TyrokaFX Modeling Corner - Printable Version +- NordInvasion Forum (https://forum.nordinvasion.com) +-- Forum: Discussions (https://forum.nordinvasion.com/forumdisplay.php?fid=7) +--- Forum: Community Projects (https://forum.nordinvasion.com/forumdisplay.php?fid=19) +---- Forum: Models and Textures (https://forum.nordinvasion.com/forumdisplay.php?fid=78) +---- Thread: TyrokaFX Modeling Corner (/showthread.php?tid=33807) |
TyrokaFX Modeling Corner - Jalau - 30-12-2014 TyrokaFX Well a friend of mine, is pretty good at modeling so I'm posting his work for you here. Maybe some stuff can be used in game later. At the moment I only have one two pictures :/ But more will follow soon! His Youtube Channel: https://www.youtube.com/user/TyrokaFX Re: TyrokaFX Modeling Corner - darklit - 06-01-2015 Looks cool, but fits in less than the old aurora blade... Re: TyrokaFX Modeling Corner - -Perception- - 06-01-2015 Fancy renders of almost decent models.. The model itself has quite a bunch of issues, same goes for the textures, if you want to impress make a screenshot of this sword rendered via openBRF or in-game. Looking at his channel though, he should be able to do better than this, so I guess its older work? Re: TyrokaFX Modeling Corner - Jalau - 06-01-2015 (06-01-2015, 08:01 PM)-Perception- link Wrote:Fancy renders of almost decent models.. The problem is, we both tried or best to get it working. But we don't find a way to import it from cinema4d to brf without recreating the UV Maps from hand, which is a pain in the ass. We will try to continue to fix that The work is new but he did not invest that much time and he is pretty new to all this medieval stuff. I will tell him to look into your criticism and he will change that probably He added a shield: Re: TyrokaFX Modeling Corner - -Perception- - 07-01-2015 Dang I should get Cinema4D already.. or a better PC to begin with.. etc. Also, some suggestions: - Take a look into texturing, especially the metal texture could use some work. (This one is really good to start with.) - Check your normals, aka Smooth/Flat shading. When you take a look at those brown parts on the shield (Material?) you can see the edges quite clearly, same on parts of the blade. Regarding the UV map, I guess it really depends on how youve done it, but usually it should not be a problem at all, just export as .obj an import directly into openBRF. (Screenshot?) Re: TyrokaFX Modeling Corner - Jalau - 07-01-2015 Thanks for your help. He will definitely look into your criticism. Well we have an object file but if you import it to openbrf it has no textures on it? :O Re: TyrokaFX Modeling Corner - -Perception- - 07-01-2015 You have to add the textures to the brf file as well, then create a material that uses those textures and assign the material to your mesh. Also make sure to place the brf file and the textures in the same warband module, just make a copy of native and put the brf in the Resource, the textures in the Textures directory. You might have to restart openBRF once after doing that. Re: TyrokaFX Modeling Corner - Jalau - 07-01-2015 What textures exactly? If I follow the tutorial from Senioren we still also need the UV maps.. Or are they included in the obj file? Re: TyrokaFX Modeling Corner - Maroon - 07-01-2015 Well, the textures you had for the model in the first place. Senni explains it a bit more in his tutorial: (23-04-2013, 12:27 AM)Senni link Wrote:OpenBrf Basically, a Warband model (no experience with any other kind of modeling) requires two different types of file; a .obj file, which is your model without any textures. .Obj files do store a UV-map, though. The second type of file is .dds, which is a texture file. Openbrf is used to link the two filetypes together through a material. |