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[MODELS]SniperGoth's model collection

PostPosted: 19 Aug 2013, 02:11
by Sniper-Goth
In a happy day, i decided to start modelling.
This is what i made these days (its not much for now, as i just started).
A barrel, a ROTT 95 inspired cube, and a table.
I use Wings3D to make them, they are in .obj files.
Put them in your red eclpse/data/models folder, and then in-game open the console and type /mmodel nameofthemodel to make them show up when browsing the mapmodels.
I will update this thread when i make more things.

Re: [MODELS]SniperGoth's model collection

PostPosted: 19 Aug 2013, 10:04
by Julius
Great start, keep learning :)

Re: [MODELS]SniperGoth's model collection

PostPosted: 19 Aug 2013, 13:54
by Ulukai
Well done. Good to see people experimenting with these things :)
My advice: they don't fit RE all that much and the barrel is too cartoony, too big and too smell. It would be pushed over very easily, so the shape isn't very useful for the purpose of a barrel ;)

Re: [MODELS]SniperGoth's model collection

PostPosted: 19 Aug 2013, 15:06
by Sniper-Goth
Ulukai {l Wrote}:Well done. Good to see people experimenting with these things :)
My advice: they don't fit RE all that much and the barrel is too cartoony, too big and too smell. It would be pushed over very easily, so the shape isn't very useful for the purpose of a barrel ;)


Im trying to make them less cartoonish, but its a bit hard to get the right tone of the colors.

Re: [MODELS]SniperGoth's model collection

PostPosted: 21 Aug 2013, 00:38
by cdxbow
Great to see someone take up modelling. I wouldn't get too fussed by texture work at first, concentrate on getting better at mesh work. Wings seems a popular mesh modeller so it would seem a good place to start. With texturing you have to decide how much of the detail is in the mesh or the model (more towards the later in gaming). There is a lot of trial & error. A couple of other things can effect the look 'in game', the config can change the look incredibly, particularity if you have used specmaps/bumpmaps and use different shaders.

One thing you could try is taking some of the current map textures and using them whole, in part, or just matching colours. Trying a random texture is sometimes productive. The right texture on your barrel turns it into a spacestation.

I like to test import/export, here is Julius meka, the Gryphon, in wings.
gryphon_wings.jpg


Here is the wings file -
gryphon_wings_with_dubious_texture.zip
(787.94 KiB) Downloaded 454 times

Re: [MODELS]SniperGoth's model collection

PostPosted: 21 Aug 2013, 06:43
by Julius
That mech was actually made in Wings3D ;) At least the parts that cdxbow left like I made them (and before grinding them through his strange multi-step program toolchain :p ).

But I highly recommend Wings3D to beginners as well as to more seasoned modelers. The only real negative point about it is that there isn't any animation support and thus you will always have to deal with another program (Blender I would recommend) down along the chain of getting a model in game.

A good thing about Wings3D is in addition that due to it's data structure it kinda forces you to make "water-tight" box-modeled meshes (but there are workarounds though if you absolutely need that one sided quad for a alpha texture). This promotes good modeling practices especially for beginners ;)

Re: [MODELS]SniperGoth's model collection

PostPosted: 21 Aug 2013, 08:46
by cdxbow
Wings was one of the programs I looked at when I starting out, but I needed something that supported skeletal animation and there wasn't much else FOSSY in the low poly game modelling area other than Misfit3D.