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blackjack-VS-

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Posts posted by blackjack-VS-


  1. sup everyone, i guess some wiki about normal maps would clarify some of the minds here...the bump map technique u mentioned is the nvidia plugin for photoshop and gimp, that usually works good for hatches and small details. the high poly/low poly normal map capture is always the best option for a quality model.

    I use XSI from softimage at work and home, and its really nice and easy to make the tranfer of all the maps from the high/low poly models(ultimapper).

    cl10k i strongly advise u to grab xsi 30 days demo fully working, and give it a shot with ur maya models. u can find a short video tutorial on their homepage inside the new features area.


  2. Hello Jerry, just drop by to congratulate you for the amazing work ur doing with the radio interviews, and to tell u i was one of the 49 listeners (almost all show, cause i had to leave before it finished).

    after so many years living with those plp nicknames around us in the ofp world, its very rewarding for us to know a litle bit of the persons behind the nickname, their motivations, experiences and future plans.

    During the interview i could state that placebo really has a SERIOUS problem in his life called FOOTBALL, and that explains why he was so harsh to me after the euro2006 match between PortugalXEngland. BTW he forgot to tell us what's his passion club...now seriously, it was funny to know that besides ofp/arma the only games he loads on a computer is soccer games (like me).

    About future interviews, there's a big list of plp/groups i would love to hear about...for example:

    -Kegetys- the all mighty ofp wizard that we all respect.

    -Avon Lady- big wargames site, with huge ofp suport in the early days...

    -ofp.info and now arma.info

    -FDF

    -RHS

    -y2k

    -ecp

    -ww2ec

    -inv44

    -FCM (the best coop tournament i saw)

    famouse servers like:

    -fraghaus

    -roughnecks

    -cia's

    -vetsquad

    -ses

    -karrilions

    well this were some of the most important names i could remember as a sugestion, hope u can make some of them talk to you.

    TY for all again Jerry, keep the good work.


  3. nephilim,congrats for the ak its some impressive work u made here specially with the textures... i wonder if u already tested this in any realtime engine, specially to validate normal/specular texture...

    renders can be tricky sometimes, from what i experienced....

    can u also show us the specular texture? imho specular maps are the most dificult one to create, since there's no other technique then hand paint it in photoshop. from what i can see from the renders, the specularity its perfect... keep the great work, ty for the inspiration,maybe i'll try to model a weapon like this someday.


  4. hello ubernoober, i understand your request, but from what i could state so far, the few plp that managed to port an addon to the game, did it in a very dificult way, just because there isnt any tool (yet) for editing arma addons.

    my sugestion is, go practise with ofp addons, there's many things u can do with them that are still used for arma addons. like learn how to model,texturerize, scripting or create good missions. for missions u can already work with arma, so...there's many stuff to learn now.

    lets hope bis take not many time to release new o2, so meanwhile lets have fun playing the game...still havent played more then 2h...

    whistle.gif


  5. Bpso the link for the rtm utility is here....rtm utility

    About the planes, they look very cool, but maybe to many tris...

    my advise, spend some time in the texturing and make those metals shine nice with some nice normal and specular maps ( or like someone i saw in a forum would say, abnormal and spetacular maps rofl.gif )

    let us know how many triangles the mesh is... not polygons. videocard calculates triangles not polygons, so its more acurate (at least for me)..

    About the maya plugin for arma, BIS could be super generous if they give us a tool for Softimage XSI, considered by the pro's industry the best animation software avaiable... i've tryed some nice tutorials and its really easy to animate a body with aceptable quality level. i work with xsi daily basis at work for about 6months but didnt start animations yet...my modelst/textures still make my day full busy.

    Good luck with the porting to arma of those models.cya


  6. zee, nice wip with the choper, its very acurated for a 1st modeling experience with max, so my respect for that...

    About the mesh flow, i also feel there's some kind of "not so good" distributed iso lines in some spots...i think corkey explained it well with the screenies, but everyone has a diferent way of doing the same models..

    i havent tryed a choper yet, but like all the other models with lots of curved shapes, u need to find the strong contours of the mesh, get help from reference pics and blueprints of course, then make some cv's or nurbs primitives if u have the skill to, or then just do the classic polymodeling "extrusions". i use both ways, depending on the model...

    in xsi i would start with the blueprints views attached to the reference planes, then build cv lines defining main shapes. attach those lines and create surfaces. mark hard edges for the main edges then subdivide progressive.

    make the choper finished around the 4000polyquads (8000 triangles), and then focus on creating all the details possible using mesh. use and abuse of it, then when u get the 100.000 barrier, extract the normal map and occlusion map from it.

    apply it to the 4000polys model and voila. u will have a kick ass choper for us to play on arma smile_o.gif

    i would advise u to avoid weird polygon islands, and n-sided polys. they usually cause artefacts with realtime shaders... hope it helps!

