Botdra Posted August 6, 2013 Posted August 6, 2013 I need 4 very small and easy map models for a map I'm making. The map is from Castlevania 64, and I have a WIP on it located here: http://jkhub.org/topic/2398-castlevania-64-hedge-maze/These are just to odd/complex to make it radiant efficiently and properly, so I think map models would be best. Obviously they would be made in higher detail and look like they belong in a game of Jedi Academy's graphics, but structurally I'd like them to be as accurate to the originals in proportion etc. as possible. I do have a .bsp file I can send to anyone who wants to get the scale right to my map. Here's the reference image for the 4 models.Yes, just the circles parts. That means the two models on the outsides just need the ornamental top made, I have already made the large rectangular base in GtkRadiant. Any help would be great, even if you can only assist with part of this. Thanks for reading.
Delta_135 Posted August 6, 2013 Posted August 6, 2013 i guess i could give a try but i'm no good with texturing also if you could get a closeup of the furthest one in the back it would make it easier to make and i'm pretty sure you can make the 2 middle ones in gtk they seem pretty square in my eyesyou can also scale md3's in radiant with the "modelscale" key so i don't think the scale would be a problem
Delta_135 Posted August 6, 2013 Posted August 6, 2013 lol if you have already made the models you might as well finish themsince i'm not gonna get to work on them until tomorrow after work
ChalklYne Posted August 6, 2013 Posted August 6, 2013 lol if you have already made the models you might as well finish themsince i'm not gonna get to work on them until tomorrow after work I already deleted the post now this thread looks wonky as hell. I will UV unwrap them tonight after I get a better ref from @@Botdra for that furthest piece. Am I texturing these as well Botdra? I dont mind I'm just asking. Also, the piece all the ay to the right has innacurrate dimensions I will fix those after work. This was like a 5 minute speed run at it
Botdra Posted August 6, 2013 Author Posted August 6, 2013 @@ChalklYne: That looks great man, thanks. I do have a couple request for tweaks though if that's okay.On this once, notice how in the texturing there's more detail to it, a lip on the top, some decorative architecture on the sides etc? Could you add a little bit of dimension similar to the texture? It's also odd because in that first screenshot you can see that it looks like a square vase on a square stand, but look at the screenshot below. Oddly, the model turns with the player. The 2D sprites like the ornament on the right always faces the player and turns with him, which makes sense to it doesn't seem like a sprite, but the square vase is actually a 3D model, it also turns wit the player though for some strange reason. So if you look at the screenshot below, I actually had the impression that it was intended to mimic a circular vase, but honestly I like your design better based off the first screenshot. This is the best shot I could get of the other one. Is that better?I also don't need those big blocky stands done either since I've done them in radiant, but if you wish to do them yourself that's fine by me. And yes, textured if possible, not a problem if you want to just do the model though. Oh, and lastly could you make that torch more of a rounded top, and make that top half a bit bulkier? Check the reference shot for dimensions. I know it looks square in-game but I think it was intended to be round.
ChalklYne Posted August 6, 2013 Posted August 6, 2013 Those descriptions and new refs will do fine. off to work I will make those adjustments tonight for ya I'd like to alpha map some vines hanging down off of some parts so it's like a amped up version of what they were trying to do if that's ok?
ChalklYne Posted August 6, 2013 Posted August 6, 2013 off to work... heres what I have so far Delta_135 likes this
Botdra Posted August 6, 2013 Author Posted August 6, 2013 @@ChalklYne: Those will do just fine man, they look great. I'd be down with the vines.
