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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Lord_PorkSword wrote:

Very nice M8!


 ...+1

... dunno where came your inspiration from but it s looking like typical  style from"alsace" (lot of german influences in this part of France) , though i bet it could fit to several other places too...

for thoses who have no clue what "alsacian style" mean:

alsace1.JPG

alsace2.JPG



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calculating Pi by hand

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Yeah, alsace (and lorraine) have some kind of historical duality. I was there once in holidays several years ago, Colmar et Mulhouse. http://de.wikipedia.org/w/index.php?title=Datei:Colmar_-_Alsace.jpg&filetimestamp=20070502173256

There are many many different kinds of timber framing (depending on age and geography f.e.), espacially in germany i think.
My reference pic was actually this one: http://de.wikipedia.org/w/index.php?title=Datei:Kunstdrechslerei_Zettler_%28Schwerin%29_cleaned.jpg&filetimestamp=20070815213439



-- Edited by mAlkAv!An on Wednesday 13th of June 2012 04:29:24 PM

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calculating Pi by hand

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Timber frame house WiP

"skeleton"

solid colors

textured


This is just the clean version, which means that there are no kinds of irregularities - everything is at 90° angles and dead straight. I usually make those basic models first to use them as a base for LoD creation.
So far ~2500 triangles / +5000 vertices



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Very nice M8!

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héhé....thx for explanations, nice...

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Niiiiiiiiiiiiiiiiiiiiiiice :D

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calculating Pi by hand

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blender_timber_52qfkz0.jpg
blender_timber_51jy86g.jpg






-- Edited by mAlkAv!An on Friday 15th of June 2012 02:33:51 PM



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When I look at all your latest meshes, I can say that en entire map could be made with them. I always love the "rustic" kind of map & I would be please to make a map with only your meshes. I truly love them !!!

You have pure talent m8, great job :D

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stevelois wrote:

When I look at all your latest meshes, I can say that en entire map could be made with them. I always love the "rustic" kind of map & I would be please to make a map with only your meshes. I truly love them !!!

You have pure talent m8, great job :D


 +1!



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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....+2 i think new meshes can remotivate lot of mappers bored by the stock ones....like when u discover a "new" engine stock content....

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calculating Pi by hand

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Quoting very old stuff...

 

Odedge wrote:

I gave a shot at the Sci-Fi Panel tutorial I just linked. Here is my normal map. The bolts need some work, but you get the idea!

blender_practice_011.jpg

I am still using 2.57b and for some reason I had to place my low poly mesh above the high poly meshes.

I sort of made a cube of it in the editor and applied the "color" map the tutorial suggests to make, just to give it some contrast. After part 2, I will make an effort to do some honest work in GIMP to make it look better.

blender_practice_012.jpg



I gave a semi-honest work at creating a decent looking texture. I am a bit rusty with GIMP, so be kind. Here is the the same sci-fi panel with a diffuse and emessive texture applies.

I know, I know... I didn't fix the bolts by the lights. smile

blender_practice_013.jpg


 

 

Here's my first attempt on a floor panel

scifipanelfloor_1325jc.jpg

 

scifipanelfloor_2r02fe.jpg

 

scifipanelfloor_3d30mu.jpg



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Very nice effort. I like the grungy / aged detail you've added on the metal embossing.

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Yep, really like this floor panel :D

Another variant with emitting lights in the middle of the square & on the sides at the same height would be also very nice :)

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i dig it too, i m gonna use this for my secure cage to transport tyrannausaurus and co
nice job Malk...again

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calculating Pi by hand

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MCampagnini has just released a new version of the ase exporter for blender 2.63a that fixes some bugs of v2.
http://forums.epicgames.com/threads/776986-Blender-2-57-ASE-export?p=30559764&viewfull=1#post30559764



-- Edited by mAlkAv!An on Wednesday 4th of July 2012 09:05:26 AM

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calculating Pi by hand

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v2.01a fixed the missing vertex colors
http://code.google.com/p/ase-export-vmc/

Everything else is working fine, too. So you can finally use Blender 2.63a for .ase models now without any probs/restrictions.



