latecomer to Modding for Deus Ex; mapping and modeling

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mikak Author
mikak - - 167 comments

oh yes, also just to state the obvious: the truck has white tyres, because the method i used (building brushes in unrealed, intersecting all, export to .t3d (prefab), meshmaker by mychael to .3d, unr2de by tack, uccmake package) only allows for 8 textures, and i was *hoping* i could export a (excuse my ignorance of the correct term here); a picture sheet, lol, fail :), what ever it's called, the 2d image file that accompanies a 3d model, which could then have allowed me to add more than the 8 textures which the method above allowed, ie. slap on some wheel textures & the red and orange coloured lights at the rear of truck. anyway, might try to bang out the solid versions (non hollowed out cab- it's probably too sml too see, but there are seats inside the cab on these hollow cab trucks), so that should be 50% of the trucks with only 10% of the work. stay tuned, in a week or so :P

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Description

a couple of cooper's (an australian beer) and an ep of vikings improved my mood, so here is an entertaining first pic of my vehicles in-game, well in one of my maps which suddenly got quite the bit more stylish with HDTP; (them trees) (finally got around to adding packages after 9months since starting on unrealed lol :) so i'm going to f*** around with the scaling tomorro and see what demons can be purged from the models to get them back to normal/acceptable size. not sure how unrealed calculates the lighting on models, but i am not unimpressed with it, (despite the obvious caveat of them being toy-size) the lighting looks decent enough when compared to brushes (i should make note that there was 16 or 20 light actors on the brushwork forklift pic, in order to light all the angled faces, and still some missed out/looked odd), maybe i'll ask some old-hands how actor/model lighting works. good night dx'ers