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    posted a message on Making 3D Models
    Quote from zwd: Go

    @TheYokai: Go

    I was mostly bothered by the use of the word majority. Limiting yourself to one way of doing/thinking about nothing is never a good idea. Looking at photos and real life reference = good idea. Always using photos for texture = bad idea. Abusing crazybump = bad idea. The face would have to be perfectly lit, and should really only be used when you're trying to model someone in particular.

    _> Majority =! only.

    On that note, yes, I agree, the bump map is a bit strong and the texture color in general is off. Next time, post that and I wouldn't make comments like I did about your original post.

    Posted in: Artist Tavern
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    posted a message on Making 3D Models
    Quote from zwd: Go

    I wouldn't say the majority. Here's some nice done heads http://features.cgsociety.org/newgallerycrits/g90/144290/144290_1258830272_large.jpg

    I'm sure they used references. http://features.cgsociety.org/story_custom.php?story_id=5448&page=2

    Keep in mind it depends on the artistic style you are going for, but often times the textures used for human faces are sampled off of multiple photographs @ different angles.

    In the case of L4D2, textures were even sometimes sampled from every day objects for skin. (Potato skins were used for darker zombies, House insulation was used for lighter skinned zombies.)

    Posted in: Artist Tavern
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    posted a message on A few editor questions (Triggers/Data Editor/Pathing)
    Quote from bulletbutter: Go

    The first one is easy. Just put up pathing blockers, you can find them in the unit layer under other. Course you have to put them all over the cliff.

    I honestly just thought that was just an alternative to the pathing layer, or are they somewhat different? o_o

    As for the other part, I get that the basic premise should be done mostly through triggers, but does anyone have a good idea of how to make it so that I don't have to re-do the triggers every map? I want this to be like a "gametype" so having something that can load all of the basic triggers into a "new map" file would be wonderful. I've seen .sc2mod or something along those lines, is there some way to make a "mod" file that can be referenced by several maps? (I know it's a dumb question, but I'm not sure how exactly to ensure that the data editor does not have to be redone every new map I make for this gametype.)

    Posted in: Miscellaneous Development
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    posted a message on A few editor questions (Triggers/Data Editor/Pathing)

    Hello, I've found myself at a hurdle! You see, I've basically avoided most documentary when it comes to this editor, because it isn't really the hardest thing in the world and it will improve my skills as a level designer (I'm familiar with other tools before this, specifically UDK, Source, and other similar engines). I've got a pretty good amount of knowledge of the editor, and don't really have any problems with most tasks. I figured out the basics of the data editor in a relatively short amount of time. However, there's something that I want to do which I can't figure out how to go about doing it yet. So please, let me ask several things:

    First, most of the layers are easy to edit in the map editor, however pathing seems to be an issue at the moment. There's a cliff that I want inaccessible to all unit types, including flying units and units with cliff wakling ability. I tried using the no fly zone fill and the dynamic pathing fill in the editor, however it doesn't seem to recognize it and units are still able to move up to that cliff. It's very frustrating D:< Any clues / suggestions?

    I'm making a campaign in which the player must "capture" building and those building both give the player LOS and various upgrades. Movement Speed, Weapon Damage, Health Regeneration, Energy Regeneration are just a few things that I want these towers to change. So, when approaching the data editor, I decided to copy the basics of the Xel'Naga tower and try to modify that... However, I don't quite know how to do what I want to do. Can anyone tell me how exactly I could make these towers do the following:

    1) Wait 30 seconds before capturing, display a capturing bar, and only have that take place if a unit is next to said tower.

    2) Change color upon capturing to the player color.

    3) Only affect the player who captured that unit with the beneficial effects.

    4) How to make these power-ups via the data editor. I figured it would be through the "upgrades" data editing, however I cannot make it so that it effects all units without having to add EVERY unit one at a time to the list of affected units.

    5) Would this be trigger based or should it be done all via the data editor?

    6) How do I make this system easy to integrate in future levels, so I don't have to redo all the data editing?

    If someone could help me address these issues, I'm sure you'd all love the mod I'm working on and I'd love to show you the work I've done. =)

    Posted in: Miscellaneous Development
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    posted a message on Making 3D Models
    Quote from Kanaru: Go

    @zwd: Go

    Thank you for the criticism, but you did not have to be rude.

    I wouldn't take what he says too seriously to be honest. Painting a picture of a texture is much easier than applying it via UVmaps without reference sources. In fact, the majority of face texturing in modern video games use face capturing to get their textures, doing a texture by hand is a very difficult task when it comes to faces. For doing so and having it look the way it looks, you did a very good job.

    Having said that, I think the skin color is what puts me off most. Right now it feels very yellow and you should be going for a creamier look, try adjusting the hue / saturation to get a lighter peachier color. Something about the eye size is bothering me but I don't know exactly what it is that's getting at me.

    Very good model though, hope to see more updates in the future. =)

    Edit: As for changeable clothing, the safest way to do that would be through both textures and attaching new meshes to the body. For example, a tight shirt / tabard in WoW is often times handled with just a texture, but parts of armor / clothing that are lose and or bulky, for example : shoulder pads, the bottom part of tabards, cloaks, weaponry, boots, some gloves. Those are handled by means of meshes applied to the body mesh which is also animated accordingly. (Or I always presumed that was their method.)

    Posted in: Artist Tavern
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