[MODEL] Snipergoth's Models.

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[MODEL] Snipergoth's Models.

Postby SniperGoth » 13 May 2016 19:00

A map with some of my models, made for demonstration purposes.
I hope someone finds them useful for something.
Download link:
Warning: The landscape model is case-sensitive, because of how big it is. Use it mostly for big outdoor environments.
Download link (~46 megabytes) : https://dl.dropboxusercontent.com/u/773 ... gmodel.zip

UPDATE1: Added more content, did some optimizations and updated almost every model with an Ambient Occlusion map baked into it's diffuse.
Attachments
20160630144408.png
Notice how the AO map blends with the diffuse, on the right collumn.
Last edited by SniperGoth on 30 Jun 2016 18:19, edited 4 times in total.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby ShaneRoach » 13 May 2016 20:21

Mmmm. Antiquey woodwork. Nice.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 15 May 2016 19:58

UPDATE: Added a download for it, and more screenshots. The mountains might still need a tweak or two in in the default scale.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby bonifarz » 16 May 2016 05:47

I like the spiral pillar.

Some models look as if they could be built with map geometry, though, they might still be useful. Models for background scenery is a cool idea.

Did you know there's a spin entity attribute in the devel version? Can induce some dizziness on your landscape model :)

Do you have a list of the vertex counts? Might be useful for someone to review the models.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 16 May 2016 16:25

bonifarz wrote:Do you have a list of the vertex counts? Might be useful for someone to review the models.


Yes, here are them:
Vert counts:
Window-Grate= 160 vertices.
Lotus collumn= 472 vertices.
Collumn-spiral = 2696 vertices. Couldn't get it any lower than that, otherwise it would not look good.
Hex/Hex-Glow = 484 vertices.
Pillar = 124 vertices.
Lamp post= 532 vertices.
Circular lamp= 128 vertices.
Lamp = 168 vertices.
Metalfan-h = 589 vertices ( i should cut some of them later).
Old-collumn = 656 vertices.
Grate-8 = 144 vertices.
Grate-clean = 144 vertices.
Fence-goth/Fence-goth-concrete = 950 vertices.
Landscape1 = 2401 vertices.
Mountain1/Mountain3 = 2743 vertices.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby qreeves » 21 May 2016 02:00

If you're going to submit a pull request for this (on your brand new repo), I'd really like to see some of these and other mapmodels put into existing maps within their own context. I'm not sure about the spiral column though with 2696 vertices, it could only ever be a centrepiece and not a repeated item like a column would generally be. I think it might be better trying to achieve the depth changes with texture mapping rather than geometry.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 21 May 2016 02:25

Yeah, you're right, i really need to put these in their own context to get the feeling of where they belong.
And yes, the spiral one is a really hard decision.
Speaking of it, i managed to lower it even further. Now it has about 842 vertices.
Attachments
spiral vertices.png
20150323171734.jpg
Octavus is one that could maybe benefit from the Landscape model?
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby qreeves » 21 May 2016 02:42

SniperGoth wrote:Speaking of it, i managed to lower it even further. Now it has about 842 vertices.

Considering what it is, I'd say that's a pretty good job.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 21 May 2016 02:53

qreeves wrote:Considering what it is, I'd say that's a pretty good job.


And to think the original had about 4352 vertices. I didn't thought i could lower it to -1k verts.

I will be posting in this thread with examples of situations where the models could fit.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby Dziq » 21 May 2016 14:17

I like these models, some of them are hardly to be fit somewhere but more models = better for mappers

Snipergoth, you using Wings3D btw ? ;p
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 21 May 2016 14:53

Dziq wrote:Snipergoth, you using Wings3D btw ? ;p


I mix it up between wings and blender. Really depends on what im planning to do.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby Zero » 22 May 2016 06:07

Nice work on all the map models.
Love new ones. Just starting to check it out. Brings life and inspiration to maps.
The mountain model for me is nice because I'm not to great at height mapping.
Window grate is nice to. :)
Fan could be used not only as a fan but also a propeller.
Lamp post and circular lamp are sweet. Doing this with geometry would take up a lot of triangles so this would help.
Grate-8 is cool. I could see using it as large window design.
Can never go wrong with columns either. And more of them.
Love the work, SniperGoth. :)
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 25 May 2016 01:46

Took some screens with some models contextualized.
Also, added the GuardRail (100 verts ~), cogs and spikes model to my folder. I will update the first post's download link soon.
Attachments
20160524215959.png
Tower with mountain models.
20160524223708.png
Suspended with Guard rails
20160524214528.png
Abuse with Grate-clean, Spikes, hex and fence-goth-concrete.
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby bonifarz » 11 Jun 2016 09:46

I just noticed that some more of your models have been included :)
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Re: [MODEL] Snipergoth's Model map demonstration.

