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Full Version: Modeling/Art non-related to Amnesia / SOMA
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In terms of shading, it's a lot better than the previous 2. Can see some 3D depth to the Minotaur.
(07-09-2014, 05:37 AM)Kman Wrote: [ -> ]no one cares about these drawings

whatever lol

Spoiler below!
[Image: tumblr_n885l2jojy1s9e3m4o1_1280.jpg]

Wow, that looks awesome, great job Big Grin
Another piece of shite from me...
[Image: gentleman_by_thebroadcaster-d7p1oyd.png]
(07-10-2014, 05:38 AM)endosine Wrote: [ -> ]Another piece of shite from me...
Spoiler below!
[Image: gentleman_by_thebroadcaster-d7p1oyd.png]

Awesome Big Grin
this is one of the only threads i care about dont let it die

anyways

heres a thing ive been working on for like a week and a half now in an attempt to try to learn how to use 3DS max. as a result its probably taken me 5 times longer to make than it would take most of the other people in this thread, but im still pretty happy with it so far (WIP obviously)

[Image: tumblr_n99rqrFjIb1s9e3m4o1_1280.png]
[Image: tumblr_n99rqrFjIb1s9e3m4o2_1280.png]
For the "Galaxy Diner" it would be better to keep that as a separate mesh.

Separate the Text mesh from the backing.

Reconnect the faces on the backing, and the Mesh should just be on top of it. The UVs will be a lot easier to deal with.



For the windows, and the zig-zag linging, tone down the polygons a lot.
i was actually wondering about that, just in terms of exporting something into an actual engine if you have one object but there's more than one body that make it up that aren't necessarily attached (like if i separated the text from the backing) would that cause any issues in terms of how it would show up? like would it still render as one object and act like one object in the engine despite the fact that the polygons aren't connected

i noticed that was the case with some of the models in amnesia like with the detailing on the mansionbase door but i tried to avoid doing it cause i wasn't sure
(07-26-2014, 03:41 AM)Kman Wrote: [ -> ]i was actually wondering about that, just in terms of exporting something into an actual engine if you have one object but there's more than one body that make it up that aren't necessarily attached (like if i separated the text from the backing) would that cause any issues in terms of how it would show up? like would it still render as one object and act like one object in the engine despite the fact that the polygons aren't connected

i noticed that was the case with some of the models in amnesia like with the detailing on the mansionbase door but i tried to avoid doing it cause i wasn't sure

If you're asking about Amnesia specific questions I'm out, but in general, as long as you exported all of the polygons as part of one mesh, and you properly UV mapped each polygon there shouldn't be a problem. Keep in mind that this is my experience with static entities. I have no idea how it works with bones and animations.
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Spoiler below!



Not bad, find some reference though for your attack animations. The swingings of the arms is way to wide.

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@kman - You can keep it separate, just make sure you export it correctly. (Each one is selected and they have proper materials associated with them)

It would be required to separate parts of the mesh if you want individual parts to do something. (Like if your Diner sign was to break on one joint and was swinging in the air)

You would also separate ones that required "cubemaps" like a water textures or glass texture. (Look at the hanging lamp one used underground. It has like 3-4 separate meshes)