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Messages - Skorpio

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16
Artwork / Re: New Models from Arthur
« on: May 20, 2010, 12:32:32 pm »
Hey, your model looks nice. How did you achieve that bloom effect in Blender? Or did you paint over the render?

17
Artwork / Re: Yet another try at this (in Blender)...
« on: May 05, 2010, 07:17:00 pm »
If you want to learn more about normal mapping, check out the Polycount wiki: http://wiki.polycount.net/Normal_Map

There are some cool tutorials at the bottom like these two:
http://wiki.polycount.net/3D_Tutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games
http://www.bencloward.com/resources_tutorials.shtml





18
FAQ / Re: Deluxe maping?
« on: December 16, 2009, 11:29:59 pm »

19
Discussion / Re: Poly count
« on: November 13, 2009, 01:09:18 pm »
Ah I see. I forgot to mention that I use the GtkRadiant to make a Wolfenstein: Enemy Territory map, but I kinda dislike the Radiant and would rather model with Blender.

20
User modifications / UFO: Enemy Territory
« on: November 12, 2009, 10:53:01 pm »
I think an Enemy Territory mod would be very funny. ET is a multiplayer FPS in which the teams have to defend or destroy mission objectives, or one team has to capture gold or documents. There are several player classes like medics and engineers, and they get experience for doing mission objectives, healing, etc. When you gain enough XP you level up and unlock some special abilities or get more ammo.

This is only a suggestion, I have no programming skills, but could help with artwork if someone is interested.

BTW ET uses a modified Quake 3 engine. Maybe we could just reuse the existing maps (there are lots of maps) for an UFO: ET mod.  ;D

21
Discussion / Re: Poly count
« on: November 12, 2009, 10:24:19 pm »
Hello I'm new here. Thanks for making such a great game, I really love it.

The main problem with exporting .map from blender is extremely large number of brushes. I`ve tried to make and edit some objects, and result wasn`t good. May be I`ve missed something.

I just tested this and it seems to work fine. You just have to keep in mind that you must use brushes in Blender. Try to model with separate, closed boxes, like you do in the Radiant, then it'll work.

Now I wonder if texturing in Blender works, too. Gonna check this out later.

Edit: OK it's more difficult than I thought. Exporting cubes works fine, but you can't export prisms and cones without creating lots of unnecessary brushes. I also tried to export NURBS surfaces which didn't work at all. Are the curves in the Radiant NURBS?

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