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Posted: Sun Dec 02, 2007 5:57 pm
by fhko
I'll see about replacing the toy robot with a box in a little bit...

For now, I offer you this pretty little flower...Careful, it's hot. :D

Image

Fire Flower and Texture

Posted: Sun Dec 02, 2007 7:25 pm
by zaroba
heh, nice

Posted: Mon Dec 03, 2007 2:12 am
by fhko
By bong's request...a quick little alteration to the toysmasher...

Box Smasher and Texture

You'll have to actually paint in the texture for the box part...

Posted: Fri Dec 07, 2007 3:12 am
by fhko
Image

Fruit Tree
Texture or Small Texture

Unfortunately the rendering of the blue-255-ness tends to still leave a black outline around the leaves and the model planes themselves when it is seen in-game...looks like the texture filtering isn't working...even with it on the highest setting it still looks worse than in the converter...

Perhaps an improvement to the system is in order fooli?

Posted: Fri Dec 07, 2007 8:30 am
by Fooli
Indeed. I think it might be a bug. From memory, you used to be able to get around this by using nomip in the texture filename. So something like fruittree_nomip.bmp. But last time I looked at this I couldn't get it to work.

Other options are different file formats (use targas, for example) but I just find that stuff very... random in PSP. Probably a Photoshop job (with proper knowledge of how texture formats work). I gave up in the end :)
f

Posted: Fri Dec 14, 2007 10:35 am
by fhko
There has to be a quick way to create a face between three pre-existing vertices...I just can't find it and the lousy cap-holes modifier always tries to create faces connecting vertices at the opposite ends of the model...

Currently I'm having to create my own faces and weld them into place...at this rate It will take a couple days...

edit: Nevermind...I figured it out three seconds after posting...

Posted: Sat Dec 15, 2007 2:30 am
by fhko
Image

My third attempt at ship modeling...maybe some sort of advanced shuttle craft (possibly a future intermediate level ship?)...in the process of UVmapping currently so transparentness is temporary.

Posted: Sun Dec 16, 2007 12:18 am
by fhko
Some day I will make a perfect model...but today is not that day...

I was so close to it...but the lousy inverted faces bug got me...and I can't fix the problem without messing up the texturing ('flip normal' does exactly what it says). Luckily it isn't readily noticeable as an error unless you're looking closely.

I also have run out of ideas on how to texture it...if someone would like to take up where I left off they are welcome to it (might want to un-negative the texture first...but up to you).


Image

Advanced Shuttle and Texture

Posted: Mon Dec 17, 2007 10:56 am
by Jayecifer
It's good to see you using black as the textures background. Black is way easier on the eyes. However I suggest that with a vehicle or object with an overall color it only seems logical to set the background to the base color of the object.

Posted: Wed Dec 19, 2007 11:45 pm
by lazyredhead
make me a deathstar model and texture i can use to replace my cargo ship model :P

Posted: Sun Dec 30, 2007 7:58 pm
by fhko
On the low-poly-count end of the spectrum I have a new building to add to my collection.

Image

Tanner's Hut and Texture

Posted: Mon Dec 31, 2007 10:10 am
by fhko
Well it took me until 5 am to finish up this little model collection but I'm quite happy with the results...

Image

All three models use the same texture which is very handy (although slightly difficult to do).

I'll upload them once I get them uniformly scaled (which is after I get some sleep).

Posted: Mon Dec 31, 2007 11:09 pm
by fhko
As promised my wooden wall models...

Straight Wall
Outside Corner
Inside Corner

Texture and Small Texture (a lower quality version of texture)

Image

This is an example of the intended layout of the buildings. The current models are scaled so they fit snuggly together when placed on the corners of the grid on a map with the 'Landscape Scale' setting at 650.

Posted: Fri Jan 11, 2008 10:00 pm
by flametard
that axe and throwing axe you gave me work brilliantly!!!

Posted: Sat Jan 12, 2008 12:42 pm
by fhko
I'm pleased to hear that.

Posted: Sat Jan 12, 2008 5:24 pm
by fhko
Sticking with my primitive age models, I have a new vehicle for my collection. Perhaps an alternative to the Flintstonemobile.

Image

Wood Cart and Texture

I can't seem to find a good setting for having a single animated wheel (needs looking into?), so the there's some obvious overlapping for the wheels.

Posted: Sat Jan 12, 2008 6:09 pm
by Fooli
Single wheel vehicles have to be fudged at the moment using bike mode, or by splitting the wheel model into two (cut it down the middle of the axle, for example) and adding one half to each side.

Btw, the cart is backwards, and the wheels rotate backwards :)

f

Posted: Sat Jan 12, 2008 6:26 pm
by fhko
The model behaves fine for me...it's not backwards for me. I even downloaded it and applied it to my world...not sure what your issue is.

Posted: Sat Jan 12, 2008 8:31 pm
by zaroba
really it would depend on the perspective your looking at it from.

it could be pulled, and thus move handles first, or pushed, and thus move with handles in the back.

Posted: Sun Jan 13, 2008 12:37 am
by fhko
it was my intention that it be pulled...but I suppose pushing it might work...

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Image

This animation took me a really long to put together. For some reason tempest was trying to spite me. It wouldn't export correctly from the main gmax scene so I had to save each frame out of gmax and then convert each one through...not fun...

Mystic Hill and Texture

Edit: for anyone not wanting to get a seizure, I made a non-blinking version: Safe Mystic Hill