looks good to me
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looks good to me
Nice project to hone your modeling skills guys, it's just great to see someone put effort in what they're doing..
I have to rant a bit though.. I'm slightly annoyed looking at the same clunky uber-uber lowpoly simplified stuff in source than i saw so many years ago in NC. I would have so many ideas in my head to redesign and polish this amazing game world that there's no end to it. I get frustrated seeing lowpoly clunky things from pentium 3 digital stoneage days being directly copied to a relatively new engine, rather than running an artist first redesigning them on par to current game art before actually modeling them (and no it's not that big of a deal to upgrade them compared to time it takes to model them, taking there is a concept artist). Seeing old art copied accurately just feels awful and just slightly annoying.
Otherwise this looks like great modeling practise. I hope it proves to be worth the effort!
http://www.primalbrush.com/loc/vendorwipcombo_rev.jpg
Critical critique is great, but saying that looking at his model makes you feel awful and annoyed is not constructive. The gratuitous use of negative adjectives somewhat lessons what is, actually, a good observation of Biglines model.
Clearly, the image you have shown shows you understand something about artistic construction. If you provide more useful ideas and constructive comments, like the image you attached, we will be able to provide higher quality work.
Feel free to work with an artist by providing additional concept art, as I'm sure Biglines will find you attached image to be extremely useful.
hehe tnx rambus ;)
but really nixon, calling that model low poly is pretty strange, as it is already more than double to poly count of a normal source model. Second, normally muscle tone is done in the normal map, together with wrinkles and stuff. I'd really be interested in seeing any model thats higher poly than this in a source game
second i'd appreciate you reading before you comment, the model on the left was the first go at it, there were more than 3 iterations between the left and right
thirdly, if a dude that stands around plaza 1 all day, were to be that muscled, that would look very strange to me. Also, I've never seen any muscle tone through a stiff jacket in real life, and I've seen quite a few bouncers in jackets.
as for copying old art, it's kinda the point of the mod, we're not trying to make a new update to make neocron 3, we're trying to make a source mod out of the good old neocron. None of us as gameartists, and at least I have no intention of becoming one. I do this project because I wanna update my modeling skills. Now I'd love to work on a new game, but that would require concept artists, which we dont have, we dont even have experienced texture artists. So we decided to stick to the old art style, which would be a realistic goal for us. and well, so far people have actually been enthusiastic.
I've looked at your website, and you do great concept art, but that paintover muscle on a vendor just looks plain ridiculous. Now if you had drawn creases and stuff that would normally be there, but would always be on the normal map, then I would have agreed with you, but that is part of the normal map, not the model, I'm pushing poly limits for a stupid environmental prop as it is
That is what i thought and sounds great. My previous post came out pretty rough, sorry about that. I was probably just trying to say that i've seen so many mods that do a direct copy of something that already exist rather than adding some spice, adding something new in it.Quote:
I do this project because I wanna update my modeling skills. Now I'd love to work on a new game, but that would require concept artists, which we dont have, we dont even have experienced texture artists. So we decided to stick to the old art style
The thing i was trying to illustrate was the model's upper torso, chest to shoulder line which has some issues. I was not saying you should add muscles and make him a bodybuilder but how the muscles connect under the jacket. You could try adding some shapes to the very round upper torso.
http://www.theboomshelter.com/art/torso/
I have a paper deadline the 15th, and the start of a new uni project, so I will not be focussing on modeling this week, after the 15th I will try to finish this vendor model.
On a related note, one of my friends is starting to learn blender as well, and will be contributing simple objects he will be creating as he learns to use blender
in order to keep everyone updated, models currently in my pipeline are:
- Vendor Model + animations
- PE Model + hopefully player model replacement with this model
- Dissy/Healing light model + animations (I did this model in solidworks, but will have to redo it in blender in order to use in source)
Just so no one else jumps in...
I'm currently building some simple props in 3d coat
- Door access
- Rare parts
- Drugs
I'm doing simple things first to ensure that the pipeline is working. (and less concerned with the utility of the items I'm working on).
door access being the blueish apartment elevator thingy?
Door access probably being the thing you activate outside your apartment door to open it. I'd like to see someone make the street signs you see littered about the city.
It comes in two colour varieties, yellow and blue.
I should also be able to take on the little street sign.
Awesome! If you could please make it so I can make a brush in Hammer that fits inside the model or just in front of it, I can make scrolling street names as materials and we can actually have the street names on the signs, rather than a "hover over" title.
Uploading the v1.0 of the citycom skin now. It is grey, with self illuminated screens. I centered the main monitor skin and changed it from MB green to grey. Still needs a new keyboard texture.
