3rd Party Models/Media Chat / Belidos' Modelling Progress

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Belidos
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Posted: 9th Mar 2016 15:36 Edited at: 9th Mar 2016 15:37
Quote: "@Belidos, you can test your normal and spec maps in "Sprite lamp" and as luck would have it I have a spare steam key for Sprite Lamp (altho I never actually used it myself! lol)

I know its a great tool for 2d art not sure about the 3d stuff, if its any use to you I would gladly gift you the key?

Edit: those motels look awesome btw cant wait to see them released "


Thanks, i'm taking my time over the motel to get it just right as it's my first big project. I've even completely remade the meshes twice because I've found better and neater ways to do it while researching techniques, i'm still a long way off having them finished, but i'm getting closer.

As to the steam key that would be absolutely awesome if you don't mind, i'm an avid collector of ay software that can help with my modelling, if you could gift that key to me I would be a very grateful chap (my steam profile is in my sig)

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Belidos
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Posted: 9th Mar 2016 16:01 Edited at: 9th Mar 2016 16:04
Quote: "don't forget the desaturation step, and you can even clamp the desaturated normal map layer more, that only the edges show white and the tops of the bumps.
esppacialy when you using metal textures, that needs shiny edges like you bumps. but how much is what you want to achive."


Thanks for all the advice Harry, it's much appreciated!

Second try, how's this looking now?


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HarryWever
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Posted: 9th Mar 2016 19:30
Yeah much better. i see your getting there.
and try it in GG set the specular slider to high,to see what it looks like.

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Belidos
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Posted: 9th Mar 2016 21:19 Edited at: 9th Mar 2016 21:19
Here we go, tested it on my dropship, how's this look?


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Belidos
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Posted: 10th Mar 2016 21:58 Edited at: 10th Mar 2016 22:00
The motel is now multi-coloured, three different colours. I've also made the first interchangeable floor piece, including skirting boards, see the pics below (floor piece textures are temporary for now)

My work flow form here is as follows:

1. Apply the different colours to the roof modules
2. Apply grunge to all building and roof modules
3. Build and texture 3 floor modules with 3 different textures (will probably be a carpet, a wooden floor, and a tiled floor)
4. Make and texture 5 different doors with frames
5. Refine and retexture the railings and staircases
6. Add additional signage



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Honkeyboy
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Posted: 10th Mar 2016 22:49
love the drone....mini tie fighter
Belidos
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Posted: 15th Mar 2016 11:18 Edited at: 15th Mar 2016 11:18
I'm awaiting approval on a pack I've been making on my breaks at work, a small garage prop pack, so far consisting of three tool chests and three tool boxes (two models each in red, green and blue).



This pack will be added to over time, with various other tools and equipment found in a garage, the items i'm currently working on is a socket set in a case, again in red, green, and blue.


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Wolf
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Posted: 15th Mar 2016 12:49 Edited at: 15th Mar 2016 12:51
Hey Belidos

Great progress on here!
I especially like the dropship. My only complaint would be that your specular mapping is a little strong. It looks best if its not this stark in contrast, so there are some transitions when the player camera is walking past it. I took the liberty of making some myself. While those aren't great, maybe they give less "wet" looking results?

Please keep it up! You are making good stuff



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Belidos
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Posted: 15th Mar 2016 13:16 Edited at: 15th Mar 2016 20:57
Quote: "Hey Belidos

Great progress on here!
I especially like the dropship. My only complaint would be that your specular mapping is a little strong. It looks best if its not this stark in contrast, so there are some transitions when the player camera is walking past it. I took the liberty of making some myself. While those aren't great, maybe they give less "wet" looking results?

Please keep it up! You are making good stuff"


Thanks Wolf, yeah i'm still trying to work out how to make specular maps, it's a bit baffling to me to be honest and I have no idea what i'm doing with them.

9 items uploaded and awaiting approval for the garage props pack:


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Belidos
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Posted: 16th Mar 2016 17:17 Edited at: 17th Mar 2016 10:37
Will be adding an engine hoist in three colours as soon as it's finished




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Belidos
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Posted: 18th Mar 2016 12:53 Edited at: 18th Mar 2016 12:54
Can you tell what it is yet?


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Belidos
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Posted: 18th Mar 2016 16:20 Edited at: 18th Mar 2016 21:07
Here's a sneak peak at the project I have lined up next ...


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devlin
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Posted: 18th Mar 2016 17:33 Edited at: 18th Mar 2016 20:27
love the motel building just need a shower curtain and a knife and a player named Norman instant game .
are these going in store,

just in case someone dont know Norman

https://www.youtube.com/watch?v=0WtDmbr9xyY&list=PL04F34CE35556C984&index=5
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Belidos
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Posted: 18th Mar 2016 18:06
They will be going in the store eventually, i'm not far off finishing them, but I've put them on hold for a little while and i'm doing some other projects to get some texturing practice, i'll go back to the motel once I've learnt a bit more.

