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  3. nico

Posts by nico

  • The random model thread!

    • nico
    • February 10, 2006 at 1:17 PM

    Nailed> We do not have a mo-cap studio at our school, we only have like 30-40 mo cap files to play around with. So, as of now, the workflow is build model, rig it, load the .bip file, see it appear weird on your model, then give up and keyframe your own animation

    swartsz> welcome dude! you should make it more dirty where dirt would be appropriate, my suggestion would be the bottomn, perhaps add some wear and tear on the edges and finally make the pattern-thingys pop out more. As of now, it looks like it is brand new. Keep it up, and good luck

  • The random model thread!

    • nico
    • February 9, 2006 at 8:08 AM

    ferret: that just keeps getting better and better

    Cant say i like doing architectural stuff in max myself, makes me wish i could make steam/hammer work =)

    oh well, on with another pic. Looks weird as i loaded a mo-cap file thats done for a "regular" biped, not mine as its scaled sortof "weird" in some places to fit the character, so as a result, the legs look a bit fucked up.

    [Blocked Image: http://img147.imageshack.us/img147/9444/chaosinpic6mj.jpg]

    oh, and pay no attention to the car in the background

  • Guess the substance

    • nico
    • February 9, 2006 at 8:02 AM

    cool pics dude. I like the second one best as it sortof glows a bit =)

  • The random model thread!

    • nico
    • February 8, 2006 at 10:29 AM

    trying to rig the thing, proves to be more difficult than i thought, as his head is sortof "low", so i get a sortof bump thingy at the neck area =/

    The texture sucks too, so if anyone feels like skinning a minotaur i got a rather messy unwrap to play around with

    anyhow: here is a "beauty" render

    [Blocked Image: http://img219.imageshack.us/img219/4061/chaosrig5fc.jpg]

  • WIP in WIP, post your level screenshots!

    • nico
    • February 6, 2006 at 5:56 PM

    sweet stuff, looks lovely! Cant wait for more screens =)

  • de_corse

    • nico
    • February 4, 2006 at 1:56 PM

    That looks incredibly sweet! Hope i get my comp fixed up soon so i can try it out! =)

  • Operation_Strike 144 Islands WIP

    • nico
    • February 2, 2006 at 7:37 PM

    Then you should have random stuff like destroyed bunkers, small towns, some rocks/small mountains and/or perhaps an oasis in between the bases to make it more interesting. If the bases are far enough apart, it will not become a problem with people going there anyways, at least not if you dont place any veichles and/or anti-air weapons there. However its allways nice with something to break up the emptiness. If not, it will just look like its made in a hurry. Good luck!

    (edit: there is a map with just helicopters in a mappack for battlefield 2. I belive its called nan hai or something, its with a lot of water. However, its hangar ships on both sides with helicopters an planes, but instead of just having water inbetween and sortof saying "be happy and kill eachother", the author has placed sortof a ruined construction site that could perhaps remind of an oil platform or something, with cranes and stuff so you can easily crash into it. Thats what makes the map fun to play, chasing another helicopter, it makes a quick turn, you try to follow and BLAM! - you crashed in the crane If you find the map, you should check it for reference. A simple "flat" desert with only planes would not be too exciting to play imo. )

  • The random model thread!

    • nico
    • February 2, 2006 at 6:40 PM

    Well, you should get used to editable poly`s. (at least that what i prefer, it seems to have some advantages over Edit Mesh and nurbs and whatnot)

    The minotaur-thingy ive made started out with a 1x1 poly plane, and ive basically just extuded and chamfered my way to the result you can see there. The only thing that is a "standard" shape is a torus (doughnut) ive used as his nose piercing. Poly editing is basically the only thing you need to learn if you are going to make models, all that other stuff with hair, cloth and other physics stuff and animation is things you can learn when you have a neat model to apply it to! =)

    If you need some help with learning how "move around vertices and stuff", you should perhaps start with theese tuts in the following order: (just skip the ones that are too basic )

    Mouse - http://%7boption%7d

    Gnome (or something like that) - http://%7boption%7d this one may be a bit tricky as it only has side view, but it works pretty well anyhow.