-- Edited by mAlkAv!An on Thursday 5th of July 2012 09:02:38 AM

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calculating Pi by hand

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Some kind of a sci fi crate, early wip



low poly (228 tris)

scificrate_1_17azsd.png

 

high poly

scificrate_1_2nkzvd.png

 

low poly + normal/ambient occlusion map

scificrate_1_3esl96.png



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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nice start m8

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Unreal Old Friend

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Nice, reminds me of the ammo crates in Bulletstorm in looks!

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Great work, the low poly is shaping up quite well. Not sure if its the angle but the handle doesn't appear to have any AO?

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+1 to above!
Looking good Malk!

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calculating Pi by hand

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Thanks mates
Achernar you are right, that's because the high poly model didn't have a handle back then.

I decided to give the low poly some extra geometry because it looks a bit strange to have all these details in the normal map only.

scificrate_2_5g3lut.png

 

Diffuse texture wip

plain colors

scificrate_2_6a1y12.png

 

material overlay

scificrate_2_77ezlc.png



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Nice, futuristic clean crate m8 :D

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I like the extra details, with colour it looks finished. Only thing I wondered about is the specular on metal corners, could use a bit more but that's just personal preference. Good work.

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calculating Pi by hand

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Oh, thats just the very start for the diffuse, there is no spec map yet. Just showing step by step pics.
Besides I'm not satisfied with the colors yet but everything is in extra ps layers so it'll be easy to do some quick adjustments.

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calculating Pi by hand

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getting closer to final

 

scificrate_3_1tfkas.jpg

scificrate_3_mapsptjq6.jpg



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Awsome!

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Lord_PorkSword wrote:

Awsome!


 +1 biggrin



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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stevelois wrote:
Lord_PorkSword wrote:

Awsome!


 +1 biggrin


 ...+1...



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calculating Pi by hand

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There is no .fbx importer for blender, that's why you have to use other progs.
I'm using the free version of 3ds max.
Another way is to use the UDK. It lets you import .fbx files and export the same as .obj which can be imported in Blender. Obj does only support a single UV channel but the UDK can also export the same mesh as .obj just with the second (lightmap) UVs, so you would have 2 models. In Blender you can then join both UV layouts to a single model and export that one as .ase.

Many models don't come with a separate UV layout for the lightmaps. Sometimes you can use the first UV set that's for the textures but in most cases it's better to make a new UV layout. This is already a more advanced task and can hardly being described in a single forum post. But there are several rules to do a good lightmap UV unwrap and I wouldn't mind to explain and illustrate those. It might be a good idea to watch a short and simple blender tutorial first of all.



-- Edited by mAlkAv!An on Wednesday 25th of July 2012 06:23:24 PM

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Since few of the bro's here know how to convert FBX to ASE files, I have a request if it's not to much to ask aww

I would like to be able to do this task specifically only so I won't have to bother everyone with my request each time & I want also to be able to generate the best UV layout possible too smile

I don't know nothing about Blender or any kind of format conversion but since I see to many awesome meshes that are in FBX, I want to use them myself for my project & don't want to rely on everyone else for that conversion / UV job ashamed

Is it ok for the advance users to explain what to do, 2 step by step tutorials. 1 for the conversion & also 1 for the UV layout confuse I want to gather all the necessary info to make a finished / complete tut on that subject after with print screen & such biggrin

I would appreciate very much all the help you guy's can give !!!



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Stevelois wrote:

Is it ok for the advance users to explain what to do, 2 step by step tutorials. 1 for the conversion & also 1 for the UV layout confuse I want to gather all the necessary info to make a finished / complete tut on that subject after with print screen & such

   I will make some instructions for the Blender pathway after my net quota renews (in one week). I can point to some material to familiarize yourself with the interface which won't go astray even for such simple tasks in the interim.

  Blender Intro (3d buzz)

   Modules 1 through 7 will help in this regard.