Postby SniperGoth » 30 Jun 2016 18:01

Update 1 : Better textures overall, optimizations and etc.

New models included are:

Cable1
Cable2
Sand-Landscape
Waypoint-pole
Spikes
Guardrail
Attachments
20160629161522.png
Sand-landscape, on Canals (of which makes some sense, if you think about it ).
20160628141323.png
Cable1, cable2 and waypoint-pole, as seen on Colosseum-Cyberpunk-SGmodel
20160629141709.png
Sand-landscape, on Eternal.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 05 Aug 2016 00:50

I just did my first ever attempt at a Sci-Fi building... this is the result.
Things are starting to look great for modelling. ;)
Attachments
20160804214556.png
20160804214526.png
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Re: [MODEL] Snipergoth's Models.

Postby Dziq » 06 Aug 2016 18:53

wow, these buildings are looking very nice :) now do some more skins and please somebody include these ;p
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 07 Aug 2016 03:42

Are these models? Why do we need them as models?
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 07 Aug 2016 05:30

FaTony wrote:Are these models? Why do we need them as models?


Modern level design is all about models, not simple geometry. You can get close results with just using geometry, but it takes a long time to do something that is very decent on outside things/outdoors/landscapes and etc. Models are more reliable on that kind of situation (on a Cube 2 perspective).
Thing with RE is that the rendering isn't quite there yet for 3d models itself, as in say, a 2d texture, geometry rendering, otherwise you would see a lot more of these types of things coming from myself, and possibly others.
I just try to make things easier for me and everyone else, simple as that.
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Re: [MODEL] Snipergoth's Models.

Postby bonifarz » 07 Aug 2016 07:10

SniperGoth wrote:I just did my first ever attempt at a Sci-Fi building.
FaTony wrote:Are these models? Why do we need them as models?
I see that this type of shape looks like something you could "easily" do with geometry. But even then models can be very useful. Imagine you want to get some rotated versions, that's super tedious with geometry, and the reason for models like grates and wooden palettes.

I think mapmodels as background elements are cool in particular, because you don't have to worry about the simple hitbox. Snipergoth, have you made any experiments yet with a periodic shift animation on a model? With that you could easily convince FaTony that background models are cool :D
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 07 Aug 2016 14:56

Animations aren't really my strong point, so, no. More of an object and landscape guy.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 10 Aug 2016 19:32

Update: Another Sci-fi building test (no screens), Castle assets (2, still needs some tweaks) done.
Attachments
20160810162732.png
20160810162655.png
20160810162611.png
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 11 Aug 2016 09:41

I don't think Castle needs these. I had an idea of having more towers as background, but it would require changing the map size so I didn't do it.
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Re: [MODEL] Snipergoth's Models.

Postby Dziq » 11 Aug 2016 16:04

... -.- ... but its looking way better I think..
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 11 Aug 2016 16:10

Wasn't really planning to suggest a change to castle with the screens, it's just a demonstration of what can be done :p
And also, im in the mood of making medieval assets at the moment, anyway (doesn't fit the game, i know, i know. Just messing around).
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Re: [MODEL] Snipergoth's Models.

Postby qreeves » 18 Sep 2016 08:34

Are we going to see some of these pushed to your repo soon? I'd like to kick off another "operation" to go through everything and improve the visuals, so maybe you can help me with this while merging in your models to existing maps?

