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Oberon3d

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Posts posted by Oberon3d


  1. I use MAX 4.2 and Photoshop.

    So I export it as 3Ds.... I think mapping in o2 is completely mad....I haven't even try it...it sounds crazy the way is done..

    So I map it in MAX

    When I export it to O2 as 3Ds it asks me if I want to keep the mapping coordinates...I say yes....and when I import the model to o2..bulldozer shows the model already textured....

    I'll post something tonight....I'm off on holidays for a while and I won't work on the ferret for 2 weeks.

    It's taking ages to do the textures....I can hardly expend 1 hour everyday...


  2. personally I was  quite happy with my texture been screwed into a pca or pcc or whatever  tounge.gif

    I made some nice textures and the change of format adds a bit of nice noise that helps to add detail to the texture.

    I don't think you should have a plain color at all. Specially when all vehicles in Flashpoint don't have it...it wouldn't match..

    If you look at my ferret's turret, right by the side of the gun there are two different greens, a lighter and a darker one. It's done by the conversion...If it was plain color it would look completely unrealistic.

    Personally I like the noise in your helicopter.

    FOTO1.JPG

    Maybe the size of the texture is too small or too big  tounge.gif


  3. I must apologize...

    That sounds better. Kind of more possible.....

    Anyway....if any money is really involved you should contact Codemasters as owner of the licence Flashpoint. unless you want to contact Bohemia as owner of the engine to make a full new game....or use another game to resolve the battles and contact it's owner....or make it fully free tounge.gif

    Cheers:)


  4. You can keep talking...but in the multimedia era see is believe and what we see so far doesn't look real....sorry.

    Also.....I don't think that getting money from a game from another company is quite legal....so you better be faking it tounge.gif ....licenced software....and that agreements...you know.

    This is the first clue not to believe you. Second.....minute bills?...come on mate.....

    Well....if you are "paying" the "team" who is doing that "thing" you should tell the Graphic designer....his designs are soooo yesterday......

    This is my last post until you show something believable....or worth it to be comentated...


  5. I think that the best option are really the UN army because of it´s Worldwide components and field of action.

    But if you want a less Institutional army I think we could do the French Foreign Legion. It´s a worldwide but french composed army...This could be a good idea for a Flashpoint Clan aswell....

    Where do I sign?


  6. I´m not naturaly english but I think that I can read it good enough.....so the text in this website sounds like cheap chit chat to me....

    Well at least the guy could have changed the text layer in Photoshop when changed from the Buildings to the Units screen ;P now you have a soldier called MINING FACILITY

    image7.jpg


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (B@ZOOkA @ Dec. 09 2002,23:35)</td></tr><tr><td id="QUOTE">looks great... even with those beta textures...  but i think this model is quite easy to model - that doesnt mean you didnt invest a lot of work in it - but it has many flat faces and edges... so you can make a very good looking ferret with a (quite) low number of polys<span id='postcolor'>

    The number of polys is not the question.....It's knowing were to put them.

    ...I'm still trying to understand what you tried to tell me...Should I make a 14000 polys model just because it's supossed to be more dificult?...

    I haven't seen many round scout cars mate...

    If you want to see how easy it is look at the interior...this is not the last stage of it and it's untextured but...you can make yourself an idea....

    STAGE7.JPG


  8. Hi.

    At last I exported the model to Flashpoint.

    The textures are basic tests....Making the shadows right is taking time...So far the only bit with properly finished shadows is the turret and the wheels. Those wheels were tricky to texture tounge.gif

    I have been testing the colors and as you can see I´ll make a desert and a "plain" green skins among others  tounge.gif

    Right now it´s just a empty object so I´ll start the cpp as I finish the textures.

    It´s going to take a while to finish but....I feel like it´s worth all the effort smile.gif

    FOTO1.JPG

    FOTO2.JPG

    FOTO3.JPG


  9. Sorry....I forgot to mention (as usual I forget something)...

    The detailed interior will be a separate model....around 3500 polys as well.

    The external model has a low poly interior that I might use if i get the hatchets to open when Turning the driver and gunner out... smile.gif


  10. Hi.

    This is the addon I´m working in....

    It´s made in MAX4...is almost unwrapped and ready to be textured. This are some MAX screenshots with a fast basic shadow texture applied thank´s to my friend Capittaine Haddock.

    The Shadows you see are in the texture, not from Max lights...

    When the unwrapp is finished I will be able to start the color texture.

    baked3.jpg

    baked4.jpg

    baked7.jpg


  11. How can I make a soldier from scratch?

    I mean when I finish the model.....how does the program knows that it´s a soldier and what is the arm, the leg and that stuff..?

    Here is what I have been doing so far.... I have started another vehicle as I´m unwrapping this model in MAX...is taking a bit.

    It´s a British Daimler Ferret Mk 2

    STAGE12.JPG

    STAGE12C.JPG

    STAGE12E.JPG

    STAGE7.JPG

    STAGE7B.JPG

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