Offering my services - Modeler/Texturer

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Offering my services - Modeler/Texturer

Postby Oblivion » Sat Sep 19, 2009 1:07 pm

Once again, I'm volunteering for work.

I'm up for retexturing. Particularly some of the new guns. I noticed their textures need a bit of next-gen lovin.

Not experienced with character modeling sadly (I attempted it but gave up because I had to do the animations myself too). But I can try and upgrade the textures too if it's unwrapped and ready.

I can't be arsed to do the digging and implementing though (finding the needed files, converting them to usable formats, etc.) since I'm very bad with even the tiniest bit of coding needed and also very busy in other areas. :( What I just need are simple: The needed .obj or .3ds files and the old texture sets. I will then work with them and submit them back.

So if anyone wants to and can spare the time to get me the needed files plus a little briefing on what they want it to look like. I can take them and give you back a retextured model with a full material set: color, luma, bump/normal map, specularity, and additional masks for team colors.

Examples of my texturing/modeling work:

Image

Image

Image

Image
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Postby paperclips » Sat Sep 19, 2009 1:39 pm

Awesome work sample's there my good Sir! :D

Please don't give up the modeling. I'm sure that if you model something (or ANY content that you might suspect have a Nexuiz feeling to it), upload it to box.net or similar and share the download url here on the forums. People will use it if they appreciate your work! :)

Please license it under the GPL though, so it can be used with nexuiz. As far as animating and any other problems that might arise, people will help out!
Especially if they find it awesome stuff and based on their own willingness, amount skill and spare time, people will help out!
This is a community, you are not alone! :3

IMHO, the textures on the maps could need a over haul, also of course some of the models.
Get a copy of the current SVN and look under trunk/data/textures
Look at my signature below, on how to getting a copy of the SVN.
Last edited by paperclips on Sat Sep 19, 2009 2:03 pm, edited 1 time in total.
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Re: Offering my services - Modeler/Texturer

Postby ihsan » Sat Sep 19, 2009 2:03 pm

Oblivion wrote:I can't be arsed to do the digging and implementing though (finding the needed files, converting them to usable formats, etc.) since I'm very bad with even the tiniest bit of coding needed and also very busy in other areas. :( What I just need are simple: The needed .obj or .3ds files and the old texture sets. I will then work with them and submit them back.


What format do you want? You can get anything you ask for as a .obj
Or if you just want to see some of your completed work in nexuiz post a model as an OBJ and the normal, colour and specular textures. Someone on this forum (like me) will compile and package it for you.

Oblivion wrote:Not experienced with character modeling sadly (I attempted it but gave up because I had to do the animations myself too). But I can try and upgrade the textures too if it's unwrapped and ready.

Well since basically all of the animations in nexuiz are the same you don't really have to worry about that. Just do the geometry and someone on this forum (like me) will compile and package it for you.
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Postby Oblivion » Sat Sep 19, 2009 4:17 pm

Of course, I'll GPL my work. I really want to help, but I do not want to get bogged down learning stuff specifically for Nexuiz when other people can do it much faster. It's why I gave up contributing before. My area of expertise is texturing, and that's what I'd like to contribute to the community.

I do not want to make new stuff, I'm too fizzed out after the recent harrowing release rush of the mod project I belong to, to have any creativity left. I basically just want to texture/retexture preexisting stuff.

So if anyone has any models (preferably unwrapped) that they'd like to have textured, I'll gladly do it. Just supply me the .obj or .3ds file. The Player models for example (since I have no idea how to extract those from the pk3 files, nor any desire to hehe).

Also after scrapping the old player model I was working on, I'm working on a new much simpler one, but will only give the obj file and textures once I'm finished. So definitely not giving up character modeling, heh. Hopefully someone will animate it for me. :) But I need to finish it first. Will still take a while, while I make the head and arms, unwrap it, and texture it.

An hour's work:

Image

Taking a break now. :P

EDIT: And no, no SVN lol. My internet is sketchy enough as it is. Only small stuff for now. :)
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Postby ai » Sat Sep 19, 2009 4:30 pm

You come in the nick it time really. I have modeled out a new Nex gun however, I am far from being a good texture artist and I've tried to texture this model but failed miserably.
I've asked Morphed if he wanted to texture it as he as well is good with that but didn't want to. I was thinking releasing the model for future people to just grab it and all.

I would be glad if you could texture it.
Link to some images (latest update): http://forums.alientrap.local/viewtopic.php?p=69292#69292

Link to .obj: http://ai.kurotorobert.com/nexuiz/models/nex.zip

PS. What app do you texture in? If you want, you can have my photoshop file as I work in that app, if you want to continue with the current texture. Or if you want you could just redo it completely.
I'll edit this post later with a link to the model, .obj of course and it is unwrapped. Though, it may not be the best unwrapping (as it was meant for me mainly and for me it worked) but hopefully it will be of better use than non-unwrapped.