Now that I have a better PC setup, I can see a lot more that needs to be done. The envmap and specularity on most of the actors, weapons, and props is way too high and I've already started by reducing these effects on the player model. After this I'd like to go through the textures we have included and start culling out the less desirable (low res, or overly dark/brown) ones in favour of better looking textures. I'm also wondering if we should move from 512x512 to at least 1024x1024 in order to improve visual details at higher resolutions (there's always maxtexsize for lower end video cards).
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 18 Sep 2016 14:37

Yes, i hope i can get this finished until the end of the month.
I was taking a break, sometimes i lose inspiration to model things, but on the other side... Im gonna release my textures (see screenshots for some sneak peeks) also here on the forum.
The problem is that at the moment it has 500~ megabytes so... better sort out the best ones, hah.
There's also the so called "VRMAN" that i made earlier, but it doesn't reeally fit the theme most of the time, unless used on Purge.
On the topic of specularity, resolution and envmaps:
Seems like the engine doesn't like texture sizes higher than 512x512 for spec, as the specular gets blocky when that happens.
Envmaps can be used to enhance the visuals of a map if used in certain situations.
Higher texture resolution also makes with the size of the data bigger. Most of the times my textures (1024x1024,C,N,S,Z) can get up to 1 megabyte each (5 mg per complete texture basically).
Attachments
20160722141455.png
Screenshot of tile7_c
20160719144237.png
VRMAN
20160729152402.png
Building2_c and Wall14_c
20160707213023.png
Red curtain, because "reasons"
20160814001607.png
The Face.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 05 Oct 2016 13:41

I made this snow mountain some days ago. Im not really sure where it would fit, but im going to make a variant on it, with a more rock look, like Erosion's.
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20161005103838.png
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Re: [MODEL] Snipergoth's Models.

Postby TheRockyDoo » 05 Oct 2016 20:03

These mountains looks really great. I forgot that I can paint and texture something by brushes in model editor. I love yours!
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 18 Oct 2016 16:31

I did a little test on a Star Ring model today.
Here's the result (quality has been butchered though)


EDIT1: Just decided to release the things but... there's so much, this will take quite a while to clean up! (screenshot1)
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snipergoth's.png
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 20 Nov 2016 19:00

This is getting interesting...
Im gonna release the models now, by folder name. So... we will see a lot of posts.
Attachments
sci building.zip
sci-building folder.
(5.43 MiB) Downloaded 79 times
20161120165445.png
the models from this folder.
20161120164831.png
20161120164134.png
On canals.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 23 Nov 2016 15:33

An icicle. Not the best looking, but it Works.
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icicle.zip
(1.07 MiB) Downloaded 76 times
20161123133209.png
20161123132758.png
On bath.
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 23 Nov 2016 23:16

SniperGoth wrote:An icicle. Not the best looking, but it Works.


Is it several in the same model? Can you make a single one?
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 25 Nov 2016 12:21

FaTony wrote:Is it several in the same model? Can you make a single one?


Yes, a single one is very simple to do (a cone model with displacement should be enough).
The one from the screenshot above is mostly for fast pasting in places, instead of putting just one into every single corner.
Convenience ;) .

Aaaand DONE.
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icicle and icicle-single.zip
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20161125101809.png
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 28 Nov 2016 23:40

A pipe. There's no variations to it (it had a long time ago, but they weren't really good), at least at the moment.
Im not really sure if there's any map that could use it at the moment, but here it is, if someone feels like using it.

~~400 verts.
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20161128212316.png
pipe-long.zip
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Re: [MODEL] Snipergoth's Models.

Postby qreeves » 29 Nov 2016 01:46

SniperGoth wrote:A pipe. There's no variations to it (it had a long time ago, but they weren't really good), at least at the moment.
Im not really sure if there's any map that could use it at the moment, but here it is, if someone feels like using it. ~400 verts.

Keystone2k
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 29 Nov 2016 20:05

qreeves wrote:Keystone2k


Seems like it fits, after all.

Also, i hope people don't mind me double posting here.
This is beginning to have a streak of a lot of posts with releases from the models.
And there's quite a lot of them to do so.
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20161129103638.png
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Re: [MODEL] Snipergoth's Models.

Postby qreeves » 30 Nov 2016 01:31

SniperGoth wrote:Also, i hope people don't mind me double posting here.

I doubt anyone cares, I know I don't. More interesting to have something to look at than nothing.
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 30 Nov 2016 12:01

Can you make this door open?

