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 | Locked | |
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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)? Thanks -- Looking for a mod team? You're in luck. Check out our mod page. |
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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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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? -- Looking for a mod team? You're in luck. Check out our mod page. |
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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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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. -- Looking for a mod team? You're in luck. Check out our mod page. |
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May 26 2010 Anchor | |
might be easier to uv map if its sepparate --
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May 27 2010 Anchor | |
So in future i should do pieces like this as seperate pieces? -- Looking for a mod team? You're in luck. Check out our mod page. |
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May 27 2010 Anchor | |
thats the way i do it --
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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? -- Looking for a mod team? You're in luck. Check out our mod page. |
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May 30 2010 Anchor | |
yes --
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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? -- Looking for a mod team? You're in luck. Check out our mod page. |
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May 31 2010 Anchor | |
yep sure go for it --
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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 -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 3 2010 Anchor | |
split it up into walls roof floor doors and windows --
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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? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 4 2010 Anchor | |
so it fits inside the walls, like a slightly raised floor boards --
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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. 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? 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 -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 5 2010 Anchor | |
leave it as it is, with square forms you will always have seams --
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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. How does it look? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 11 2010 Anchor | |
looks ok to me --
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Jun 12 2010 Anchor | |
Hmm ok, so what size should i make texture maps(normal, spec, diffuse etc) for environmental models such as this? -- Looking for a mod team? You're in luck. Check out our mod page. |
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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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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 -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 12 2010 Anchor | ||
Off topic, but seriously, biggest? That's awesome |
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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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