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3 Dimensional Chat / Wondering how this looks?

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Joined: 18th Sep 2007
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Posted: 20th Mar 2009 21:01
Okay this is my first segment for a fps I'm making.
I was hoping that someone that know about 3d modelling would help me by giving some constructive critisism.
Thanks

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Game maker wannabe
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Location: Dorset, ooh arr!
Posted: 20th Mar 2009 21:10
Please upload piccehs as .jpg, it means we can look at them without downloading the file. Thanks

<Insert Signature Here>
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Posted: 20th Mar 2009 21:14
How do I do that?
(sorry for such a newb question.)
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Posted: 20th Mar 2009 21:45 Edited at: 20th Mar 2009 21:46
okay, JPG...

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Sid Sinister
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Posted: 20th Mar 2009 22:40
I have to go in a sec, so I have to keep this quick, but I'll return later and expand upon it more if you'd like.

1) Assuming that's a screenshot of your stuff from a render or inside your modeling program, you should keep in mind those shiny effects will not carry over to your game without the use of shaders.

2) Assuming that you want to repeat that hallway to save time modeling and texturing, make just one hallway segment and connect them over and over again. Don't forget to make a special L and T connectors for your hallways though! You might have already done this, but just mentioning it.

3) I like the idea, but it's not quite there yet. A) Your floor is really glossy B) The textures are stretch one the side and C) If your going to have light, add a bit of realism to it by making light fixtures!

That should get you started. Good work so far though

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Degrees: Computer Animation-
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Posted: 20th Mar 2009 23:20
Thank you for you help... if you don't mind I'd love if you would expand on what you said.
I'll get to work on adding a light fixture.
By the way would you happen to know of a shader I could use to make my surfaces shiny in the program...?
visual dreamer
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Posted: 21st Mar 2009 00:52
which program do you use?to render the scene
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Posted: 21st Mar 2009 20:17
I'm using the trial version of 3DS max
Sid Sinister
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Posted: 22nd Mar 2009 08:07
Quote: "Thank you for you help... if you don't mind I'd love if you would expand on what you said.
I'll get to work on adding a light fixture.
By the way would you happen to know of a shader I could use to make my surfaces shiny in the program...? "


I haven't dived into the world of shaders yet. I imagine you could visit the Shader Thread (it's sticky'd) on the DBP board. There you might be able to find code that already does this or post a question about it. Green Gandalf is the go to guy about shaders.

You know... now that I think about it, I might be misleading you with this whole shader thing. In the gaming industry, they use specular maps to show reflectivity like that. It's basically a copy of your texture sheet, but in grayscale to show what parts would shine more than others. I think I was thinking shader when I told you because, to my knowledge, the only way to do that in DBP is to use shaders because it doesn't support reflective maps. I'm not sure if FPSX10 does or not, it might. But if you do go the shader route, something to check into is if you can tell the shader what parts of the model you want it to go on. If you can't, you'll have to make your floor separate.

And in all honesty, I wouldn't worry about the shininess of your floor. Just concentrate on modeling and texturing

Alright, I'm rambling and probably not making much sense, sorry

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Posted: 24th Mar 2009 00:35
DBP has a reflection shader... could I use that?
visual dreamer
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Posted: 24th Mar 2009 15:55
or you can use 3d max to bake the textuer in the object and export it to dbp
Sid Sinister
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Posted: 24th Mar 2009 21:40
Quote: "or you can use 3d max to bake the textuer in the object and export it to dbp"


That would bake in the reflection from around the room, but it wouldn't look reflected. The glossyness would be lost, and the player wouldn't be able to look at his feet and see himself.

Try the shader out

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Posted: 25th Mar 2009 04:33
Ok I'll try it
by the way, I'm not sure what you mean by "bake" either
Sid Sinister
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Posted: 26th Mar 2009 01:47
http://forum.thegamecreators.com/?m=forum_view&t=147042&b=3

I have a post in there about baking the ambient occlusion map. Google around for more info. I'm headed off to work

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Degrees: Computer Animation-
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Posted: 26th Mar 2009 02:26
thanks, looks usefull
I'll look at it some more later

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