Donillo made me the door but he doesn't know how to animate it.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 30 Nov 2016 18:57

I don't know how to setup models that have more than 1 material on RE, and i don't know how to animate (well, i could never get animations to export right in the first place), so...
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 01 Dec 2016 01:25

The famous mountain models.
There's examples of where they could be used in the thread, so just scale and put them where you'd like.
Mountain1/mountain3/snow-mountain in the zip file.
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mountains.zip
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20161130232144.png
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 08 Dec 2016 23:52

Can you make a parabolic antenna that can spin? This would be useful for my map and Erosion too.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 09 Dec 2016 23:09

FaTony wrote:Can you make a parabolic antenna that can spin? This would be useful for my map and Erosion too.


If you can get me some reference photos of a particular design and post it in this thread, yes, i believe it can be made.

*this is also for everyone else that would like for me to try to do a particular model, and use it on their maps. Just don't ask me to do organic models (rocks, characters and so on) and trees (i can never get the leaves to work in-game so ), because im terrible at these :lol: .
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Re: [MODEL] Snipergoth's Models.

Postby qreeves » 10 Dec 2016 01:39

Your problem with leaves is probably just an issue with setting the model to use transparency.

I still want a beard vanity :P
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 10 Dec 2016 02:02

SniperGoth wrote:
FaTony wrote:Can you make a parabolic antenna that can spin? This would be useful for my map and Erosion too.


If you can get me some reference photos of a particular design and post it in this thread, yes, i believe it can be made.


1st photo on the wikipedia: https://en.wikipedia.org/wiki/File:Erdf ... ting_2.jpg

You don't need to model the base as it'll be just cubes, I just want it to spin.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 10 Dec 2016 19:58

I'll try to do it, Fatony...

Now, i know absolutelly no one asked for this, but i made a "dirt statue" of the player head with the male model.
I feel it could be useful for a ruin/temple-themed map, like for example, Stone or Tonatiuh.
Attachments
20161210175510.png
20161210174743.png
20161210174106.png
re-head.zip
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Re: [MODEL] Snipergoth's Models.

Postby qreeves » 11 Dec 2016 05:16

Hahaha :P
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 13 Dec 2016 19:36

FaTony wrote:You don't need to model the base as it'll be just cubes, I just want it to spin.


Something like this, or should i make it have more details (the sphere thing in the bottom is the origin of the model, so it will be easier to spin)?
It sits at around 250 verts at the moment.
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antenna 1.png
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Re: [MODEL] Snipergoth's Models.

Postby FaTony » 13 Dec 2016 21:59

SniperGoth wrote:Something like this, or should i make it have more details (the sphere thing in the bottom is the origin of the model, so it will be easier to spin)?
It sits at around 250 verts at the moment.


Looks very good so far.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 14 Dec 2016 17:47

And it's done, @Fatony .

The texturing and normal mapping is quite simple, but it Works.
Looks pretty cool on Erosion when mixed with the mountain models.
Might need to tweak the specular values later, but nah, it's good for now :P
I hope this is useful, as doing the uv-layout was a total pain. hah
To spin it, mess up with the pitch (as by default it's looking straight up), then spinyaw values of the model.

EDIT: See some posts below for the link.
Attachments
20161214154017.png
20161214152848.png
Last edited by SniperGoth on 22 Dec 2016 16:06, edited 1 time in total.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 21 Dec 2016 13:01

I tried to make a asteroid belt model today but... the engine really doesn't like it.
I wonder what went wrong. (25k tris ~~ )
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20161221105519.png
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 22 Dec 2016 16:12

Made some small changes to the texture of the antenna model. Looks better than before.
I just need to get the specular to be less shiny (even though it's 0.1 0.1 0.1 atm), but that's what we have for now.
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20161222140202.png
20161222140222.png
antenna1.zip
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Re: [MODEL] Snipergoth's Models.

Postby bonifarz » 24 Dec 2016 09:39

I have a simple model request: Can you create a thin square box with a texture/shader effect on it that still looks pretty if you scale it to very large sizes? For example, let's take Mikeplus64's goop jar, it has some nice color gradient patches with some weird shaders that make it look cool no matter how you scale it. I'd love to see something similar, without the alpha stuff around, and with a simple shape that matches its bounding box. Is that an easy thing for you to do? Could be pretty cool for mode-specific blockers, like a force field.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 30 Dec 2016 00:10

bonifarz wrote:I have a simple model request: Can you create a thin square box with a texture/shader effect on it that still looks pretty if you scale it to very large sizes? For example, let's take Mikeplus64's goop jar, it has some nice color gradient patches with some weird shaders that make it look cool no matter how you scale it. I'd love to see something similar, without the alpha stuff around, and with a simple shape that matches its bounding box. Is that an easy thing for you to do? Could be pretty cool for mode-specific blockers, like a force field.