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Posted: 18th Mar 2016 18:31
Thanks will be keeping an eye out for them.
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Belidos
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Posted: 22nd Mar 2016 11:49 Edited at: 23rd Mar 2016 09:22
Been learning a lot about low poly cartoon modelling, it's been fun


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Belidos
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Posted: 15th May 2016 18:40 Edited at: 15th May 2016 18:41
Quick update, I've been very busy the last couple of months and not really been able to sit down and do much on my models, but today I sat down and worked on the motel, it's not far off done now, I just need to make some doors and carpets.


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Belidos
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Posted: 30th May 2016 00:21 Edited at: 30th May 2016 00:21
So who here would like to know the secret of creating a forest of hundreds of trees and still keep a high framerate?


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Disturbing 13
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Posted: 30th May 2016 08:14 Edited at: 30th May 2016 08:17
I'll bite. How do you get a forest of hundreds of trees and still keep a high frame rate? my guess is a flat plane with the illusion of depth due to a pic of multiple trees as a texture. But that's just a guess.
Belidos
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Posted: 30th May 2016 12:36 Edited at: 30th May 2016 12:46
Quote: "I'll bite. How do you get a forest of hundreds of trees and still keep a high frame rate? my guess is a flat plane with the illusion of depth due to a pic of multiple trees as a texture. But that's just a guess."


Ding Ding we have a winner

Although. it's actually two planes back to back so you can see it from either side

It's not a perfect solution, when you light map it the shadows are square, but it's great if you're using it for a tree line the player will never enter, either behind a few actual trees behind a wall, or a hedge, or at a distance, etc.

I've added it to my free models thread: https://forum.game-guru.com/thread/214099#msg2550296

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Belidos
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Posted: 2nd Jun 2016 16:15 Edited at: 2nd Jun 2016 17:44
Something I cooked up in my lunch break today, an external cellar entry with animated doors, it's designed so that you make a hole and place it inside with the top part covering the hole to make it look like it leads underground:


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Belidos
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Posted: 2nd Jun 2016 21:23 Edited at: 2nd Jun 2016 21:26
Had to make it a little bigger than I wanted because cutting holes in the terrain is a pain in the butt, but it's not turned out too bad.


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Belidos
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Posted: 3rd Jun 2016 22:08
and here it is with animations, I changd the door style because blender had issues animating the angle of the doors


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OldPMan
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Posted: 3rd Jun 2016 23:34
Excellent cellar. It can be used quite a variety of ways.
For example, to move to the next level. A good idea !

Best Regards.
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Belidos
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Posted: 4th Jun 2016 14:44
Thanks OldPMan, it means a lot when what I think of as one of the top modellers here compliments my work, i'm a long way off your skill, i think I've managed to get the physical modelling part pretty much down, but texturing is my weak point, I just can't seem to get it right, but i'm learning all the time, i'll get there one day.

The Cellar Entrance (animated) has been submitted to the store and is awaiting approval.

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OldPMan
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Posted: 4th Jun 2016 15:27
Well I do not know. I hardly among top. Number of models certainly the biggest I have. I left quite a bit to 1000.)))
But I'm also learning, and this process is endless. The more I learn the more I realize that there is still something to learn.
I use a lot of textures from free sources, as well as being bought me sets with the possibility of commercial use. In many ways, I take the advice of friends. Textures are also not easy to me)))

You walk big steps.
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TazMan
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Posted: 4th Jun 2016 16:48
Nice one belidos looks great.

Quote: "blender had issues animating the angle of the doors"


Yes I have had the same problem when trying to animate on an angle.
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unfamillia
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Posted: 6th Jun 2016 10:55
Quote: "I changd the door style because blender had issues animating the angle of the doors"


Quote: "Yes I have had the same problem when trying to animate on an angle"


Did you have the origin point of each of the doors on the angle or rotation? If not, that would be your issue. I assume you didn't, which would have caused the doors to animate very strangely. They would have waved around, rather than rotating smoothly.

If you are struggling with the animations, switch to bone animation, as opposed to vertex. Just be sure to assign the correct shader in the fpe (character_basic.fx).

Great looking cellar door Belidos! You have come on leaps and bounds. I can see great things coming from you. Won't be long until you have characters and weapons in your collection. Keep up the awesome work.

Cheers

Jay.




Belidos
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Posted: 6th Jun 2016 13:10
Thanks Jay.

Yes I had the origin points for each door in the center of the edge it rotates around. Then I set the timeline to frame 1 and saved the locrotscale, I then moved to frame 30, and rotated the door around and saved the locrotscale again.

However when it animated, each door would rotate on the X slightly, then rotate on the Y, then quickly flip back on the X to the correct open position instead of just rotating open.

I assume this is because when I repositioned the angle of the door to the open position I had to rotate it back a bit then open it and rotate it back to get the alignment and the animator replays those changes between the frames.

I'll try with bones some time, but I have feeling the same thing will happen.