    "low poly" dude - http://%7boption%7d

    and last but not the least, the joan of arc tutorial - http://%7boption%7d

    Personally ive only done the mouse and the gnome. However, i found that the low poly dude and the joan of arc tutorials are pretty decent referring to when you may be stuck on how to do stuff. So if you do not want to create a human but rather a monster of some sort, just look at the tutorials for reference. The same principles of how to create the shapes apply anyhow! =) And as you mentioned, its important that you WANT TO create whatever you are creating! That way it will be more fun, and you will have a reason to stop bashing your head against your desk and continue trying to get lets say that nose looking like you want to!

    You should just browse the net for more tutorials, and keep trying. A good site (where i found theese tutorials) is http://%7boption%7d It is also good for inspiration too.

    oh and just another tip: it may make you feel pretty silly, at least i feel pretty silly when i`m in class, but if you are having problems with how to create lets say an ear, you should just feel/touch own ear. That way you will sortof "know" how the ear should be modelled. At least it works for me. You may want to not use this method for creating the private parts of a char tho, you might get some wierd looks!

    anyways, good luck, im sure you`ll figure it out.

  • Operation_Strike 144 Islands WIP

    • nico
    • February 2, 2006 at 6:15 PM

    it looks like you`ve made a huge bumpy area with a checker/sand texture on it, and placed a couple of models in the middle. I think you should work a bit more with that new editor of yours before you post any new screens, so that we can see something "proper" to critique =) Right now it just aint all that much...

  • Crysis - Crytek's new game

    • nico
    • February 2, 2006 at 6:10 PM

    Uhm... My impressions of Farcry:

    1st hour: "Hooray! the graphics are sweet, and theese areas are huge!"

    2nd hour: "YAY! i can choose between to paths! its non-linear! *walk one path through a cave and come out on someplace else on the mountain* "woops, turns out im about 200 feet from the place i entered the cave, it doesnt matter what path i choose! HOORAY! (irony)

    3rd hour: "Perhaps the game really is non-linear! what happens if I use that flying thingy to fly somewhere else than the developers wanted me to fly?" *fly out to some hill filled with bushes* Perhaps not all that cool, as this place is empty and i now had to load because im stuck on somewhere i cannot get away from. Once again, hooray for non-linear games! Although you can argue with the fact that it might not be necessary for the soldiers to be stationed the place i flew to, ill say that it made the game linear as even though you _could_ travel pretty far off into the jungle of emptyness, there was no reason for you to do so, you couldnt discover an alternate route or something to that base you needed to the destroy other than that specific area they wanted you to discover, just because of the fact that it was indeed empty (except for the trees), and therefore the player would learn that pretty fast and not attempt it later. That made the game linear, even though they tried to hide the linearity. (Dunno if that made any sense )

    Other things: The AI must be sweet!? or does it? Because the can just run around randomly, and they will appear to be "smart" hiding behind bushes and trees and whatnot as its so much vegetation anyhow. So i didnt get the impression that the AI was terribly smart, allthough they might have been programmed to be so.

    The story appear rather cool at the beginning, but then along came the monsters and it pretty much went downhill from there.

    Anyhow, the gfx (and physics) was sweet.

    So all in all, the farcry game didnt do much for me. Now that they say they will have aliens in the next game im not getting all that excited. But its allways nice with someone who pushes the limits and possibilities of graphics, even though my wallet seems to shrink remarkably every time a game who does that comes by.

    Oh well, ill keep an open mind and cross my fingers! Hope they make it a better game than farcry!

    oh, and HL2 was`nt really all that good for me either, as it did not contain the "HOLY FUCK I NEED TO GET OUTTA HERE AS FAST AS HUMANLY POSSIBLE!"-feeling wich (imo) made the first game as good as it was.

    In other words, there are other games i look more forward to that the succeder of farcry, such as The Elder Scrolls IV : Oblivion , and The Legend of Zelda : Twilight Princess.

    Oh, and st0lve - The fallout games are pure genius, and in case you do not allready know; Beteshda (or however you spell it ) are going to make the next game in the series! =)

    bah, too much text

  • The random model thread!

    • nico
    • February 1, 2006 at 7:59 AM

    Not really sure what pelt mapping is, perhaps it is a nifty feature in 3dsmax 8 or something? I only got 3dsmax 7 and i havent seen that option. However, if you just plan ahead with a bit of UVWmapping and material ID`s, it should`nt bee too hard.

