Models, format, what do i know
Moderator: pyramid
Models, format, what do i know
Hi guys,
i've never done a 3d Artwork before so i'm a bloody newbie; here are my first questions:
1. What file format is needed to implement the model to the game?
2. Which programs are the best to create a 3d model (easy to undestand, good gui) and can save it to the (1) file format?
3. Where can i find something about the size of a model (i think you have somewhere technical specs on the bases, ships, fighters)
4. What is a damage map (a second texture for a damaged ship that i have to create)?
5. Who is responsible for the design concept of the different races and must agree with my work? (email address)
6. Does the station designer also creates the inside graphics of the station?
7. What is your experience on how long it takes to create a model with textures?
That's all for now.
i've never done a 3d Artwork before so i'm a bloody newbie; here are my first questions:
1. What file format is needed to implement the model to the game?
2. Which programs are the best to create a 3d model (easy to undestand, good gui) and can save it to the (1) file format?
3. Where can i find something about the size of a model (i think you have somewhere technical specs on the bases, ships, fighters)
4. What is a damage map (a second texture for a damaged ship that i have to create)?
5. Who is responsible for the design concept of the different races and must agree with my work? (email address)
6. Does the station designer also creates the inside graphics of the station?
7. What is your experience on how long it takes to create a model with textures?
That's all for now.
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- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
1. xmesh/bfxm, you can produce it with wings3d
2. wings3d is really easy to handle, but texturing is not really intuitive
3. for the size it depends of the class of the ship, in fact, and of the race too
4. the damage map slowly fade in your regular color map when you get hit
5. for artwork design, the responsible is JackS, you can pm him, but I should agrue that it depends, he never rejected a nice mesh, even if it's truly a "conceptual art", when an artist want to make something a bit special
6. it depends, the challenge was only asking for a mesh, no interior renders, but I know Stranj and Targon did some nice interiors renders
7. As ever it depends of your knowldege of your tools: with wings you can create a nice mesh relatively fast, but the unfolding will be hard if you want to have an easy to paint uvmap. And after it depends of how do you handle your painting program, but the more time you will be ready to spare to learn the faster you will work. Basically texturing is said to be much harder than modelling, and more boring, too
2. wings3d is really easy to handle, but texturing is not really intuitive
3. for the size it depends of the class of the ship, in fact, and of the race too
4. the damage map slowly fade in your regular color map when you get hit
5. for artwork design, the responsible is JackS, you can pm him, but I should agrue that it depends, he never rejected a nice mesh, even if it's truly a "conceptual art", when an artist want to make something a bit special
6. it depends, the challenge was only asking for a mesh, no interior renders, but I know Stranj and Targon did some nice interiors renders
7. As ever it depends of your knowldege of your tools: with wings you can create a nice mesh relatively fast, but the unfolding will be hard if you want to have an easy to paint uvmap. And after it depends of how do you handle your painting program, but the more time you will be ready to spare to learn the faster you will work. Basically texturing is said to be much harder than modelling, and more boring, too
I see dead polygons....
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- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
all the way, you can have a look in the wiki, many usefull infos and links are storde in:
http://vegastrike.sourceforge.net/phpwiki
http://vegastrike.sourceforge.net/phpwiki
I see dead polygons....
What do i have to know
old
3. for the size it depends of the class of the ship, in fact, and of the race too
>> Where can i find an overview with techical specs of bases (size, weapons...)
new
1. Where can i find a list of equipment/tradingstuff that needs a (new) picture?
2. Is there somewhere an overview about the races and organisations in VS? Think of a little description to learn more about the VS Universe.
3. In what resolution and file type should i send in slash screens?
4. Who is working on the characters (sitting in the bar)?
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- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
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- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
Re: woah
D'ya have to use that obscenely large font? We can read it just fine when it's the same size as everybody else's. It's not like the larger font will coerce any answers out of us.Asking Guest wrote:
Ethernal i wouldn't ask if it is so easy, i'm currently lost in this website.