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unfamillia
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Posted: 6th Jun 2016 13:13
Quote: "However when it animated, each door would rotate on the X slightly, then rotate on the Y, then quickly flip back on the X to the correct open position instead of just rotating open. "


If that happens again, you can go into the curves for the animation and adjust them to suit. It is more confusing than just using the Dope sheet, but, you have finer control over everything.

Hope this helps.

Cheers

Jay.




Belidos
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Posted: 6th Jun 2016 13:49
Cheers jay, i'll take a look at it, not sure about curves haven't tried them yet, will have to look for a guide

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Posted: 6th Jun 2016 16:27
Quote: "Cheers jay, i'll take a look at it, not sure about curves haven't tried them yet, will have to look for a guide"


Have I just found my new video tutorial?




Belidos
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Posted: 6th Jun 2016 16:30
Sounds like a winner to me

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Belidos
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Posted: 9th Jun 2016 21:56 Edited at: 9th Jun 2016 21:56
Back to working on my modular motel, i'm not far off done now. Here's a video of the progress so far, showing how easy it is to snap them together.


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Belidos
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Posted: 12th Jun 2016 17:38
Now that I have the bulk of the motel done, i'm working on the fixtures, different types of floor and doors, here's the progress on the doors and a sneak peak of the first of the floors.


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Posted: 13th Jun 2016 06:45
looks awesome keep up the good work!
Belidos
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Posted: 13th Jun 2016 11:31 Edited at: 1st Jul 2016 17:07
The Modular Motel pack is now on the store, currently containing 42 item for $4 (the price may increase so get it while it's cheap, any item additions will be at no extra cost to existing owners), 4 items (the corner room flooring) are awaiting approval still due to a mistake I made in the FPE, and the doors (seen in the above video) are awaiting some texture work and should be uploaded sometime next week.

https://www.tgcstore.net/pack/10810

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Thread unlocked at OP's request.
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Belidos
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Posted: 12th Oct 2016 14:16
I'm still working on the star ship interiors pack from my other thread (https://forum.game-guru.com/thread/216336), but as a little side line i've been working on a stack-able tower block, like the old London tenement style blocks of flats from the 70's.




The textures are only placeholders at the moment, it will come in 6 separate models (ground floor, other floors, roof, flooring, and door). Each floor will contain, four apartments, a stairwell and a lift shaft. Each apartment has a cloaking area with a toilet, a living room, a kitchen, three bedrooms of varying size, and a balcony. It's the height of council housing luxury!

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Belidos
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Posted: 12th Oct 2016 14:17 Edited at: 12th Oct 2016 14:18
Added a stair well and lift to the lobby.


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slender1200
Reviewed GameGuru on Steam
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Posted: 12th Oct 2016 23:42
Hey, that looks pretty good. Just a quick question though (if it is possible to answer), around how long do you think it will take to finish the Starship Interiors, or the stack-able tower block?
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Belidos
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Posted: 13th Oct 2016 05:44
The bulk of the first set of star ship interiors will probably be done sometime next week if I can work out the problem I'm having with some of the edges twisting, might have to redo a couple of models if I can't fix it.

That's why I was messing with the tower block, was clearing my head after getting annoyed with the problem.

The tower block, I'm not sure, it was only a fun thing I did while at work the other day, I wasn't really planning to release it, I'll see how it goes with texturing, if I can get a decent texture done I'll release it, but no idea when.

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Belidos
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Posted: 22nd Dec 2016 09:47
Quote: "Hey, that looks pretty good. Just a quick question though (if it is possible to answer), around how long do you think it will take to finish the Starship Interiors, or the stack-able tower block?"


The star ship interiors have been released, you can get them for free from Wolf's community advent calendar.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
Pirate Myke
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Posted: 22nd Dec 2016 13:36
Excellent. Thank you.
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granada
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Posted: 22nd Dec 2016 17:51
I have just read this thread all through and I must say your modelling skills have grown ten fold.Nice work.

Dave
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Belidos
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Posted: 1st Jan 2017 12:46 Edited at: 1st Jan 2017 12:47
After reading a request on the FM&M section of the forum, I've started work on a low poly cartoon style pack, here are the first two models, once I have enough to make a pack I will add them to the store.


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smallg
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Posted: 1st Jan 2017 14:24
looking forward to it, going to be a bit of a long process if going for modern day as all of the cartoon models seem to be more old fashioned but I hope you will, definitely a pack I'll buy if so....
Cartoon buildings and roads and road signs to go with those cars would be a nice starting bundle perhaps
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Belidos
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Posted: 1st Jan 2017 16:08 Edited at: 1st Jan 2017 16:36
Yup, i'm planning a whole city, will be a huge pack, so will probably make it a bunch of mini packs, here's at fire truck ...



and some cars ...



That's 8 vehicles for the first pack so far, planning another 4 (bus, dust cart, lorry, ambulance)

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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Belidos
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Posted: 1st Jan 2017 20:53 Edited at: 1st Jan 2017 20:53
Now added an Ambulance to the pack...


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i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
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Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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Belidos
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Posted: 2nd Jan 2017 13:43 Edited at: 2nd Jan 2017 14:10
How about a couple of trucks


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i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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