If someone can produce all of the art for an in-game interface, the coding group will get something together a lot quicker.
Calm before the storm? Or DOA?
Moderator: Moderators
We need artists more than we need programmers in my opinion Buggi. We reallly really really really need a lead art designer who can keep all of the art consistent and awesome looking. Being the lead art designer isn't easy though...because you have to be able to coordinate all of the individual art projects and create a consistent theme for TASpring (none of which has been done to date).
If someone can produce all of the art for an in-game interface, the coding group will get something together a lot quicker.
If someone can produce all of the art for an in-game interface, the coding group will get something together a lot quicker.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
Cactus... :-p
buggi... you slow....

oops forgot the smoothing group on the top of the main stem... its fixed noe tho
buggi... you slow....

oops forgot the smoothing group on the top of the main stem... its fixed noe tho
Last edited by LathanStanley on 30 Jun 2005, 21:49, edited 1 time in total.
I responded
Glad to see your active and inventive... interesting pine @@;;
With very specific type features (not the kind there can be hundreds of) I'd like to see DETAIL. Massive detail. 1000 faces at a minimum. 4000 max probably.
Model the StarGate. :-D *ducks away from flames*
I just wish I had the unit modeling pipeline ready for texturing and preparing models.
-Buggi
With very specific type features (not the kind there can be hundreds of) I'd like to see DETAIL. Massive detail. 1000 faces at a minimum. 4000 max probably.
Model the StarGate. :-D *ducks away from flames*
I just wish I had the unit modeling pipeline ready for texturing and preparing models.
-Buggi
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
not really as much as you think... thats VERY VERY VERY VERY VERY basic stuff.... VERY!...Min3mat wrote:HOLY MOLEY! you've been busy!![]()
if only more ppl were as commited...
I'm gonna take a screeny of some of my better work just for bragging rights... and then you will go.. oh wow... and after I start and finish the Eastside/Westside buildings... and then make a map with them, when the new map editor comes out... THEN you can say I was busy....
this... is just like... calestenics... (streching and warming up)...
anyhoo... buggi is helping me out with converting the 3ds files I have...
if any of you can get ahold of Meastro and get the source for his 3DSMAX plugin.... DO IT FOR THE LOVE OF GOD!! it'll cut my building time in half
that or write a new *.max -> *.3do exporter / importer
edit:
just so I don't lose encouragement....
recent project I did for my university...
Final rendered image with 3DSMAX 6

Wireframe

Last edited by LathanStanley on 01 Jul 2005, 00:50, edited 1 time in total.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
ok I feel like I've been digging through snow with a popsicle stick... I know its alot of work, but I've been making progress....
however... all of a sudden... I've broken my popsicle stick on a 40 foot thick slab of ice...
the ice is this texturing BULLSHIT system that TA uses... used... omg it needs to change... BADLY!... this shit system is like opening up pandora's box...
not only A- every fucking surface has to be rectilinear (and 3dsmax uses ALL and ONLY ALL, triangles...).... that ALONE makes it damn near impossible to texture objects effectively...
second.. the bipmaps for use... um... no... just no.... 256 color 64x64 swatches... lol... those are a joke and a half...
third.. 3DO BUILDER is the MOST BUGGY PROGRAM I HAVE EVER SEEN! I click on 3 buttons (in succession) within the texture pallette and it hangs up, EVERY TIME...
fourth... ever tried to use that program?? the interface is ruidiclious... if you build a model of something VERY detailed say 2000+ faces... you have a slider on the bottom to select every face, and you can't ZOOM TO IT.... you have to find the lit wireframe amongst a HUGE array of yellow wires that can't be hidden... oh its disgusting...
and the best part about it... is that it numbers the faces in complete random... there is no thought put in to any of it...
if it takes me 15 mins to build a model... it'll take me 150 mins to build a compatiable model (rectilinear wise) and 1500 mins to texture it...
I am not liking the time this is gonna take anymore...
however... all of a sudden... I've broken my popsicle stick on a 40 foot thick slab of ice...
the ice is this texturing BULLSHIT system that TA uses... used... omg it needs to change... BADLY!... this shit system is like opening up pandora's box...
not only A- every fucking surface has to be rectilinear (and 3dsmax uses ALL and ONLY ALL, triangles...).... that ALONE makes it damn near impossible to texture objects effectively...
second.. the bipmaps for use... um... no... just no.... 256 color 64x64 swatches... lol... those are a joke and a half...
third.. 3DO BUILDER is the MOST BUGGY PROGRAM I HAVE EVER SEEN! I click on 3 buttons (in succession) within the texture pallette and it hangs up, EVERY TIME...
fourth... ever tried to use that program?? the interface is ruidiclious... if you build a model of something VERY detailed say 2000+ faces... you have a slider on the bottom to select every face, and you can't ZOOM TO IT.... you have to find the lit wireframe amongst a HUGE array of yellow wires that can't be hidden... oh its disgusting...
and the best part about it... is that it numbers the faces in complete random... there is no thought put in to any of it...
if it takes me 15 mins to build a model... it'll take me 150 mins to build a compatiable model (rectilinear wise) and 1500 mins to texture it...
I am not liking the time this is gonna take anymore...