PPS. I have a high poly version of this weapon. It's not meant to be released as GPL but only serve as reference for normal map, meaning I do not wish for this model to be released. If you want it I can give it to you and see if you can extract a normal map from it. I haven't done that yet.
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Postby C.Brutail » Sat Sep 19, 2009 4:50 pm

Nice to see a new talented texturer/modeller in the community!

Welcome! :D
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby toneddu2000 » Sat Sep 19, 2009 5:05 pm

Really awesome works!Compliments!I'd like the semi-automatic shotgun very much! Lovely texture! What software do you use?
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Postby Oblivion » Sat Sep 19, 2009 7:53 pm

I'm not new (see date of joining). LOL. :P I'm actually coming back after a year's sabbatical due to the new version of nexuiz BSOD'ing my computer more and more in servers where I have high ping (pretty much every server left) after Galt's Gulch died. :(

Will do ai. And thank jeebus it's unwrapped. :D

I use GIMP and Photoshop. But primarily GIMP. (only use photoshop for organizing masterfiles for compatibility with our art resources in our mod). GIMP can open pretty much anything PS can. But yeah, the reference picture will be enough for me. :)

I've only done normal map baking once. So not that experienced. I get my normal maps from hand-made height maps. If you're better at it yourself, you can bake it after I'm done and merge it with the normal/bump map I will provide later.

And hm... messy unwrap heh. :P

Tips:
A lot of the parts can be mirrored AFTER the unwrap to save texture space. And minimize as much space as possible between the islands as well as rotate them first so they align better with whatever grain of metal/wood/etc you're going to texture them with. Also the parts nearer to the viewer (the stock and the scope) usually have larger texture spaces than the parts farthest to the viewer, as they are the ones most seen and thus need higher resolutions. I can try and fix it then give you back the obj for baking the normal map in a bit.

I'll do this now. :)
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Postby Flying Steel » Sat Sep 19, 2009 9:01 pm

Oblivion wrote:I've only done normal map baking once. So not that experienced. I get my normal maps from hand-made height maps. If you're better at it yourself, you can bake it after I'm done and merge it with the normal/bump map I will provide later.

Tips:
A lot of the parts can be mirrored AFTER the unwrap to save texture space.


Just a suggestion here- the normal map bake can be difficult if you mirror and overlap the uv surfaces.
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Postby Oblivion » Sat Sep 19, 2009 9:56 pm

Hm... wait. I didn't see your high poly before. Looking at your high poly... it's so radically different, it will be very difficult to fit a texture over it without rendering out an ambient occlusion map based off the high poly model first. :?

That means, I can't modify your unwrap at all. :( Unless I'm also willing to do the high poly to low poly baking myself. Which, I'm not, sorry. :( The process is still new to me and it's very intensive. I have actually only done it once before. For this gun:

Image

The difference is. The model above was actually a high poly baked unto a medium poly. Very little difference between the two (just smoother edges), so I actually could texture it from the lowpoly itself easily.

Your model is more problematic because there is a sharp difference between the high poly and the low poly which necessitates the texturing to be AFTER rendering out the normal map and the ambient occlusion map (for texturing reference, as well as picking out shadows of the grooves and whatnot on the highpoly).

Also, once the high poly has been baked unto the normal map and AO of the low poly, it will then require very little further texturing.

So... I can't do anything with it until you have rendered out a normal map and AO, sorry. :(

P.S. Also I suggest reunwrapping it to minimize the empty spaces between the islands as much as possible. Your normal mapped low poly will look very bad if the resolution is too low on the texture itself. So it's in your best interests to use as much of the space in the UV map as possible so your normal map remains sharp and not smudgy or blurry.

Indeed, if you can, I suggest halving the entire gun then unwrapping it as it would mean you have less surface area to fit into the map. Then halving the high poly as well then baking its normal map to the halved low poly. Then mirror everything again. This will result in a much better quality normal map.

Image

Also for unwrapping, it is helpful to use a checkered material when unwrapping your model. And to try and keep the squares from distorting. The blue checkered area are the areas I had started to reunwrap. The blue squares are not distorted unlike in your unwrap (the black and white textured one). For instance. Try applying a texture with lettering on it unto your model and you will notice that the letters are very distorted, the distortion would actually be impossible to correct in texture.

Don't be afraid to not keep the vertices together in the uvmap like in the bottom picture. That can be compensated via texture as long as the seams are properly aligned. It's much better than distorting your uv's in the interest of keeping your islands together.

Remember that this is not an organic model. Organic models can afford that, but hard surface models like guns need to minimize distortion as much as possible.

Anyway, as I said. It's very intensive, so... I'm sorry I can't do this I guess. :/ I mean I can, but I really don't want to spend 2 weeks on it. Heh.


P.P.S. Use Box/cylinder autounwrap as much as possible. 3dsMax has the Box mapping tool. Box map it first then snap and adjust the pieces generated together. I don't know about blender and other apps though, but I'm pretty sure they have that too.
Last edited by Oblivion on Sat Sep 19, 2009 10:14 pm, edited 2 times in total.
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