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 Deltasquad's stuff

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PostSubject: Deltasquad's stuff   Deltasquad's stuff EmptySat Nov 10, 2012 7:03 pm

So I guess I'll just post what I have so far of the E-11 blaster as far as the first person model goes. Sorry I couldn't get it done sooner, midterms were all of last week and this week. So here is what I have of the E-11 blaster
Deltasquad's stuff E-1111

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JUST FOR REFERENCE, HERE IS THE CONVERSATION WE HAD IN A .TXT DOCUMENT ON DROPBOX:

This document was entitled: 'e-11blasterprog1'

deltasquad451: So this what I have done so far in the e-11, not yet completed. All done in blender

Deltasquad's stuff 510eb8b2fc4f032874a1283c830485e0ab500d9bdcb607e3005050ecd71017954g

Ande: Looks solid so far. Note that you need to do 2 versions, a higher detail v for the first person (there you should separate animated things from the mainmesh, like the ammoclip). And a less detail version for the thirdperson. And remember that you should bake a normalmap from a highpoly model if the rifle for the best result. Keep it up. Wink


Lephenix: I agree with Ande, looks solid so far, you have done the blockout, now the high poly Wink


Sharky: A really good start. I have uploaded a schematic with the views of the E-11 if you don't have them. Hope it's not too late.
PS: Oh wait it's DC-15.... My mistake.It will be useful later anyway.


Lephenix: those could be helpfull: http://www.rpgplanet.com/starwars/pics/blasrifle.jpg

sceluk: wookiepedia (starwars.wikia.com) is a good reference as well.
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Schlechtwetterfront

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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptySat Nov 10, 2012 11:21 pm

Nice. Is this a (subdivided) high poly or has it just many polies but is not subdivided?
I'd like to see some wireframes. Wink
Your workflow could be something like this:
1. Create a true highpoly (with subdivisions).
2. Remove some unneeded edges etc => First person model
3. Remove some more edges => LOD0 of the third person models
4. Repeat 3, we need about 3 lods.

BTW, if you're somewhat finished with the model (first person or third person), could you send it over? Then I could put it ingame and test it out.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptySun Nov 11, 2012 5:53 am

Smooth modifier allows it to look like such. Ill send the model over for you to do an in game test. Thanks for the advice
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptySun Nov 11, 2012 8:02 am

Ok I put it up on the dropbox:
Dropbox\Star Wars Battlefrond mod\3d models\weapons\e-11\fp
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyMon Nov 12, 2012 1:11 am

Tested it ingame and uploaded a screen into our dropbox.
Most likely we'll have to redo many of the weapon animations to get the trooper to hold the weapons correctly.

BTW, I had to fix some duplicate points which were at the same position and some polies which had no surface area.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyWed Nov 14, 2012 2:25 am

BTW, could you make a rough estimate about when the E-11 (and possibly the rebel rifle) are 'presentable' (UVs + texture)? These two weapons are very important for the demo video which is planned for December.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyWed Nov 14, 2012 6:34 am

I misanticipated the work load I would get from my classes, so I think December 20 might be reasonable. If you need any earlier than that I can try to get it done by that time.
So just to recap:
E-11
-view model
-world model
Rebel Rifle
-view model
-world model

Please let me know if I'm getting anything wrong here. Thanks.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyWed Nov 14, 2012 8:43 am

Yeah, the world models (third person models) aren't that important. We can use the first person models for that and later replace them when you finish the world models.
So E-11 view model + UV and basic texture and Rebel rifle + UV and basic texture until mid December? That would totally do. Then we can set the demo video for some time mid - late December I hope.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyMon Nov 19, 2012 9:34 am

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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyThu Nov 22, 2012 5:58 pm

Deltasquad's stuff Untitl10
Messing around with normal maps
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyThu Nov 22, 2012 7:09 pm

Hey, its good that you are messing with normals but i want to ask if the model is finished, because from what i see you haven't made one part of it and thats the extended stock. If i am not wrong its part of the E-11 blaster. It is usually good to finish the model first before starting to make textures ;]

Also i think that some edjes look too sharp and you can use some chamfer on them(not sure if you are using 3ds max)

You can see it on the picture here the stock.
http://images.wikia.com/starwars/images/b/b5/SterlingE11-MOM.jpg

and here:
http://images.wikia.com/starwars/images/b/b5/E11_egwt.png
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyFri Nov 23, 2012 4:58 am

Rookie mistake but don't ever ever throw a random metal texture into a normal map generator. I typically only ever do that for stuff like rust. But normals are more of smoothing edges or if you want to make a distinction of a material on top of another (like rust on metal, a sticker, tape ect.)
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyFri Nov 23, 2012 4:05 pm

Do you guys have any tips or specific tutorials you go to for texturing?
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Deforges
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyFri Nov 23, 2012 5:00 pm

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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptyFri Nov 23, 2012 8:42 pm

You already want to texture but the model looks unfinished, there's lot of things to fix, add and polish.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptySat Nov 24, 2012 9:17 am

Thanks...I guess for all your feedback.
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Lephenix
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptySat Nov 24, 2012 9:35 am

Sorry, i didn't want to sound rude, i just wanted to say you could polish it even more, add details, fix some edges placement or vertices, try to make a high poly model, i recommend CGTut+ for high poly modeling tutorials:
http://cg.tutsplus.com/
And the M37 ithaca tutorial:
https://www.youtube.com/playlist?list=PL925958D31D8D30C7
It explains high poly, low poly, unwraping, baking and texturing, rendering, and once you understand the principles and how it works, you can try on the E-11 and post it here Cool . I hope it is better. Sorry again if i sounded rude.
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PostSubject: Re: Deltasquad's stuff   Deltasquad's stuff EmptySat Dec 01, 2012 2:39 am

Ummm next week is going to be finals week so I won't be able to show the new e-11 textured and all that, but the week after that I will finish it all up. Thanks everyone for your comments and criticisms I have taken it all into account and will try to do my best.
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