    As of now, the head, body, arms and horns are seperate maps, but when i unwrapped them it worked out pretty good. So i guess the "hard part" is to unwrap them all together in one map. Anyways, ill take the time! =)

    Noone got any ideas for armor/other stuff to put on him?

  • The random model thread!

    • nico
    • January 31, 2006 at 8:25 PM

    thanks for the nice words. Suggestions to improvements/armor/other things would be great too.

    spellbinder > i opened 3dsmax for the first time in late august 2005 so im still learning and your comment was nice to hear I suggest you get yourself a copy of 3dsmax or whatever and just start playing around with it. Most likely you will have so much fun you are going to keep doing it, and that way you`ll get good. Best advice: Dont panic just because there are _A LOT_ more buttons than in hammer! =) You`ll probably sit there with the typical "wtf?"-expression on your face and wonder where to start ( i did ), but if you just play around with basic shapes and stuff you will eventually get used to the interface, and you`ll continue from there.

    [/rant] hehe

    now anyways; suggestions to cool stuff to my model would be neat, and if someone feels like "testing their skillz" (aka helping out this lazy bum who cant use photoshop) with creating a texture for the minotaur once i have properly unwrapped it, please let me know!

    ooh, and the plants looks sweet vivi! cant get enough of those props eh

    bah, too much text at once...

  • The random model thread!

    • nico
    • January 31, 2006 at 12:18 PM

    here it is (if thats the one you asked for ferret)

    [Blocked Image: http://img62.imageshack.us/img62/4971/chaoswire4et.jpg]

  • [UT2k3] Oasis

    • nico
    • January 30, 2006 at 2:42 PM

    looks sweet! the vines are a really neat touch =)

    Dunno who said it first, but i agree the railings does not fit. Should perhaps make them more detailed and "tighter" with a sortof oriental pattern, or change it fully to something made out of clay with small pillars. The metal railing does not fit the "old" look as it is now, but with more detail it might. Keep it up!

  • pvk_fort map WIP

    • nico
    • January 30, 2006 at 2:37 PM

    lights in the first indoor screenie looks like shit, so you should change that. You should perhaps try to do as I3yG-MaK suggested, try to make some more interesting brushwork on the inside of the castle. It never looks good when you feel like you are inside a cube with a rather detailed prop, because when you see the detailed thingy you automatically compare it to the rest of the room, and it will feel even more "empty". The models are supposed to be a supplement to the overall detail, not the only detail! The last screenshot looks pretty neat, try to keep that feel all over the map and you got a winner! =)

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • nico
    • January 30, 2006 at 2:32 PM

    its getting better and better! keep at it! I especially like the flying cars idea, hope it looks good ingame. Tho I am not sure if i like the overall look of the map, i tend to like more the "Immortel ad vitam" and "the fifth element" style of futuristic city when i think of flying cars. This is a bit too "combine" for me, but it looks like you have the overall theme nailed down all over the map, so thats a good thing. looking forward to see more, preferably in higher quality pictures as others have suggested.

  • The random model thread!

    • nico
    • January 30, 2006 at 2:24 PM

    [Blocked Image: http://img363.imageshack.us/img363/1078/chaos5wi.jpg]

    still very w.i.p.

    Have been experimenting with reactor (3dsmax physics-thingy) and a mace, you know the type where you have a grip - metalchain - big spiky round thing that hurts, however it seems to be harder than i had foreseen. Anyways, just a "beaty-render", have unwrapped it and its ready to be textured. What you see is just temp textures. Trying to just finish the final modelling and ill do some more gear before i start with the textures as i suck with photoshop. Ive also added some hair as you can see, but as of now its rather basic, havent made it "flow" like it should.

    suggestions for improvement would be sweet.

    ---

    sweet stuff you got nooba, whats it for? looks like some kind of rpg game or something, deep in the lost halls of the dwarfs or something

  • Some sort of...person...thing....for a contest. (update x2)

    • nico
    • January 28, 2006 at 12:53 PM

    looking good! i agree with generalvivi`s suggestion.

  • Gir From Invader Zim

    • nico
    • January 25, 2006 at 2:16 PM

    cool stuff =)

  • The random model thread!

    • nico
    • January 25, 2006 at 8:24 AM

    as promised, the wire:

    http://%7boption%7d

    will post progress at the end of the day. Thanks alot for the kind words ferret! will do next render with better light setting.

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