project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Skorpio

Pages: [1] 2
1
Sounds and Music / Re: best place to host sounds for UFO AI?
« on: October 22, 2010, 02:48:30 pm »
I recommend Opengameart.org

2
Artwork / Re: Alien monster
« on: June 21, 2010, 10:50:03 pm »
I released it under GPL 3 and CC-by-sa. I think that means you can pick what you prefer, doesn't it?

3
Artwork / Re: Alien monster
« on: June 21, 2010, 09:23:01 pm »
I didn't have much time to work on the monster, but I've made some animations now. However, a new problem has popped up. I've read that the model has to be scaled up x16 before exporting it to the md format, but this means the animations would get screwed up when I apply the scale of the armature. Is it possible to scale the model after the export? I have no experience with the md format, so could anyone with more experience take a look at the blend file and tell me if anything has to be changed?

Here's the blend file: http://www.mediafire.com/?tzjn5jvzyo3

4
Artwork / Re: Alien monster
« on: June 08, 2010, 06:52:17 pm »
Thanks. And do I have to separate the head? I guess that would be rather difficult, because I'm not sure where the head ends and the body starts. lol

5
Artwork / Re: Una nuova interfaccia grafica o No?
« on: June 08, 2010, 05:53:12 pm »
It's interesting to see a new GUI skin and the yellow-black stripes are not bad, but really a bit overused. It looks to me as if the game wants to warn me of something.  ;)

What about a black hard plastic theme?

Edit: I mean something like this as base material:

6
Artwork / Re: Alien monster
« on: June 08, 2010, 05:36:01 pm »
I've been searching for more informations about normal maps in the last days, but I'm still not really sure what I can do about the seams. It seems to me that normal maps will always have visible seams and therefore I have to hide these as good as I can. Or it could be a shader problem. Normal maps begin to drive me crazy. *grablagralagraagh*  :P
I think I'll leave the NM as it is now, because the seams are only visible if you zoom in very close.

The model is rigged already, but not yet animated. I'm also not sure how the model should be scaled and what animations are needed. Wasn't there a list somewhere?

7
Artwork / Re: Alien monster
« on: May 31, 2010, 07:24:12 pm »
I'm having some trouble with the normal map. I noticed that there are some seams after baking, they are not very visible, though. Aren't the baked normal maps in Blender seamless? Will the normal maps always be turned on in-game or can you turn them off? The model doesn't look so good without it.

And what size should the model have in Blender?

BTW I'm also working on some other models (just for fun), but maybe they could be useful for UFO:AI as well. (Actually I should work more on OpenDungeons, but the forum has become so quiet that I'm not sure if the other guys are still alive. ;) )

Here's a wip screenshot of "fat guy" and his thin brother (both still need a lot of work) and a insect monster head:

8
Artwork / Re: Alien monster
« on: May 26, 2010, 01:28:52 pm »
Here's a new screenshot of the monster with a better normal map. I'm still working on the color texture.

9
Artwork / Re: Alien monster
« on: May 23, 2010, 08:25:13 am »
Sculptris V 1.0 is out!

The new version is fantastic. Do you know where I can find the additonal brush textures that he mentioned on the download page? I searched on the forum, but couldn't find anything.

10
Artwork / Re: Alien monster
« on: May 22, 2010, 08:53:58 am »
Yep, baking normal maps with Blender can be annoying and I also don't have much experience with it. Do you have any overlapping UVs in your unwrap? Blender can't bake mirrored faces correctly and that'll cause artifacts. I think triangulating your mesh before baking can help a bit, and maybe you could try to change the bake settings. If nothing helps I simply paint over the normal map and normalize it then. Maybe we should check out xNormal.

And here's the monster with a quick and dirty test texture:

11
Artwork / Alien monster
« on: May 22, 2010, 07:06:35 am »
Because I don't want to hijack Arthur's thread I've started a new one for my alien monster. I've begun to model a low poly version of the monster and have already tried to bake a test normal map. The normal map on the tail doesn't look so good and probably must be changed. The model has about 1100 triangles and 600 vertices, but it still can be improved. And I have to check if the legs are deformable enough for animation.

Does the head have to be separate? I'm asking because I'm not really sure where the head is. *lol*

Here's a screenshot of the low poly model (left without, right with normal map):

12
Artwork / Re: New Models from Arthur
« on: May 21, 2010, 10:27:00 am »
Acid... it should spit acid.  ;D

Arthur, thanks for mentioning Sculptris. It's the program I've always been waiting for hehe.  ;D

13
Artwork / Re: New Models from Arthur
« on: May 21, 2010, 10:08:00 am »
Man, I'm totally in love with this program, although it's still in the alpha phase. I modelled this human head in about 15 minutes without reference. Of course the head is not perfect, but you'll get an impression of what you can do with this program. It's so easy I guess even a 8 year old could model something cool with it.

14
Artwork / Re: New Models from Arthur
« on: May 21, 2010, 09:08:04 am »
I just checked out Sculptris and find that it's a pretty nice program. The main advantage over Blender is the automatic tesselation, so that more details are added to the mesh only where they are really needed. I guess that's one reason why Sculptris is so fast compared to Blender. Adding arms and legs to a model is also very easy because of this tesselation. 

And I made a ugly, little, crawling monster for testing purposes (I hope you're disgusted ;D ):

15
Artwork / Re: New Models from Arthur
« on: May 21, 2010, 06:54:36 am »
Why don't you use Blender's built in sculpting tools? What are the advantages of Sculptris?

I paint on render it was faster^^ but you can make it with the compositor too :)

mfg

Aha, just wanted to know if you knew a fancy new way to add bloom to a render. I didn't have much time to test the compositor yet, but once I read a nice light sabre tutorial which worked pretty good. (can't find the link atm)

Pages: [1] 2