Sen†ry ˛°°ł 0 Posted December 3, 2005 Hi @ll 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 Share this post Link to post Share on other sites
nephilim 0 Posted December 3, 2005 please help those guys i cant helpthem though theyve asked me cuz im busy with rl and other commitments thumbs up! Share this post Link to post Share on other sites
Sophion-Black 0 Posted December 3, 2005 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 Share this post Link to post Share on other sites
Sen†ry ˛°°ł 0 Posted December 3, 2005 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 Share this post Link to post Share on other sites
granQ 293 Posted December 3, 2005 why not Put up the mlod online, ask people to texture (what path to use?).. and the best one gets selected? Share this post Link to post Share on other sites
JdB 151 Posted December 3, 2005 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 Share this post Link to post Share on other sites
LoTekK 0 Posted December 3, 2005 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? Share this post Link to post Share on other sites
JdB 151 Posted December 3, 2005 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 Share this post Link to post Share on other sites
granQ 293 Posted December 3, 2005 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 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. Share this post Link to post Share on other sites
Sen†ry ˛°°ł 0 Posted December 3, 2005 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 __ 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 Share this post Link to post Share on other sites
Marcus-Ergalla 0 Posted December 3, 2005 Unfortunatlly I´m nobody who has some good skill with skinning , but I hope you´ll find one soon. I hope it won´t take to long until I can play the demo Share this post Link to post Share on other sites
granQ 293 Posted December 3, 2005 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.. Share this post Link to post Share on other sites
Commando84 0 Posted December 3, 2005 yeah can't somebody help these guys out! OFP needs a c&c mod c&c would suit perfect as a mod for ofp i think. Share this post Link to post Share on other sites
gandalf the white 0 Posted December 3, 2005 Sentry, you are planning for a demo this christmas, yet making stuff for Arma? 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... Share this post Link to post Share on other sites
nephilim 0 Posted December 4, 2005 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 Share this post Link to post Share on other sites
Sen†ry ˛°°ł 0 Posted December 4, 2005 sure...but dont forgot the lods! ltrs Share this post Link to post Share on other sites
dvargar 0 Posted December 4, 2005 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. Â Share this post Link to post Share on other sites
granQ 293 Posted December 4, 2005 got anyone that works on it yet? Share this post Link to post Share on other sites
LoTekK 0 Posted December 4, 2005 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. Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 4, 2005 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. Share this post Link to post Share on other sites
LoTekK 0 Posted December 4, 2005 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. Share this post Link to post Share on other sites
-»C&C«-Sam 0 Posted December 5, 2005 @LoTekK tris and quads are together 5.000 Share this post Link to post Share on other sites
brataccas 0 Posted December 5, 2005 how ironic, Im a texturer for cnc mod yet I cant texture soldiers Share this post Link to post Share on other sites
offtime 0 Posted December 5, 2005 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. Share this post Link to post Share on other sites