I generally don't mess with shaders on the models aside from the standart ones (bumpmap, envmap etc etc), so for that one i guess i'll need to do a bit of experimentation.
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Re: [MODEL] Snipergoth's Models.

Postby bonifarz » 31 Dec 2016 13:44

I guess the "shaders" I observed on Mike's jar are simply the result of the envmap.
E.g. something like this gets already close to what I thought of:
Code: Select all
objload "../../data/jojo/grate01/tris.obj"
objskin grate_mesh "../../data/wicked/wickedtile22.jpg"
objbumpmap grate_mesh "../../data/wicked/wickedtile22n.jpg"
mdlscale 25600
mdlcollide 1
mdlenvmap 0.3 0.0
But sorry, I'm getting off-topic with that.
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Re: [MODEL] Snipergoth's Models.

Postby Dziq » 16 Jan 2017 12:54

I'll try to make that boni :)
Anyway there are these doors finished (glass door from few posts above)

https://dl.dropboxusercontent.com/u/107 ... door01.zip
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Re: [MODEL] Snipergoth's Models.

Postby Zero » 26 Jan 2017 04:17

I'd love to make map models. Not sure what program you and Dziq are using but you two do good work. I make'm in game which costs me. But I also have known that even map models have their limitations and know nothing of that. I'd love to download both packs and add them to maps but later find out all models don't make the cut. What's the code to remove unplaced map models. I know how to add them like "exec config/map/models.cfg" but for instance one map has 3-4 different loads of models. I know I can do this manually but ya know. ;) It'd be nice to know this for quick execution.
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 26 Jan 2017 11:29

I don't remember if there's a command to do that with models, as the one for taking out unused textures on maps.
I use at the moment Blender for modelling, Gimp + PDN for texture editing, xnormal / AwesomeBump for taking maps out of textures (normal, displacement,spec etc).
And yeah, there's quite a lot of limitations on mapmodels on the engine currently. If for example, there's more than one light hitting the model, the model's lighting will go crazy and light up. Also, if you scale a model to a ridiculous size, and enlarge a map, there's a possibility of it disappearing.
Examples of problems with various lights or even the position of the model on screenshots.
Personally i wish Eihrul would someday work on the model rendering of cube 2's engine, but since he seems busy, that goes into my wishlist hah :)
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Re: [MODEL] Snipergoth's Models.

Postby Zero » 27 Jan 2017 02:35

Oh ok. Thanks SniperGoth. I'll try and look them programs up when I have enough net usage to download them. And also look for tutorials on youtube. =)
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 18 Feb 2017 22:58

I made this Halo-like ring some months ago.
Im not sure if there's even one map where it could fit currently.
But i'll release just in case someone comes up with something worth to put it on.
I name this the "Tenebrae Station".
~6000 faces/~12400 tris, but its not like something that one would use more than 1 of this giant spinning model in the map.

PS: i took a break from 3d art these 2 last months, so im beginning to get back on it now.
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20170218124507.png
20170218124520.png
20170218205401.png
tenebrae.zip
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Re: [MODEL] Snipergoth's Models.

Postby DonGeilo » 19 Feb 2017 14:40

Just a fast idea:



Sry for the potato quality.
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Re: [MODEL] Snipergoth's Models.

Postby Dziq » 19 Feb 2017 19:21

nice model :) as almost always by Sniper (95% ok, 5% crap models) :D nice concept DonGeilo
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 20 Feb 2017 12:51

i guess i got too much inspiration from End of Evangelion.
Posed the player model in a T-pose, bloodified the entire body, taken out the head.
END OF ECLIPSEGELION.
Just a little creepy experiment, i'd say :p
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20170220094410.png
20170220094939.png
RE-bloodpose.zip
The posed model. The head isnt included, as it's model is in this thread. ^
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Re: [MODEL] Snipergoth's Models.

Postby SniperGoth » 03 Apr 2017 14:17

A "Vr-fied" player head, 2500 ~~ verts.
I've included the map from the screenshot on the zip file, so it's easier to check it out.
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20170403111112.png
20170403104131.png
RE-headvr-wireframe.zip
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