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Postby FruitieX » Sun Nov 16, 2008 1:17 pm

Modeller/mapper, mostly do terrains in blender though (and weird maps in radiant: wtf, test99, movemovemove just to name a few :D)

Can do photographs too, yeah why not
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Re: Creative Media Engineering Solutionists

Postby Taiyo.uk » Sun Nov 16, 2008 1:28 pm

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I'm mainly a mapper, but starting out with modeling.
I work in:
GtkRadiant: Proficient
GIMP: Intermediate doodling
Blender: Intermediate modeling/rigging
Wings3D: Intermediate modeling
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I'm hoping that the playermodel I'm working on will eventually be good enough to include in Nexuiz should the developers/community want it. I can do 3D work and a little texturing.
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Postby [-z-] » Sun Nov 16, 2008 6:24 pm

I'm more a web developer moving over to other mediums, focusing on GUIs and human interaction systems. Recently I've started mapping but I still a coder at heart.

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- Photoshop: Advanced
- GIMP: I can manage but the conventions are pretty dissimilar to Photoshop
- NetRadiant: As I'm understanding more about shaders, brushes and how the code actually works I'm able to better apply these things. I'm only ~25% of where I want to but in mapping but ~50% of the way on the tools I'm using to do it.
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I plan on learning blender and creating textures down the line but that's currently out of scope for me.
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Postby HarryButt » Sun Nov 16, 2008 6:41 pm

Well, uh. :P
I can draw stuff with good old pencils. And I have some Photoshop/Illustrator experience too.
Maybe I can continue exploring Blender when all the stuff I have to do irl right now is settled.
I'M BATMAN!
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Postby Oblivion » Mon Nov 17, 2008 8:16 am

Traditional art (Drawing): Pretty good. :wink: Been doing that since I was old enough to hold a pencil. I can draw pretty much anything without reference (though having one speeds up the process), have good sense of proportion, scale, and generally the feeling of 'rightness', if you get what I mean. :P

Vectorial: Some. Used Inkscape a while back for some of my early lineworks. Pretty much do it all now in GIMP

2d: The absence of a tablet hinders me, but I can usually wing it with the mouse. Very proficient in GIMP, not so much in Photoshop (though that's more a problem with not being familiar with the interface, than not having the skills in it). Can do linework, digital painting, photomanip, postprocessing, and texturing in GIMP.

3d: 3dsmax 9 user. Pretty proficient in most stuff (modeling, scenes, etc.). Hopelessly unskilled in animation (as in haven't yet had the time to seriously study it). Can work from concept or from scratch. Can unwrap, texture, render out ambient occlusion maps (both from low-poly, and high-poly projection mapping), and normal maps.

Texturing: Proficient. Wear and tear on Diffuse, Specularity Maps, Bump Maps, Opacity Maps, Glow Maps etc. I can texture from photo ref or from scratch. Still learning on Normal Maps though.

My work can be viewed here: http://astepintooblivion.deviantart.com/

Currently working on the Fury Playermodel (for a series of mechs). Supposed to be modeling a new shotgun, but Lamoot seemed to have it pretty much made. :wink: So will focus on the playermodels for now. Don't have much time though, and I have to focus on another assignment for another project right now. The Fury is at its unwrapping stage atm (which I hate, which is why I'm putting it on backburner for now, LOL, if anyone wants to unwrap it for me... LOL)
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Postby ai » Mon Nov 17, 2008 10:52 am

Oblivion wrote:The Fury is at its unwrapping stage atm (which I hate, which is why I'm putting it on backburner for now, LOL, if anyone wants to unwrap it for me... LOL)

Download UVLayout, there's a free demo version of it which pretty much is all you need anyway to unwrap a model. It's a very nice and handy program. Can speed the process up tons. You export to .obj and import to UVLayout then you export from that into Max.

Maya has a plugin which does this in the background. You pretty much have a script running in Maya and an 'instance' of UVLayout is run and you can do it that way instead of manually export.

Maybe, if you're lucky, Max might have a similar plugin. Check out this site: http://www.uvlayout.com/
Look into this, this could possibly greatly speed up your UV unwrapping process if similar thing is there for Max, so I highly recommend it.
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Postby Lamoot » Sun Dec 21, 2008 9:41 am

torus wrote:No, I'm working on the laser, the electro, and now possibly a tracker gun.


Corvus wrote: currently working on ammo pickups.


Do you two perhaps have any renders to show, would be interesting to see them :)

Oblivion wrote:The Fury is at its unwrapping stage atm (which I hate, which is why I'm putting it on backburner for now, LOL, if anyone wants to unwrap it for me... LOL)


Sure, send the model over in .obj format or anything else that can be imported into Blender and I'll see what can be done.

torus wrote:I forgot to mention that I'm quite proficient in organic modeling, especially sculpting in Blender or z-brush. I can make realistic faces/people/monsters with plenty of detail, etc, but I DONT have the skill to make those sculpts into useable player models (I'm not good at optimizing super-high poly models with edgeloops and such).


In that case our skills complement :) We could cooperate once my current projects are done and I have more time to dedicate to this. -which can still take a while, because I have the same problem as you:

torus wrote:I can model pretty much anything, but I don't have much experience in designing the actual concepts, which somewhat limits what I do. If a good concept artist were found, my work would be much easier.


I was wondering if some person/organizer could visit concept art forums/communities and ask if there was anyone willing to contribute concepts for this game. One such place is http://www.conceptart.org/forums/ Of course the approach would have to be right, not sound like we're begging but offering an opportunity for artists there to see their work used in a game.
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Postby ai » Thu Jan 01, 2009 1:03 pm

I'm currently designing different ammo types. I will design MG ammo (already have a concept ready), once that's done the mortar and RL type. But that needs more consideration. I want separate ammo types for these main weapons.
Had something like this in mind:

RL - Separate ammo
Mortar - Separate ammo
Shotgun - Separate ammo
Machinegun - Separate ammo
Nex - Separate ammo
HLAC - Separate ammo
Crylink & Electro - Combined ammo
Hagar & Seeker - Combined ammo

But I don't really know what the devs think. I did bring it up, but there were no definite answers or ideas. I just got the ball rolling. The main reason why I want separate ammo for the main weapons is that. Now you're not able to limit the ammo for the Nex for instance. As picking up Crylink, Electro and the cells gives ammo to Nex. Same with RL and Mortar which I don't fancy that much :P

Give your thoughts, but if so, then start a new thread, this thread is mainly here to tell people what they are working on or alike.

Cheers.

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And as an update. The flags are done, animated and all. My part is over, there is a slight coding part for animating the legs when flag is picked up and dropped. But it's not me doing the coding and I'm not even sure if it will work/be implemented. tZork is the person who volunteered himself to do the code, so for any progress on that you'd have to direct any of these questions to him.
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Postby divVerent » Thu Jan 01, 2009 2:34 pm

That change would break every single existing map.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ai » Thu Jan 01, 2009 4:05 pm

Yeah I know, but in the long run I think it's worth it. Or at least, a new ammo type for the Nex/sniper weapons, so that you would be able to limit it's ammo.
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