May I suggest legos? http://springrts.com/phpbb/viewtopic.php?f=9&t=22283Karl wrote:Hurr...
I know the textures doesnt look that great but i am not an artist either
Random WIP 2006-2011
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP
Re: Random WIP
@Forboding Angel: Well actually i want to have the similar style of KKnD and not something that goes far of the world but i dint meant to be rude.
Edit: On second thought i could use it for the Yellow-Silly-Illy-bean
Robots. Thanks! But the mod isn't that far. I am busy with Survivors stuff
@KaiserJ: About the firework I personally dislike to use commercial stuff to create my content since there gives also great works with free programms.
But thanks for your kindness :D
depending on the model complexity i modeled it takes about averga
almost half of the day! alone just for texturring and optimizing UV-Coords, it looks like a mess but atleast it looks good somewhat
Edit: On second thought i could use it for the Yellow-Silly-Illy-bean
Robots. Thanks! But the mod isn't that far. I am busy with Survivors stuff
@KaiserJ: About the firework I personally dislike to use commercial stuff to create my content since there gives also great works with free programms.
But thanks for your kindness :D
depending on the model complexity i modeled it takes about averga
almost half of the day! alone just for texturring and optimizing UV-Coords, it looks like a mess but atleast it looks good somewhat
If shit would be the new Money the insolvence would be mourderos , everyone could printing it e.g ,,Pressing"knorke wrote: scheisse ist so bargeld!
Re: Random WIP
much nicer now that you have a texture on everything!
well, i see now why it looks a bit strange to my eyes; it's a matter of pixel aspect... on some parts of the model, the pixels are "large" because your uv coords are on a smaller scale, and in other parts you get the opposite effect.
so just a few tips from me, hopefully i can help you a bit with the process.
- most people use an "auto-unwrap" as a starting point for their uvmap. this ensures that the coordinates maintain their aspect, and via automatic packing, you can end up with a pretty decent layout.
- use mirroring! in the lower right hand side of your texture, you have 8 4-sided shapes, and in the upper right, 5 yellow squares. if you were to drag the uv coordinates and align them to eachother, you could have just made a single texture area, rather than multiples.
anyways, just a few things to think about, but i would definitely suggest using blenders auto unwrapping, even if you just load the model right back into wings to do everything else... it'll probably save you an hour or two of work right there!
hope everything made sense. you've got a good basis of skill and an eye for design, every model you make for the next 10 or so will be orders of magnitude better than the last.
(oh and just one more thing, i almost feel like the model would look nicer with a brown/tan color instead of the yellow :D but ofc its up to you)
edit: this was all "nitpicking". your building will look fine ingame at a normal playing distance
well, i see now why it looks a bit strange to my eyes; it's a matter of pixel aspect... on some parts of the model, the pixels are "large" because your uv coords are on a smaller scale, and in other parts you get the opposite effect.
so just a few tips from me, hopefully i can help you a bit with the process.
- most people use an "auto-unwrap" as a starting point for their uvmap. this ensures that the coordinates maintain their aspect, and via automatic packing, you can end up with a pretty decent layout.
- use mirroring! in the lower right hand side of your texture, you have 8 4-sided shapes, and in the upper right, 5 yellow squares. if you were to drag the uv coordinates and align them to eachother, you could have just made a single texture area, rather than multiples.
anyways, just a few things to think about, but i would definitely suggest using blenders auto unwrapping, even if you just load the model right back into wings to do everything else... it'll probably save you an hour or two of work right there!
hope everything made sense. you've got a good basis of skill and an eye for design, every model you make for the next 10 or so will be orders of magnitude better than the last.
(oh and just one more thing, i almost feel like the model would look nicer with a brown/tan color instead of the yellow :D but ofc its up to you)
edit: this was all "nitpicking". your building will look fine ingame at a normal playing distance
Re: Random WIP
Oh thanks for you Protips.
*Uhh i dont know where to find "auto-unwrap" in wings i am using the Segment-By function.
*Yeah i should have done that.
*Hm Tan one yes i could do that, and it took me from morning thilll to evening to finish it! Unholy Shit!
*also since the mod is in pre-alpha stage it will be improved
anyway, just that the RL hits me hard and i got only enough time in Holiday please dont ask me why
*Uhh i dont know where to find "auto-unwrap" in wings i am using the Segment-By function.
*Yeah i should have done that.
*Hm Tan one yes i could do that, and it took me from morning thilll to evening to finish it! Unholy Shit!
*also since the mod is in pre-alpha stage it will be improved
anyway, just that the RL hits me hard and i got only enough time in Holiday please dont ask me why
Re: Random WIP
get blender for the auto unwrap, wings doesnt have it (sorry, wasnt very clear there)
and no worries dude, rome wasn't built in a day
and no worries dude, rome wasn't built in a day
Re: Random WIP
Hurr oke maybeKaiserJ wrote:get blender for the auto unwrap, wings doesnt have it (sorry, wasnt very clear there)
But God maked the World in 7 Days! or 6KaiserJ wrote: and no worries dude, rome wasn't built in a day
And i am very VERY JEALOUS ABOUT IT! AHHHH!!!
