nephilim
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Everything posted by nephilim
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Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
never heard of catia :P but well i never was that much interested in CAD programs anyway. theyre somewhat way to specific for me.. -
uhm offtopic??....
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Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
how old is catia? max and maya are usually just getting stuffed with new stuff instead of being generally overhauled. hence theyre sometimes bitchy to understand. newer tools eg silo or modo are newer and due that codersa nd designers can make innovations so these programs are userfriendly. anyway once you get the spin in a 3d its ok. i use 3dsmax at work, i dont like it to behonest but it gets the job done. keep in mind that CAD programs are only made for visualisations. no fancy renderings, animation etc etc. hence theyre specified for only a certain field unlike MAX maya, or blender (bah! -
@G_H_Play_AKA_BOSS well sure they are glued on in a 3d file.. but in RL you need attachment points or rails to attach these things or use gaffa tape... but neither did mike do besides that, why do you need to adjustment knobs of an m4/m16 iron sight on a g36?.. its BS.. @hypno toad take a closer look its a new model yes.... copied together from original bis files...
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isnt blender capable of writing obj? cant remember if version 2.33 could do that. best suggestion for porting would deep exploration it works decently
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@G_H_Play_AKA_BOSS jahve has done far more and better things than mike @tbird i wish i could keep calm like that sometimes
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i made you laugh. anyway...
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at least ive done you some good
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no i don even need to try it... mike already did such kind of addons for vbs1.. copy and paste.. everyonecan do that.. even my 8 year old brother is capable of that honeslty what did he change that everyone goes OMG AWESOME!.. he added an anpeq laser/ir module to the side where there arent even RIS panels to attach it to.. same goes for the flash light. and those iron sights from the m4.. even double pasted the back iron sight.. does this has any sense? no. id doesnt even look cool. its just plain rediculous.. its ok if he wants to share them.. but he obviously doesnt seem to bother improving.. sorry if im flaim baiting but some people (not only mike) get positive comments for things that arent even worth it whilst other top modders are being accused with theft and whatever. its really a pain in the ass to read such comments about things that are done during lunchbreak. and hell does he need to dump a new thread for every single thing he makes?.. christ on a pushbike.. now i need a 2 finger full...
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ive got no idea what on earth you just said
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...another copy and paste addon.. brilliant! mike do you even try to produce better things instead of these addons "obviously" created in the glimpse of a brainfart.......
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if youd took your time and study a bit of human anatomy in your free time you wouldnt ask that.. self-study anatomy to get characters right.. thats essential.. heres a paintover http://img140.imageshack.us/img140....MG] speaking generally proportions are off.. check some anatomical references...
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
indish voice: "theyre same... , but different" -
use this one as a hi poly reference model and create a low poly model along this one. keep it to about 8-9k tris thisll work eg. ut3 chars have a range of 4k-8k polys. (iron guard male and krall)
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still. modern game engines arent a blanco pass for excessive polygon usage. normal maps are there for a reason.. the game assets are basically the same as from some years ago. next gen basically only means improved shaders (normal mapping, HDRI, etc etc.). of course polygont count can be raised but its not really necessary. and again still a 20k character is no fun to rig..
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20k polys?.. dream on dude.. that things is not riggable in oxygen. aside from that it looks heavily unoptimized half of the stucture you can see can be faked with normal maps. im not trying to put your friend down but for a game model its crap. the anatomical structure looks ok. theres some flaws in proportions and muscle topology and flow. post some wireframes please maybe theres some hope buying mocap hard- and software? are you aware of how much such equipment costs?
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Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
so you basically mean that anything that isnt done with cad/catia is a rip off?... right....... gee.. nearly every high end 3d app is cabable of such things.. ever heard of instancing? morph targets?. ok so you have 1000 different buildings. do you have control over each one? parameter wise? im honest i havent tried catia and ive got nothing against it or other CAD apps.. but some people (app. fashists as i call them ) seem are very prejudiced about the software they use.. (woot?? maya?? try silo its the sh!t anything else is blasphemy) -
Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
sarcasm?.... -
WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
well if you pay me 500 bucks cash sure -
WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
add another 10k  some people dont really seem to understand that we modders arent the community slaves/b!tches to get new supper leet deltanavysealgreenberetacudcudpdufsbomonspetsnazwhatevertheyrejustretext addons just for their friggen sake! -
Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
look at it that way in the end it doesnt matter what program you use to create your models. some are better for one certain field than the others. some have nicer and more logical gui´s than others. some might appeal to you far more than other. try some progs and settle down with it. so why creating the same model 3 times in different progs?? anyway find what suits you best @cl10k alrighty guy... for my pace i definatly will not switch to any cad program. i tried them i dont really like them much cause theyre only restrained to architectural and industrial things. period. if you like it ok.. thats your deal. fact is theyre not the most ideal tool to create game models with.. -
Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
zbrush works fine even with 5 milion poly models but i solely reach that level but those CAD models.. gazillion polys.. -
Modelling with solidworks?
nephilim replied to tylerdurden's topic in ARMA - ADDONS & MODS: DISCUSSION
oh lawd please no CAD for anything CGI related thats not industrial or architectural design... CAD is only meant for the last two but for nothing else.. i can tell you an anekdode... some months ago i got a job over a friend to help out a team that was making a cgi movie they made the whole architecture in auto CAD and imported into max now they wanted to texture it.. it was a complete disaster.. i said ok send me the files i see what i can do.. ( they had 2 days left until deadline !!! i received the files BANG! each schene had gazillion polygons each being entirely made up of tris.. trying to map it was basically not possible i have a decent pc.. 4 gig ram, quad core 12 ghz and 2X8880 GTXers selectin one part took 2 mins! loading up the uv editr 5 mins.. editing them took... it was a complete desaster.. never use auto cad for game things! NEVER NEVER NEVER! -
sorry guys ill have to postpone this tute to monday :/ some urgent appointment did bypass my schedule stay tuned
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
there indeed is a branch for terrain artists.. but theyre usually called level designers its quite a demanding field that shouldnt be underestimated