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cl10k

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Everything posted by cl10k

  1. cl10k

    ArmA Modelling Basics

    the lowpoly was a box without any overlapping
  2. cl10k

    Medics

    wrong! we should stay true to our principles and ideals - no matter what others might do!
  3. cl10k

    ArmA Modelling Basics

    i've tried xnormal now. but have a weird result. any idea what went wrong? or any link to a good tutorial?
  4. cl10k

    ArmA Modelling Basics

    i've tried xnormal now. but have a weird result. any idea what went wrong? or any link to a good tutorial?
  5. cl10k

    Medics

    i'm not sure about the us medics, but german medics all carried small arms like pistols, uzis, g3 or g36. i was in the medical service for 5 years and afaik the geneva agreement doesn't prevent medics from carrying rifles, but only for selfdefense. edit: my fault, lor already explained it...
  6. @sniperuk02: there is always an interest in addons modelled that good!
  7. uh the apache looks mighty fine
  8. cl10k

    ArmA Modelling Basics

    i don't think it was ment in a offensive way and since this is MY! topic everybody behave! but i agree with you d@nte, i think it is totally overkill to build a highpoly just for scratches and stuff @Delirium: thx for the hint towards xnormal, i read about it some time ago and since maya normal mapping is making trouble on my comp i will definetly give it a try!
  9. cl10k

    ArmA Modelling Basics

    i don't think it was ment in a offensive way and since this is MY! topic everybody behave! but i agree with you d@nte, i think it is totally overkill to build a highpoly just for scratches and stuff @Delirium: thx for the hint towards xnormal, i read about it some time ago and since maya normal mapping is making trouble on my comp i will definetly give it a try!
  10. cl10k

    ArmA Modelling Basics

    take a look at the (real) normal mapping tutorials on cgsociety... bump mapping is something different! i dont want to provoke another bump/normalmapping fight, but as far as i know you can either create your normal map in 2d using a photoshop plugin or similar tools (quite ok for hardsurface stuff) or you use a highres (usually done in zbrush or mudbrush for organic surfaces) and a lowres model and let your application create the normal maps automaticly based on the highpoly-surface... one example for using the highploy/lowpoly method (quite impressive imo) http://forums.cgsociety.org/showthread.php?f=39&t=479896 good night edit: deadmeat and jonny were faster
  11. cl10k

    ArmA Modelling Basics

    take a look at the (real) normal mapping tutorials on cgsociety... bump mapping is something different! i dont want to provoke another bump/normalmapping fight, but as far as i know you can either create your normal map in 2d using a photoshop plugin or similar tools (quite ok for hardsurface stuff) or you use a highres (usually done in zbrush or mudbrush for organic surfaces) and a lowres model and let your application create the normal maps automaticly based on the highpoly-surface... one example for using the highploy/lowpoly method (quite impressive imo) http://forums.cgsociety.org/showthread.php?f=39&t=479896 good night edit: deadmeat and jonny were faster
  12. cl10k

    ArmA Modelling Basics

    @ d@nte: neph said it would be clever to have a large normal-map for adding lots of prezise details and a smaller diffuse...
  13. cl10k

    ArmA Modelling Basics

    @ d@nte: neph said it would be clever to have a large normal-map for adding lots of prezise details and a smaller diffuse...
  14. cl10k

    ArmA Modelling Basics

    i agree with neph. my plan was to use a smaller diffuse and quite a big normal map.... but so far thx to everyone for answering my questions. But what about the detection of how a vehicle was destroyed (4. question in 1. post) - for example by the amount of damage that was inflicted to it with the last critical hit(s)? IS IT POSSIBLE?
  15. cl10k

    ArmA Modelling Basics

    i agree with neph. my plan was to use a smaller diffuse and quite a big normal map.... but so far thx to everyone for answering my questions. But what about the detection of how a vehicle was destroyed (4. question in 1. post) - for example by the amount of damage that was inflicted to it with the last critical hit(s)? IS IT POSSIBLE?
  16. cl10k

    ArmA Modelling Basics

    wow Sniper Skull thank you so much for your detailed describtion. this is really appreciated! as for the modelling aspects i am quite used to modern day normal-mapping-modelling, allthough maya is still a bit bitchy with normal maps on my comp... i modelled alot but never really succeeded in modelling for a game engine accept my poor attempts on my vodnik model for opf. there is simply so much to be aware of... at the moment i am redoing/adjusting my old vodnik model to the new engine. One of the big problems i have to deal with is texturing - i never really was disciplined enough to completly finish my textures, due to the lack of (some basic) knowledge. I still have one question regarding texturing in Arma: Is it possible to combine different texture-resolution on one model? p.e. 1024^2 normal map and 512^2 shadow map? or is there any engine limitation?
  17. cl10k

    ArmA Modelling Basics

    wow Sniper Skull thank you so much for your detailed describtion. this is really appreciated! as for the modelling aspects i am quite used to modern day normal-mapping-modelling, allthough maya is still a bit bitchy with normal maps on my comp... i modelled alot but never really succeeded in modelling for a game engine accept my poor attempts on my vodnik model for opf. there is simply so much to be aware of... at the moment i am redoing/adjusting my old vodnik model to the new engine. One of the big problems i have to deal with is texturing - i never really was disciplined enough to completly finish my textures, due to the lack of (some basic) knowledge. I still have one question regarding texturing in Arma: Is it possible to combine different texture-resolution on one model? p.e. 1024^2 normal map and 512^2 shadow map? or is there any engine limitation?
  18. cl10k

    D addons in works

    excellent modelling! which software do you use? do you plan on using mudbox or zbrush for detailling? @ebud and wolfbite: it's for creating the normal maps - so no need to worry about polycount
  19. cl10k

    KAMIKAZE

    there is a book called "die geheimen wunderwaffen des III. reiches" i know the title is a bit stereotyped but its quite good. its full of sketches and drawings and some useful basic information on different planes/rockets. price is about 15€ on amazon and its worth it! at least imo its a good start into the topic and more reliable than n24 documentations.... cl10k
  20. cl10k

    GAZ 3937 Vodnik

    I dont think this project is dead (yet). I am just completly busy with university und RL... There is simply not enough time to finish the textures atm. please dont be dissappointed, i will definetly finish this baby one day... !!!!
  21. cl10k

    GAZ 3937 Vodnik

    Lots to do in reallife atm... also maya is making trouble under linux - BUT VODNIK IS NOT DEAD^^ !!! So please dont worry ;-)
  22. cl10k

    GAZ 3937 Vodnik

    Hi people, after being lazy for some weeks i decided to continue my vodnik. Does anybody know about the specs of the upcoming ArmA models (polycount, texturesizes, etc.)??? Secondly, i converted to linux. My modeling program is already working, but has anybody ever tried to run oxygen under some kind of emulation like wine??? regards cl10k
  23. cl10k

    GAZ 3937 Vodnik

    sounds good granQ !!! one and a half week left until i am free !!!! but before freedom, there are 300min of math tomorow so please hold your thumbs for me
  24. cl10k

    Project 941 Akula Ver 1.2

    looking great, fantastic, exellent, awesome.... !!! plz give us more pics but one question: is the water in opf deep enough??
  25. cl10k

    GAZ 3937 Vodnik

    4 weeks untill my final exams... afterwards i will definetly continue so dont worry...
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