UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

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Quick question about modeling techniques (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : Modelling / Skinning : Quick question about modeling techniques) Locked
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biggest_kid
biggest_kid Modeler, Texturer, Mapper
May 21 2010 Anchor

Hey guys i was recently working on a building when i sort of stumbled upon a question.

I was making a window sill for my building, and was wondering what the best method was for creating this window sill. Would it be to add edge loops all the way around the building and extrude it out from the walls? Or would it be best to create the sill as a seperate piece of geometry and just move it into place (as shown in pic below)?

User Posted Image
(Click to enlarge)

Thanks

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Geodav
Geodav UT40k Team Leader
May 24 2010 Anchor

can't see the pic but if the sill goes all the way in or just sits in front of the wall you can do it as a seperate piece

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
May 25 2010 Anchor

Ok from the pic in my other thread about the calderis buildings, that is an example of adding edge loops and extruding the sill out from the wall. Is this the best method for game design?

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Geodav
Geodav UT40k Team Leader
May 25 2010 Anchor

maybe not but atm it's whats eaasier for you to work with, a few extra polys won't harm it

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
May 26 2010 Anchor

Hmm well i could do a seperate piece if you would like me to? Its probably even easier than the edgeloop extrusion method. I dont know i just thought it was better to have as much of the model as you can as one piece.

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Geodav
Geodav UT40k Team Leader
May 26 2010 Anchor

might be easier to uv map if its sepparate

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
May 27 2010 Anchor

So in future i should do pieces like this as seperate pieces?

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Geodav
Geodav UT40k Team Leader
May 27 2010 Anchor

thats the way i do it

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
May 29 2010 Anchor

Also, for the purposes of our mod, should i add a floor to this building? Coz wont it look weird if you walk into the building on the maps terrain?

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Geodav
Geodav UT40k Team Leader
May 30 2010 Anchor

yes

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
May 31 2010 Anchor

Ok will add a floor, and will then probably begin the process of unwrapping and normal mapping the model. If thats alright with you geo?

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Geodav
Geodav UT40k Team Leader
May 31 2010 Anchor

yep sure go for it

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jun 3 2010 Anchor

Um yeh was just about to start unwrapping when a question hit me. I remember ministry told me a while back to split the mesh up into seperate parts as it greatly helps with the normal map, then you can just join the normal map back together in a paint program later on.

So how would u guys suggest i split this mesh up? What parts would u say i should split it up into?

Thanks

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Geodav
Geodav UT40k Team Leader
Jun 3 2010 Anchor

split it up into walls roof floor doors and windows

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jun 4 2010 Anchor

Ok thanks, and also, im having some trouble with the floor. I am completely lost with this ;( Should i have it so that it sits just under the base of the building? Or should i have it so that it intersects with the base of the walls?

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Geodav
Geodav UT40k Team Leader
Jun 4 2010 Anchor

so it fits inside the walls, like a slightly raised floor boards

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jun 4 2010 Anchor

Yeah thats what i was originally leaning towards, ok thanks for the help. Ill go fix the floor, and then unwrap it.

Ok started uv mapping today and have hit a little snag. I was unwrapping the window, and came across a bit of a puzzle in trying to achieve no seams while making sure that the checker pattern is not distorted.

As you can see in the pic below the outside faces of the window sill (far left uv's) have been done, with seems only at the very ends, which is where i wanted them.
User Posted Image

But is there a way to make the front faces(the one selected in the picture below is one of the front faces, just so u know which ones im talking about) without seams and also without distorting the checker pattern?
User Posted Image

As you can see in order to weld the vertices together to remove the seam i would have to shift the vertices upwards, which would create distortion. Is there any way to do this? Should i just leave that seam where it is?

Thanks

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Geodav
Geodav UT40k Team Leader
Jun 5 2010 Anchor

leave it as it is, with square forms you will always have seams

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jun 11 2010 Anchor

Ok just finished modeling the high poly, posted a pic for comparison. What do you guys think? Decided to post here to avoid clogging the forums.

User Posted Image
(Click to enlarge)

How does it look?

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Geodav
Geodav UT40k Team Leader
Jun 11 2010 Anchor

looks ok to me

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jun 12 2010 Anchor

Hmm ok, so what size should i make texture maps(normal, spec, diffuse etc) for environmental models such as this?

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Geodav
Geodav UT40k Team Leader
Jun 12 2010 Anchor

2048 is the standard size now for texture maps, if your system can handel 4096 the do it at that size and then scale down for export

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jun 12 2010 Anchor

Nah i think ill keep it at 2048 for now, or should i go to 4096? coz my system can definitly handle it i just won a new computer which is very good

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Jun 12 2010 Anchor

Off topic, but seriously, biggest? That's awesome

Geodav
Geodav UT40k Team Leader
Jun 13 2010 Anchor

you'll make me jealous.

if you can goto to 4096 cos this game isn't going away so we might need textures that size in a few years, it's nice to plan a head ;)

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