ChalklYne Posted August 7, 2013 Posted August 7, 2013 I'll get to unwrapping these here in a lil bit. I'll have a decent UV by the morning. I've also decided (if it's cool with you) to not model in the box pillars underneath. For 2 main reasons.1. You will have more freedom to place them wherever you want not only on pillars, maybe at the ends of bridges etc...2. I see some concrete chips gone in the ref pics. I can chip away a bit of concrete, and for variance, you can just rotate the models in gtk so they look a bit different. Ultimately, you really need 2 versions of each model. 1 chipped, one regular, to add a decent amount of variance. We'll see once I get there. I will be texturing these in photoshop, then touching them up in Zbrush for finer details and such
Botdra Posted August 7, 2013 Author Posted August 7, 2013 I'll get to unwrapping these here in a lil bit. I'll have a decent UV by the morning. I've also decided (if it's cool with you) to not model in the box pillars underneath. For 2 main reasons.1. You will have more freedom to place them wherever you want not only on pillars, maybe at the ends of bridges etc...2. I see some concrete chips gone in the ref pics. I can chip away a bit of concrete, and for variance, you can just rotate the models in gtk so they look a bit different. Ultimately, you really need 2 versions of each model. 1 chipped, one regular, to add a decent amount of variance. We'll see once I get there. I will be texturing these in photoshop, then touching them up in Zbrush for finer details and such Great work man, but could I request the torch have the grass bottom removed? I'm just thinking it would be tough to make it look natural with a different grass texture etc. Plus I can always put some grass sprites at the bottom of it for realism. As far as the chipped models go, I would say just keep the models the way they are and just have the textures look a bit worn down and chipped with age.
ChalklYne Posted August 7, 2013 Posted August 7, 2013 (edited) Yep no worries. No grassy bottom EDIT:UV map is almost done.. heres a preview before I exited XSI. I have to fix those 2 grouped up vert peices that have all the blue dots all close together. I wanna watch The Conjuring real quick... and I'll paint it later tonight. Or at least have a decent rough draft going. EDIT:Plus.. with this UV... I din't group any of the islands together so every side of the square peices will be different slightly in texture instead of how people normall will merge the islands and repeat the same texture chunk around all 4 sides. It saves UV space that way, but since I'll be touching it up in Zbrush.. it won't matter. Edited August 7, 2013 by ChalklYne
Botdra Posted August 7, 2013 Author Posted August 7, 2013 Yep no worries. No grassy bottom UV map is done.. heres a preview before I exited XSI. I wanna watch The Conjuring real quick... and I'll paint it later tonight. Or at least have a decent rough draft going. Thanks man, everything looks great. Take your time, I'm just thankful it's being done.
ChalklYne Posted August 7, 2013 Posted August 7, 2013 @@BotdraShould I stick more to the reference pics? Or is it ok to give it a cleaner less hectic more realistic look like this? Because I see some weird stuff going on in the ref textures of this peice that I think will ultimately take away from it.Up to you though man your modVine texture will be changed for sure maybe have like 3 variants of each Delta_135 likes this
Botdra Posted August 7, 2013 Author Posted August 7, 2013 @@ChalklYne Those look incredible man, those are perfect. I feel bad now, considering my map isn't up to the same quality as these models! Oh well, it'll give me something to strive for then, heh. ChalklYne likes this
ChalklYne Posted August 7, 2013 Posted August 7, 2013 Those variants were me just playing with verts you can notice how im baking the shadows into the texture to show more depth from the vines, so each variance will need it's own shadows and AO pass.. nonetheless I'll do it one peice at a time and finish up this one and it's variants most likely tonight. I might do one a day or something time permitting and give myself a quick tie facility break
ChalklYne Posted August 7, 2013 Posted August 7, 2013 About to load em into Zbrush and fix everything up
ChalklYne Posted August 7, 2013 Posted August 7, 2013 No worries. Almost done.. Still have shaders and things though to do. Want a few pillars? Or you going to do these in radiant?
ChalklYne Posted August 8, 2013 Posted August 8, 2013 I just made this Death statue. It doesn't really pertain to that particular map though. Was just in the mood
ChalklYne Posted August 8, 2013 Posted August 8, 2013 That reaper came out dope. I was thinking how easy it would be to make it a playermodel... Give me a while to screw with shadersfor those map objects and i'll PM em to you @@Botdra
CaptainCrazy Posted August 8, 2013 Posted August 8, 2013 I only wish there were a way to impliment normal maps into the engine xD
ChalklYne Posted August 8, 2013 Posted August 8, 2013 I say screw it and bake em in. In instances where it looks ok that is
Pande Posted August 8, 2013 Posted August 8, 2013 ChalkYne do you mind sharing those freakin' awesome vine textures? And actually if you put these objects up for download in JKHub map prefabs that would also be great - these are absolutely excellent. ChalklYne likes this
Botdra Posted August 8, 2013 Author Posted August 8, 2013 Cheers @@ChalklYne, I'll do the pillars in Radiant probably but if it's easy for you, you can totally send versions with and without pillars and I can try them out. Up to you though.
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