Except new 2 i've found not what i'm looking for, i need a guide, i need your help!
I recommend Blender as a 3D app. It's very good when you get into it and there are some great tutorials over at http://www.blender3d.org to help you learn how to use it. Some people say Blender is hard to use - but it really just approaches 3D editting differently to most other editors, so should be as easy to learn for an inexperienced chap like yourself as any other editor. Oh, and it's open source - always a boon.
D'ya have to use that obscenely large font? We can read it just fine when it's the same size as everybody else's. It's not like the larger font will coerce any answers out of us.
>It's not about getting an answer, but i really don't like this mini font you are using here. However i will take the mini font as well, seems to be the "modern style" nowadays...
Thanks for bender i will try it.
>It's not about getting an answer, but i really don't like this mini font you are using here. However i will take the mini font as well, seems to be the "modern style" nowadays...
Thanks for bender i will try it.
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- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
the wiki is here http://vegastrike.sourceforge.net/phpwiki/
browse the howtos
browse the howtos
I see dead polygons....
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- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
i've read this (http://vegastrike.sourceforge.net/phpwi ... ureInWings) and still have a problem
<<
The common way (I think):
* sometimes a "RMB -> Segment by -> Projection" or a "RMB -> Segment by -> Feature Detection" is a good start for this
* Select contiguous faces of a specific area
* "RMB -> Select one of the "AuvChartX" Entries"
* Do this until every face has a color
* "RMB -> Continue -> Unfolding" (or "RMB -> Continue -> Projection")
* Arrange the geometry in the AutoUV Windows so it fit best in the window
* Export Image
o Version lower than 0.98.09 (ignore the other points): "RMB in AutoUV -> Export -> select Imagefile name"
o Window->Outliner
o RMB on Image -> Export
* create a Texture from this (yeah it's not that easy )
<<
i think i i'm here now, i have an *.obj *.mtl and *.jpg file. The jpg includes my 3d model in several 2d segments. My question is, if i paint this 2d schemes now, how can i add and view them later on my 3d model in Wings3d?
<<
The common way (I think):
* sometimes a "RMB -> Segment by -> Projection" or a "RMB -> Segment by -> Feature Detection" is a good start for this
* Select contiguous faces of a specific area
* "RMB -> Select one of the "AuvChartX" Entries"
* Do this until every face has a color
* "RMB -> Continue -> Unfolding" (or "RMB -> Continue -> Projection")
* Arrange the geometry in the AutoUV Windows so it fit best in the window
* Export Image
o Version lower than 0.98.09 (ignore the other points): "RMB in AutoUV -> Export -> select Imagefile name"
o Window->Outliner
o RMB on Image -> Export
* create a Texture from this (yeah it's not that easy )
<<
i think i i'm here now, i have an *.obj *.mtl and *.jpg file. The jpg includes my 3d model in several 2d segments. My question is, if i paint this 2d schemes now, how can i add and view them later on my 3d model in Wings3d?
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- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
you will not be able to use jpg in wings, you need to convert it to bmp or tga. after that you can assign the image to your uvmap, i believe yiou can do this by right clicking on your uv windows, but I didn't used wings for ages. and if you find your map too hard to paint, try to move/scale/rotate the parts to make things easyer
I see dead polygons....
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- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
we can deal with anything that exports to a wavefront .obj + .mtl pair
we can even deal with things that don't spit out a .mtl .... although that obviously removes any lighting settings you had.
... although, depending on the exporter, the models sometimes come out rotated and the texture coordinates upside down, but that's easy enough to fix with a few minutes of post processing
we can even deal with things that don't spit out a .mtl .... although that obviously removes any lighting settings you had.
... although, depending on the exporter, the models sometimes come out rotated and the texture coordinates upside down, but that's easy enough to fix with a few minutes of post processing