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gurugraphic@hotmail.com
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modeling & texturing, 3D rendering, & oil painting
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Windows
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Dell Vostro 200, 1.6 GHz, one gig ram, dual processor, 148 gig HD, internal vid card (nothing special about the vid card)
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Name
Gerald Hattaway
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Brownsville, Texas
graphicguru's Achievements
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Itsjustme showed me a real good TUT (by Jim Talbot) on UV maping and decaling: http://members.cox.net/jtalbotski/tutes.html
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graphicguru started following Some stuff from a new hasher , Need a UV Mapping tutorial... , user groups??? and 2 others
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Nimitz Class Carrier...low poly for FPS
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
When I converted it to .obj & .3ds I made sure the patches converted to 3 point patches. -
Nimitz Class Carrier...low poly for FPS
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
You should'nt be able to see the bridge from the deck level (outside)... however, being it's one of those games where you are doing some heavy fighting ON the carrier (terrorists have tried to capture the carrier and are ON IT!) the game play is to be continuous (real time) while on the carrier, no cut scenes, no merge into diferent level while entering door, or getting on the elevators to go into hangers, if that explains it... I also have to make it where you can go up int the crows nest, LOL.[attachmentid=12774] -
Very funny! ___________________________________________________ And I must have JUST turned Apprentice as I was adding a comment or two, so....what do ya know, at 47 years of age, after years of doing fine art, I'm an apprentice, (I always hated that word). Anyway, how does one get recruited into a group? initiation? secret rituals? brown nose? or worse?
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Nimitz Class Carrier...low poly for FPS
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
Well, to answer most of those questions... I am making this for someone else, & I don't remember the game engine he is using, but it will except the file type I am converting it to, .3ds, as well as .obj, using a freeware program called PoseRay. The polygon limit is no more than 7000 (6000 ideal). There will be jets, other people, and various props (cranes, towing cars, large batteries, ect.) all running at the same time. The player will be able to see detail from the flat top deck, from inside elevator & hangar, and enter a stair well to the bridge, and sit in the capitain's seat, with other crew in thier seats as well. The bridge will not be hidden, but accessable. The antennas are only 12 control points each which translates to 32 polygons at 4 polys per control point section (8 sections). The neting all the way around the outside edge is only in 2D. I lucked out there.... I wanted to make everything ONE poly per section, but the .3ds conversion comes out weird, with missing pannels. If someone out there knows a better way, I am all ears. [attachmentid=12767] [attachmentid=12768] [attachmentid=12769] -
So... how, or when does a 'newbie' (or should I say apprentice) get to join a user group, or no longer be considered a 'newbie'? (newbie... I always hated that word)
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Nimitz Class Carrier...low poly for FPS
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
as far as angular, In order to keep polygons LOW for game play, I could not use any beveled edges or curved surfaces for that matter... I need to add the 4th elevator to the other side, but that again will add to the poly count, and I am already at the limit, due to having a detail bridge. At least the web sites where I got the info 'SAID' it was a Nimitz class. Here are the diagrams I used from that site to create my rotoscopes. More to come... your comments are welcome. [attachmentid=12758][attachmentid=12759] -
Here are a few shots of a carrier I am working on... comments??? [attachmentid=12745] [attachmentid=12746] [attachmentid=12747]
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I may be a newbie here, but as I use multiple applications all the time, I found that .3ds is the best bet for import and export. I have had no problem with .3ds files going back and forth from one program to another. Most 3D applications are capable of excepting or converting to .3ds (including AM), Below you will find the basic save, conversion, import, and export capabilities of AM. Even though .max & .3ds are from the same application (3D Studio Max) they are from different versions and are slightly different in import / export. You will need to find a way to convert from .max to .3ds befor it will import into AM.....Unless there is a 3d file conversion program somewhere out there, (hopefully try the links provided by sonic84 to find one) or you may be S.O.L. I haven't found one yet, but who knows. Good luck, I hope this helps.... SAVE: .mdl and .prg IMPORT: .mdl .lit .seg .dxf .3ds .av2 and .ply CONVERTS & EXPORT: .3ds .ply .av2 MAJOR EDIT HERE!!!!! I found a Halo Master Chief .3ds model at www.turbosquid.com provided by nickobelenus, for $2.00... But you may need to texture and rig it yourself from what I see in it's description. They have a selection of charactures and ships from Halo, mostly free, but all are in .max format, which will not do you any good...Just that one model.
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Some stuff from a new hasher
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
And I have to agree with you on that note...They were the last thing I added, and sort of half thougt through. This particular ship is supposed to be an alien ship, and yet the engines look as though humans built them. Thanks for the contenuity insight there by the way, another model I am working on...A stealth plane as seen below. You are welcome to critique it, I don't mind at all. I am still at the learner's level, but I don't get my feelings hurt too much...so, lay it on me! -
Some stuff from a new hasher
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
I forgot to mention, the bottom right model that looks like a fish & is really a space ship, is done intirely in AM. As far as CG, I think that ALL Computer Generated graphics are called 'CG'.....Aren't they?.... Some one help me out on this one... The rest of the renders of course, are mutiple application renders....(ALAS) P.S. Sorry I am not the 'loyal to only one application' kind of a guy when it comes to 3D rendering...besides, AM is VERY NEW to me still! -
Some stuff from a new hasher
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
Well I hope this explains why they look gold, they are wooden poles that are OVERLAYED with gold. (gold covered wood) for that matter, the box was originally (In history) a WOODEN box, overlayed with gold. The Ark as a whole was wood, OVERLAYED with gold, if you catch my meaning...you will not see the actual wood on ANY parts of the Ark, because EACH part is COVERED with gold, according to the historical accounts found in the holy scriptures and other writings. P.S. Forgive me for repeating myself here, I just want to be clear as mud on the 'gold' issue. -
Some stuff from a new hasher
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
I have been an actual sculptor and painter most of my adult life, I just started learning 3D rendering this summer. I had to get past learning the basics of the program first. as far as the Ark, check out the biblical description. The carrying bars, it is mentioned that they are permanently attached to the legs, and (yes, wood) overlayed with solid gold. Here is the close up of the Ark. Let me know what other close ups of other model wireframes you would like. And thanks for your interest -
Some stuff from a new hasher
graphicguru replied to graphicguru's topic in Work In Progress / Sweatbox
A way out of what? I don't follw you... -
Just a few WIPs from my (new) portfolio What you see, has been imported from AM into either Vue or Bryce to do final renders. Constructive critique toward a new modeler couldn't hurt....