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@Malk

About the file format, I thought Blender was able to open FBX, OBJ just fine & then save the file as ASE. But I understand that for the UV, it's better to start from "0" & that you need to understand the app a bit to know what to do & how to do. Knowing the rules will be very helpful indeed aww

@Achernar

THX for the help in advance & the link. I will surely able to look at all that in few weeks. My vacations will begin August 6th so I won't map before September, will enjoy summer, so you have all the time, no rush at all wink

It's very kind of you both to help, so a big THX m8's !!! biggrin



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calculating Pi by hand

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New blender 2.64 testbuild available: http://download.blender.org/release/Blender2.64/



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calculating Pi by hand

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some old ruin style floor tiles

high poly & low poly modeled in blender, maps baked in blender and xnormal

1000 tris / 512 vertices



oldfloortiles13vdxh.jpg
oldfloortiles3c5ec3.png



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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wow...superb

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Bl!tz wrote:

wow...superb


 +1!

Very cool M8!



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Top work Malk the tiles look outstanding. Well done!

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calculating Pi by hand

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Thanks mates.

 

Here's another one, it's a tileable floor tile mesh, similar style / 359 tris.

My main objective was to get it done in a short time since I'm always on the slow side.

Here's a short breakdown, every step took aprox. 30-40 minutes (click to enlarge)

High Poly Base

tileableoldfloortiles99cqw.png 

High Poly Detail

tileableoldfloortilesa3io9.png 

Low Poly + UV unwrapping

tileableoldfloortilesnyfes.png 

Baking Maps + Texturing

tileableoldfloortilespjd4x.jpg

 

tileableoldfloortilesq4daw.jpg



-- Edited by mAlkAv!An on Monday 20th of August 2012 04:13:46 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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this kicks ze butt!!+.+

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For those interested in learning Blender or brushing up on some techniques I found a free book / course to run you through it.

Visit: Blendercourse.com  to get your hands on it or click here  ~ 5MB in all, including blend files.



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@mAlkAv!An

Awesome work, as always :D But can we use them ? I didn't saw a dwn link on your blog ?

@Achernar

THX for the link, very handy & it will be added in my programs page :D

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calculating Pi by hand

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Not for now, I'm working on a little package.


Blender 2.64 RC1 has been released: http://download.blender.org/release/Blender2.64/



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A little package, that sound very good to me :D

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Connoisseur of Bourbon!

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+1 to that!
Nuthin like a lil bit of suspense to keep us wondering! wink 



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Checkmate mate.

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stevelois wrote:

@mAlkAv!An

Awesome work, as always :D But can we use them ? I didn't saw a dwn link on your blog ?

@Achernar

THX for the link, very handy & it will be added in my programs page :D


 +1 !

aaaaaand... +1 for that 

Damn that green just kills my eyes o.o



-- Edited by Darkn3sSx on Friday 21st of September 2012 12:14:09 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Green?!?.....WHERE?.....lol^^pain in ze but...hm....eyes...agree



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calculating Pi by hand

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Tears of Steel has been released 2 days ago. This is a short movie created with open source software only, Blender playing a big part since it was also used for all the video effects.

http://www.youtube.com/watch?v=R6MlUcmOul8

 



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mAlkAv!An wrote:
Here's another one, it's a tileable floor tile mesh, similar style / 359 tris.

My main objective was to get it done in a short time since I'm always on the slow side.

Here's a short breakdown, every step took aprox. 30-40 minutes (click to enlarge)

tileableoldfloortilesq4daw.jpg



 Nice work Malk ;)



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calculating Pi by hand

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New stone models... I will share them with the UOF team mates asap.

 

All modeling done in Blender as well as normal+ao map baking.

UDK Screens / static lighting (click for 720p)

procstonesblender_01lcup6.jpg

 

procstonesblender_02x7u7z.jpg

 

procstonesblender_03s9u58.jpg



-- Edited by mAlkAv!An on Sunday 30th of September 2012 10:04:41 PM

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