 Rail Gun is like Mark 1 and orignal Q3 one looks like Mark 2.....
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Re: Some stuff i playing with
My "experimental" weapon (to test some things related to texturing, skeletal meshes and so) is almost done.
Needs to fix some scripts, add some effects and so.
As i said, code will contain some features i want to implement with UTRP, so, probably, playing with it you can note me, which stuff is good to add and wich is better to remove.
When i drop "ready-to-play" file i'l also add list if implementations.
About whole this work..
All models are skeletal. Yup. Even pickup and 3rd person model.
You maybe ask why i didn't used .3d format for pickup and 3rd person mesh? Answer is pretty easy - i wanted to see model as i can see it in 3D editor. Too small model converted to .3d snaps vertices to grid, and make it square and horrible. If it is too large - vertices getting mirrored in UT's bounding box and also makes model horrible (like a cube full of polygonal garbage)
While skeletal meshes doesnt deform in any causes (except you made something wrong when attaching bones)
Models made, rigged and animated in Blender. Converting them to psk and injecting into UT was a real nightmare, which took few sleepless nights and headache. Another nightmare appeared when 3rd person model repeated animation that 1st person model have
Textures - Adobe photoshop and some base for them from internet.
The blue core is an animated Ice texture.
Thanks to method i posted in Development School section, i made it as i wanted - visible if even no lights around affecting whole model.
Needs to fix some scripts, add some effects and so.
As i said, code will contain some features i want to implement with UTRP, so, probably, playing with it you can note me, which stuff is good to add and wich is better to remove.
When i drop "ready-to-play" file i'l also add list if implementations.
About whole this work..
All models are skeletal. Yup. Even pickup and 3rd person model.
You maybe ask why i didn't used .3d format for pickup and 3rd person mesh? Answer is pretty easy - i wanted to see model as i can see it in 3D editor. Too small model converted to .3d snaps vertices to grid, and make it square and horrible. If it is too large - vertices getting mirrored in UT's bounding box and also makes model horrible (like a cube full of polygonal garbage)
While skeletal meshes doesnt deform in any causes (except you made something wrong when attaching bones)
Models made, rigged and animated in Blender. Converting them to psk and injecting into UT was a real nightmare, which took few sleepless nights and headache. Another nightmare appeared when 3rd person model repeated animation that 1st person model have
Textures - Adobe photoshop and some base for them from internet.
The blue core is an animated Ice texture.
Thanks to method i posted in Development School section, i made it as i wanted - visible if even no lights around affecting whole model.
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- Feralidragon
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Re: Some stuff i playing with
Looking very interesting so far.
I am also going to use skeletal for most of the new stuff I am going to do, and probably I should have used it from the start.
I am also going to use skeletal for most of the new stuff I am going to do, and probably I should have used it from the start.