Screenshots :)
rambus, I just tried to play the nc_subway map on the svn, but it crashes my hl2:dm when I try to play it
A community member has been so kind as to make a hl2:DM dedicated server available to us, so it would be cool to be able to test them
I've also gotten in contact with someone who has been making a lot of maps in source (garry's mod), he made p1, p2, outzone subway station, a start of viarosso and A08, hopefully he'll want to contribute, or we could exchange artwork if he doesn't
Hey Biglines, I had it up on my FTP but never pushed to SVN.
I'll upload the map to svn + source today.
cheers.
tnx, how many players does the map support? (so I know what player number to restrict the server to)Quote:
Originally Posted by Rambus
I'll post here also when I've added it to the server
I'm in :) I love nc and i think this project is a great way to try to revive it. I can help you with coding.
I think we should try to coordinate our developments efforts in an own forum and perhaps meet once in a while on a voice server to discuss things. Screenies and updates about how far we got should still be postet here for the lazy folks who don't want to check five and a half forums a day.
Greetz
r2
its not up, is the ftp publicly available?Quote:
Originally Posted by Rambus
and welcome r2d22k, it's good to finally have a programmer
Sorry IRL stole me away last night.
I have uploaded the map + source.
I *believe* this version of the map has all the assets compiled in but I'm unable to test it right now. I've included the asset folders incase thats not the case.
The models are in the map, and it runs well, but there is a lot of textures missing (I copied the materials folder to both hl2mp folder and the maps folder):
http://www.biglines.nl/ncmod/dm_subway0000.jpg
http://www.biglines.nl/ncmod/dm_subway0001.jpg
http://www.biglines.nl/ncmod/dm_subway0002.jpg
http://www.biglines.nl/ncmod/dm_subway0003.jpg
I can confirm the textures do work- they must have got stomped out when I added the props?
I'll try to fix up the resources soon, but the whole resource thing confuses me :P
it didn't make a difference when I added the materials folder (tried it first without), so those materials have been added, just not those you use on the wall. Also, I just realized the source engine doesn't include HL2: deathmatch, meaning we either have to use all custom textures, or people will need both hl2: dm and a source game.Quote:
Originally Posted by Rambus
needing 2 games is bad. I'm proposing again to keep the mod at the hl2:dm level, which means people only need a 5 euro game to play our mod, plus we can actually use those assets. It's either that or totally redo pretty much everything in the game, including all textures, guns, player models, world models etc. etc.
Version of the map, with the same textures, have been tested on other computers on HL2 DM.
If you simply reexport the map and try running it the textures will be there.
I think they were stamped out or corrupted (the hl2 ones) when I embedded the props in the map file. Because versions of the map with out the props embedded had working textures.
Also I hear HL2DM is free with almost any graphics card UPC.
uhm, haven't seen that anywhere, I know none of my gfx cards or laptops came with hl2dmQuote:
Originally Posted by Rambus
I'll try running the map then
I don't know why Rambus' map would lose textures like that, but it may be as simple as compiling the map again as he suggested. I use Pakrat to embed the assets directly into the *.bsp file, to eliminate that problem.
As far as I know, the HL2: DM assets are included in the OB mod that I created. As I am running it on my PC separate from any official Steam game to test out my map, I have had 0 problems with missing textures. I don't think Valve recompiled HL2: DM on the orange box source code (and potentially adding new assets), so there shouldn't be any assets missing when running his map with regular HL2: DM. I do know that I have tried to port my work backwards to HL2: DM and it will not work because Valve redid some work in OB that changd the way the maps compile. I don't know what changed, but I removed ALL OB material and assets from my map, and it still did not work. Even opened the map in Hammer (configured for HL2: DM) and recompiled and it still didn't work. So, porting my work backwards will be as difficult as rebuilding the entire thing. Whereas, Rambus only needs to open his work in Hammer configured for NC: S, and recompile.
Good luck getting it to work, as I am confounded to why his textures dropped out of his *.bsp.
EDIT:: I don't know what wall texture was used, but if Rambus used any of my textures, they will not display because they are compiled with the ep1 version of vtex (OB version).
your version works because the mod on the svn actually mounts the hl2dm content (should be in some of the mod files), but if you don't have it installed it won't work.Quote:
Originally Posted by Whitestuff
from the gameinfo.txt on the svn:
Quote:
//Orange box sdk allows an extra appid to be defined here to mount additional content. 320 is HL2MP
AdditionalContentId 320
It worked on my clean external computer prior to manually embedding content (I had some trouble with pakrat).
(In this instance I had manually added the custom content folders, i.e. your props).
I see now that the map, as supplied to you, with the media embedded does drop some textures.
I'll get this fixed up asap :)
EDIT:
For Nvidia users:
http://www.steampowered.com/nvidia/
For ATI users:
http://www.steampowered.com/ati_offer1a/
So basically everyone has free Hl2DM.
not people with intel onboard gfx cards! :P
j/k, I didn't know about that offer, a second account with hl2:source now :D
The weirdest part is that HL2DM is one of the top selling games < $5.
I guess a lot of people have intel cards :)