Re: Random WIP
its worth it i'd say... trying to do a uvmap manually for a complicated model like that would be like shovelling snow with a spoon!
heh i took off early today to watch champions league :) most of the time im busy too
heh i took off early today to watch champions league :) most of the time im busy too
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP
Yes it does. Has had it ever since I started using it like 3 or 4 years ago anyway.KaiserJ wrote:get blender for the auto unwrap, wings doesnt have it
Re: Random WIP
hmm my bad
ye sorry about that; i knew wings did uvmapping, but not auto stuff to the degree i see in the tutorial videos.
to clarify, i normally do something called "flatten mapping" which breaks the model apart into individual faces, then use stitching to attach them together again... seems to keep the pixel aspect nicely
ye sorry about that; i knew wings did uvmapping, but not auto stuff to the degree i see in the tutorial videos.
to clarify, i normally do something called "flatten mapping" which breaks the model apart into individual faces, then use stitching to attach them together again... seems to keep the pixel aspect nicely
Re: Random WIP
I will make a thread in Thursday or so.
Yes i know the tank texture sucks more balls
but it was a crash course for me took me a almost a whole day to get it straight with lots of help from Lord Muffe.
Thanks!
Edit: uhh i think i am blind where do find auto-unwrapp? On Wings3D (i know stupid question)
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Random WIP
Looks petty cool. Who's the little mech off to the side?
Re: Random WIP
An Grunt using the Marine from Excess it is only a template will be replaced
Re: Random WIP
Key Karl, I just found a portfolio with all the 3D models from KKnD. http://www.coroflot.com/zygo/KKND-2-3D
Looks like this fellow has possibly made them all at some point.
Looks like this fellow has possibly made them all at some point.
Re: Random WIP
this is some epic stuff romulus, thx for showing
Re: Random WIP
Some are nice but the Vertices/Poly is way too high and there isnt a download link
*They doesn't seem to be uv-mapped neither textured
that would take ages to texture them
*Some Buildings got weird modelled for example the Barracks
*The URL for Generals http://www.moddb.com/mods/kknd2-krossfire-remake
the model looks fine but i am not happy with some turret gun it looks weird for example the plasma cannon
*some units on KKnD Krossfire are horrible balanced for example the Artillery Gun Afaik it does hardly any damage to any Unit
*Is some one with the Russian language mighty?
http://www.redsys.ru/forum/index.php?sh ... 1738&st=60
i would like to know what is happening there since it seems that he is more active there
*Also the Machine Shop:
http://www.imagebanana.com/view/z1wgjqc8/shopper.png
i need suggestion on how to improve it and making it less dull looking should look like like from KKnD
*They doesn't seem to be uv-mapped neither textured
that would take ages to texture them
*Some Buildings got weird modelled for example the Barracks
*The URL for Generals http://www.moddb.com/mods/kknd2-krossfire-remake
the model looks fine but i am not happy with some turret gun it looks weird for example the plasma cannon
*some units on KKnD Krossfire are horrible balanced for example the Artillery Gun Afaik it does hardly any damage to any Unit
*Is some one with the Russian language mighty?
http://www.redsys.ru/forum/index.php?sh ... 1738&st=60
i would like to know what is happening there since it seems that he is more active there
*Also the Machine Shop:
http://www.imagebanana.com/view/z1wgjqc8/shopper.png
i need suggestion on how to improve it and making it less dull looking should look like like from KKnD
Last edited by Karl on 03 Nov 2010, 10:08, edited 1 time in total.
Re: Random WIP
Basically it's like so: some people ask what KKnD is and when the mod will be ready. Then someone replies that the mod is dead. Then LuCiFeR (mod author?) pops up and says the mod is not dead, and shows some new screens. Then he confirms that the mod is not dead one more time.Karl wrote:*Is some one with the Russian language mighty?
http://www.redsys.ru/forum/index.php?sh ... 1738&st=60
i would like to know what is happening there since it seems that he is more active there
Re: Random WIP
Karl:
nice you are still working on KKND.
i think the reason why your machine shop model looks a bit bland compared to the original is because the old game used high poly models then rendered as sprites and maybe more details added by pixel artists.
Now your 3D model has many plane surfaces and so with close zoom the feel is very different. The original also all these metalic pipe things going over the building what your model does not have.
I think with a good texture and the screenshot resized to 100x100 like the original sprites your model would look quite similiar.
It is just the 2D<->3D difference I think. When looking at the screenshots from the Generals mod, the game did not seem like KKND at all. Only when I saw some signature units (like the big tank thats also in the intro movie) i recognized it as kknd.
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nice you are still working on KKND.
i think the reason why your machine shop model looks a bit bland compared to the original is because the old game used high poly models then rendered as sprites and maybe more details added by pixel artists.
Now your 3D model has many plane surfaces and so with close zoom the feel is very different. The original also all these metalic pipe things going over the building what your model does not have.
I think with a good texture and the screenshot resized to 100x100 like the original sprites your model would look quite similiar.
It is just the 2D<->3D difference I think. When looking at the screenshots from the Generals mod, the game did not seem like KKND at all. Only when I saw some signature units (like the big tank thats also in the intro movie) i recognized it as kknd.
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Yes. the position you get with GetUnitPosition (uID) which is usually the center of the hitbox I think (?)Does the miner currently use the centre of its depo to head towards it?
I have not tried yet but moving the drop-off shape should only be a bit of math. Of course miners would then have to be send into the shapes center instead of the unit center but thats also doable i guess. I am more worried about springs pathfinding. Well, resource collectors have behaved epicly stupid in EVERY game ever made so spring will not be the exception.Or can the the drop-off shape become more specific; for instance could a strip along the south side of the terrain occupied by the ship/building, be the drop off zone?
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Random WIP
My latest unit design. Cannon Man:
(large image)
(just gaining some attention hoping some will spill over to my programming problems)
(large image)
(just gaining some attention hoping some will spill over to my programming problems)
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Random WIP
That is the second reference i got on this forum to that show. And because i do flippin' love it, i will not worry about perhaps seeming less original.