    Abs u bet those crazy bananas!! uv mapping can be so dam depressing sometimes, or extremely fun if u have decent tools... good luck for the project, and keep us posted with those wips.


  7. Congrats to bis/publisher for not being GREEDY! i "acidently" found armed assault advertise in a portuguese multimedia products website, and i was surprised with the price... 39.99euros! that's an old game price!! all the new games cost around 55-60euros (at least here), so i was curious if arma price is the same in ALL europe?

    ...in the other hand i hope this 1st dvd makes the game decently playable like "main" bugs solved, specially smooth mp code and enough bis addons. i would hate to wait for a "res" dvd so that i can have a full power arma version.

    i just ordered by phone sonext tuesday i'll have my game installed (i hope).

    so to all users, i wish u a great time playing armed assault! smile_o.gif me included!


  8. Quote[/b] ]isnt it exactly the same texture... just darkened in photoshop etc?

    indeed...there's nothing diferent in that texture...what's the point anyway!? does a brighter texture means a new skin!? why dont u try to create a new wood/metal material with the correspondent normal map? that would be something REALLY different.


  9. congrats,even in the ugly look of o2 window it looks sweet.

    I presume this is the high poly version of the model, used to capture normal maps information, so my strong advise is to keep a paralel version with the 1st main lod, so u can have a good idea of the final model polycount.

    Messiah, imo there's no better reference for extracting detailed tire threads like a highpoly reference... hand painting the normal map is always the fast/easy solution, that works perfectly for hatches, minor details.but for deep threads like that...i would keep the highpoly version.

    keep the good work!


  10. i agree with djfrogstar. booleans in theory are very handy, and they can be in reality for certain kind of primitives, but for the most situations u will have a very "dirty" mesh. u will notice it when unwraping for sure.

    u say that ur working on structures (buildings i presume)... where r u planing to (ab)use booleans? for windows/doors? that kind of work is always better with subdividing polys then extrude (in or out).

    the only situation i totally avoid booleans (ofp/arma related), is the creation of the geometry (colision)model. having polys created with booleans, will not guarantee the mesh convexity. then the model wont behave correctly ingame, with the famous ofp breaktrough/ overlap colisions...


  11. Ty again romulos for the tips. i just had some time to install kegetys plugin for photoshop and surfed around the paa's inside character.pbo. its just unbelievable the detail/size of the textures, and i guess it will take some time to have comparable addons from the comunity...congratulations to bis artists, they made an outsanding 2d work. i presume that they also made some really high poly models for extraction of such data..

    so there goes my expectation of building addons with just some painted bumps on gimp then use normal map filter on it. (jk)

    Afterall i'm gona need to spend some time around ultimapper tool on xsi and learn how to extract those nice textures correctly. i never tryed to extract specular maps, but i guess its a simple tick to active on the menu..this tool is really simple to use.

    can u tell me what's the correct light position, and type of light u should use , when ur about to extract maps from high poly model?

    well..i can predict a very long future to this game, at least relating to pc's requirements...it will take 2 years for me to have a decent machine to run arma confused_o.gif but its fine to me, i'm happy with few years more with arma smile_o.gif o


  12. Romulo --- thank u SO much for all the precious informations. u cleared all my doubts relating to "what does arma 3d engine eats?"

    i dont visit the arma wiki for a couple of months, so maybe all this info is there and i missed it.

    i'm really excited to know that we can use occlusion&specular passes (Texture) . i spent the all day using oclusion maps at work. it gives a really special touch of realism to a 3d model.

    so far i just unpboed the character.pbo, so i didnt find those material files.

    since i have realy few time per day to spent around arma files, can u point me the pbo's where i can find the materials descriptions and the diferent kind of textures (oclusion/specular/normal) ?


  13. great job lolsav! smile_o.gif glad to see u back to the comunity (not that u ever left!wink_o.gif .

    dont want to go out of thread BUT, its so sad to watch ofp old phisics engine cloned to arma...that hmvv flickering is awfull...

    keep directing some movies for us! we apreciate!


  14. well not everything is lost i think....afterall a 3d model (whatever file extension u have) is a relation between points/edges/polys.

    ofp textures can always be used as diffuse textures...

    arma brings some new concepts to the game, but they are already old news in the game comunity. so what i insist and advise all addon makers is to learn and do some tests with high poly modeling, then convert it to low poly, learn how to extract the normal maps correctly... then learn how to create normal maps with gimp/photoshop, from the old ofp textures (without any creation of models to do the job).

    All the other needed skills to build an addon are still on bis safe...named selections, texture details ( that info about streched textures that crash the game is dam weird...what are the uvmaps doing there afterall?).

    As u see we have some time to spend around here, while bis cooks us a new oxygen tool... they could name it ozone thumbs-up.gif

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