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Sen†ry ˛°°ł

WE NEED URGENTLY SOME SKINNERS!

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Hi @ll

help.gifhelp.gifhelp.gifhelp.gif

its important... we need a good skinner, or more skinners, who can do skins (textures) and if he can to put on the model!

We would release for Xmas a small beta of our mod, if you know the game C&C Tiberian sun, then you know the tech level 1 of GDI.

That techlevel1 of GDI would we like to release!

please if someone here who got many skills in making skins please contact me! Its very very important!

Its about the GDI Soldier... its in progress atm and its in 1-2 weeks finished!

Model Info:

Type:Soldier

Info:~5000poly

Autor: Sam

If you contact me, give me a preview of your knowledge to do skins... because i hate fakers!

Email: yipey88@hotmail.com

MSN: yipey88@hotmail.com

ICQ: 213-172-006

or contact us in our forums:

http://cnc.ofp-forum.de

thx u very much!

ltrs

-Sen†ry ˛°°ł

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please help those guys

i cant helpthem though theyve asked me cuz im busy with rl

and other commitments

thumbs up!

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what type of skin are you looking for? uniform? face? it would be helpfull to put out more info about what to do. if its uniform what type of camo scheme do you want? stuff like that would really help to get people to submit a demo

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what type of skin are you looking for? uniform? face? it would be helpfull to put out more info about what to do. if its uniform what type of camo scheme do you want? stuff like that would really help to get people to submit a demo

ye sorry, its an uniform.

like this here:

http://www.fansiteads.com/tiberiumsun/downloads/images/gdi_inf3.jpeg

http://www.fansiteads.com/tiberiumsun/downloads/images/gdi_inf4.jpg

http://www.fansiteads.com/tiberiumsun/downloads/images/gdibg5.jpg

http://www.fansiteads.com/tiberiumsun/downloads/images/jumpjet1.jpeg

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why not Put up the mlod online, ask people to texture (what path to use?).. and the best one gets selected?

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why not Put up the mlod online, ask people to texture (what path to use?).. and the best one gets selected?

As someone that has tried a similar method, I can tell you that such a strategy carries a high risk of failure whistle.gif

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Uh, 5000 polys (is that tris or quads?) is a bit excessive for a footsoldier, no? Especially in this engine? Unless you plan on having only a couple onscreen at a time?

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Uh, 5000 polys (is that tris or quads?) is a bit excessive for a footsoldier, no? Especially in this engine? Unless you plan on having only a couple onscreen at a time?

The Power Of Lods, loved by some, ignored by many help.gif

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why not Put up the mlod online, ask people to texture (what path to use?).. and the best one gets selected?

As someone that has tried a similar method, I can tell you that such a strategy carries a high risk of failure whistle.gif

guess that depends on what you release and how much work and so on.

I think pretty many could want to try make a soldier.

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Uh, 5000 polys (is that tris or quads?) is a bit excessive for a footsoldier, no? Especially in this engine? Unless you plan on having only a couple onscreen at a time?

dont forgot... its later for armed assault!

and yes... dont forgot the lods smile_o.gif

__

we wont give the model right now to all

1. its now in progress

2. its not public before release.

3. that one who join is then a team member (if he/she wants)

ltrs

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Unfortunatlly I´m nobody who has some good skill with skinning confused_o.gif, but I hope you´ll find one soon. I hope it won´t take to long until I can play the demo wink_o.gif

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Sen†ry, dont take it like i wanna try say "what you should do" because i do.

anyway, i think many could help out, maybe good maybe little, and this include me with fixing the soldier for your beta.

And dont see why you cant release it, just a mlod, nobody can "whine" about it, play with it (unless they fix their own config and stuff).. so for "normal" people it wont be "playable", and for modmakers can give it a go.

Really looking forward and want to play this on xmas, but think you would get more help by putting it online. and then all "skinners" can post screens about their progress and people can maybe learn or find the best from two. Instead of this "behind closed doors" work..

maybe its too much nordic "leadership" style, but doing "open source" isnt bad at all..

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yeah can't somebody help these guys out! OFP needs a c&c mod inlove.gif c&c would suit perfect as a mod for ofp i think.

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Sentry, you are planning for a demo this christmas, yet making stuff for Arma? huh.gif

Also, I really suggest you try to bring the ammount of polygons on that soldier down, "arma can handle more polygons" for sure, but it also uses techniques that render those uber detailed models useless...

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ive already discussed tat with sentry so time ago

the poyl count on "regular"  infatry solider si too much

special ones like a commando but can have more cuz they arent used often

vbs1/arma´s standart units have a approx polycount of 3000-4000 depending on their gear

so a 4500 can be achieved by reducing poylcount in that model for sure smile_o.gif

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I think you should make the things holding for example the elbowpads in place into textures, no need having those 100 something polygons extra, and the pockets, could just be boxes, same shape ofcourse but better textures.

1st lod could have that insane detail i guess, but change it beyond 5m or something to textures.   smile_o.gif

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Well sure, there's lodding and whatnot, and then there's excessive. For comparison, the troopers in HL2 averaged around 2-3k tris (the main character models were a fair bit higher at 5-7k, iirc, but there was exactly one of each, and a lot of that went into the facial mesh to account for the blendshapes).

5k polies (once again, is that the tri-count, or quad count?) just seems pretty excessive to me. Looking at the helmet pics up on ofp.info, it just seems to me like you could cut the tri-count by a significant bit without losing any perceived detail, even from relatively close up.

But, that's just my two cents.

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Well sure, there's lodding and whatnot, and then there's excessive. For comparison, the troopers in HL2 averaged around 2-3k tris (the main character models were a fair bit higher at 5-7k, iirc, but there was exactly one of each, and a lot of that went into the facial mesh to account for the blendshapes).

5k polies (once again, is that the tri-count, or quad count?) just seems pretty excessive to me. Looking at the helmet pics up on ofp.info, it just seems to me like you could cut the tri-count by a significant bit without losing any perceived detail, even from relatively close up.

But, that's just my two cents.

Its been mentioned by the developers before that the OFP engine care more about points rather than faces fo tri or quads wouldnt make a difference.

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Its been mentioned by the developers before that the OFP engine care more about points rather than faces fo tri or quads wouldnt make a difference.

That sounds odd, to say the least. Your display driver/hardware will still have to convert a 4-vert plane into two tris to display. Which is basically why I was asking if the 5000 count was tris or quads.

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vehicles in most of cases are just barrels, few wheels, many many plates and other flat stuff

human posture is something completly different when it comes to mapping....

and 02l is the last tool that i would consider using to map human posture.

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