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Messages - p0ss

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Artwork / Re: Dropship/Fighter Contribution
« on: April 10, 2015, 01:39:27 am »
I've been playing around with this model, adding additional texture maps to it.   

I altered the diff map into a 2048x2048 master, then made a spec map and glow map based off that.  I also did up a hi poly model to render into a normal map,

Here is an image showing the versions, current version on the left, 700k poly version on the right and low poly with new maps in the middle.

The problem is that there are irregularities in the normal map, and i think it is because i fudged the hi poly model. From what i can tell the algorithm isn't handling the sharp edges well, and I think its because i should have applied sharp modifiers before doing the subdivide.   To fix this i'd have to redo the hi poly model from scratch, which is rather disheartening as it took a long time.  Its a learning process as always, but i think i might leave this one at the current point for a bit. I've uploaded the files here if anyone feels like looking over it, maybe some of it is useful.

Artwork / Re: Help us out: faces for soldier heads
« on: May 26, 2013, 01:19:00 pm »
In many places, mugshots are released as public domain, and they are usually the exact kind of side/front images needed here. 

Mind you, while it may be legal, there is still the ethical dilemma of using someone's likeness without their permission.

Artwork / Re: 3D models questions...
« on: May 26, 2013, 10:44:47 am »
Any word on that new model format?  Or perhaps some kind person who understands md2 can update the scripts? Surely requiring an outdated version of Blender is an unviable long term plan to gain contributors?

Artwork / Re: a great resource for ufo models
« on: March 11, 2011, 10:01:30 am »
These may be more easily used straight away. 

I'm thinking the police car, army truck, humvee and the space ships

Artwork / a great resource for ufo models
« on: March 09, 2011, 01:04:48 pm »
Hi guys, while looking for content for OGA I came across a huge repository of UFO, futuristic and space models which are for "unrestricted use", it might be worth checking wether that translated into cc by 0  or pd.[All]=on&attribute[2005][-1]=1&attribute[2017][-1]=1&attribute[2538][2540]=1&tdm=a&s=dd

a couple of examples are this holo deck

and this computer cluster

This one would be good for the alien drone

and this one for a human ship

infact there are a variety of droids

there are also loads of satelite dishes and weapon turrets..

really its a bonaza. As long as unrestricted use means it can be used here.

oh and this guy uploaded tonnes of human heads that'd make great soldiers

Artwork / Re: Artwork needed
« on: February 26, 2011, 12:19:01 am »

BTW, which png optimizer you are using?

I'm using the "save for web" plugin for GIMP, it shrinks png 8 quite a lot, but png 24 is huge, I'm yet to find anything that decreases the size of a png 24 significantly.

we are using the alpha channel to encode the height - for parallax mapping.

I just did some reading up on parralax mapping vs normal maps, I understand the difference now, thanks :)  I'll make sure to encode an alpha channel in all the normal maps i do for OGA now :)

Artwork / Re: Artwork needed
« on: February 25, 2011, 03:01:23 pm »
I finally got a decent internet connection and can upload the large files, so here is tex_nature
and tex_mattn

One question,  its seems rather strange that you guys use the alpha channel for height, it adds so much size to the normal map files, over the course of every texture in the game it easily adds hundreds of megs of data that could have been avoided by not using alpha channels,  does it really provide that much benefit? 

 one 1024x1024 texture i about 800kb,  but the same texture with an alpha channel is about 3,000kb, this game could potentially have thousands of textures, its entirely possible to run into the gigs of normal maps alone.   

Artwork / Re: Additional Civilian skins
« on: February 18, 2011, 12:32:32 pm »
Thanks mate, I have no idea if they're implemented, I understand the soldier skins might get integrated for a while and then replaced by something else, I haven't heard anything about these ones. I think the priorities are elsewhere atm.

Artwork / Re: Question about plant models and landscape textures
« on: February 08, 2011, 06:04:02 am »
I'm working on it, here are some models I've just made:

I'll keep churning them out, however I have no experience with .md2s so maybe someone else could get them into a usable formate for UFO:AI

Artwork / Re: Reimagining Aliens
« on: February 07, 2011, 01:19:36 pm »
Thanks p0ss. There's some nice stuff in here. One thing I would suggest is to test your work in-game. The game's renderer treats colours very differently than Blender will. In particular, it seems to turn darker textures into near black. That's why it's good to check.

I can't say we'll use all of them, but I like th reskin on the firebird and the ortnok. Probably other stuff too, but I will need to see how it looks in-game. I'm away this week so probably won't get to it for a while, thougu.

 To be honest I'm not sure how to do that, short of recompiling from source each time I want to see what they look like.

Artwork / Re: Artwork needed
« on: February 07, 2011, 11:32:46 am »
I have done so mate, I went through all the jpgs in those directories, added alpha channels, set the mode to rgb where nessecary, then exported ran the normal map plugin using the settings from the tutorial and then saved them as pngs. If there are some without an alpha channel I am sure they are in the minority. 

Artwork / Re: Reimagining Aliens
« on: February 07, 2011, 11:30:39 am »
there is one problem with UFO models. They are used only on geoscape, not in the battlescape. Crafts on maps are objects from brushes. So we need to change textures (afaik tex_ufo) and maps too.

 I thought as much, I had planned to reskin that directory at some point, however I am still playing with the overall theme, so I might wait until I'm happy with the geoscape skins before I start doing multiple versions of 50+ textures, however it is certainly on my todo list.

Artwork / Re: Reimagining Aliens
« on: February 07, 2011, 11:00:04 am »
Here are some screens I just took in Blender, obviously the poses are a bit weird, but hopefully they show what my textures look like on a model.

(the head and body are different skin sets, two of eight variants)

(the bloodier version, one of five variants)

(Darker and a different colour scheme)

(darker, more dirty, with the new moustache and sunglasses head combo, one of 40+ variants)

(Darker, more dirty, one of five variants)

(the LCD skin, one of 5 variants)

(the purple skin, but i think the aqua skin works better, still variety is king, one of four variants)

And of course the alien weapon textures I made a couple of days ago go with them too.

(darker and more battle scarred, one of four variants)

(more colourful, one of four variants)

(more colourful and more battle scarred, one of four variants)

I would post 3D versions of other ships, but this is just meant to give the general gist of what I am going for,  in general, everything is darker, dirtier and using new colour variants.

Artwork / Re: Reimagining Aliens
« on: February 07, 2011, 10:19:07 am »
Hi. imho a model preview is more interesting. It is hard to see something like that.

 Good suggestion, I'll take some screens and post them.

Artwork / Re: Reimagining Aliens
« on: February 07, 2011, 10:16:25 am »
Once I had made the alien aircraft darker, and since I've already done re-skins of the human soldiers and civilians,  the human aircraft started to look pretty bright too, so I made some adjustments.

Here is the current Firebird:

And here are some alternate textures:

Here is the current Sacaren:

And here is a darker version:

Looks a bit stealthier right?

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