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Thread: Wolf: MP - Open Call for Prop Models

  1. #1

    Wolf: MP - Open Call for Prop Models

    To keep the other thread clean I thought would post here instead, in order for the mod to grow we require additional hands to help out, one of the key areas we're looking for help in is modelling in, we acknowledge that people might not be able to fully commit to the project so we're asking if anyone finds themselves willing to help on little bits and bobs see below for our current requirements for models, references taken from W:ET and Wolf09 as well as some photos, be sure to PM myself of BackSnip3 for further information. We require all models to be suitable for idtech4 engine, complete with diffuse, specular and normal mapped textures.

    Required Models


    Welding Gas Bottles


    Office Furniture (desk, chair, lamp etc)


    Gun Rack


    Foot lockers


    Filing Cabinets


    Bed Bunks


    Lockers (Allied version also)



    Various boxes


    Wall mounted light fixtures


    Switch box


    Light fixtures


    Raft


    Generator


    Light switch


    Generic electrical equipment

    Just to be clear, where we've shown ET screenshots, we're looking for that item but for the detail to be on par with ET:QW and Wolf09 models.

    ETQW Mediocre Club

  2. #2

    Re: Wolf: MP - Open Call for Prop Models

    but I can't give you more stars
    Quote Originally Posted by MistaSparkle View Post
    and every time Nail comes in and ruins it

  3. #3

    Re: Wolf: MP - Open Call for Prop Models

    I can't offer you much, but as part of the ET: Legacy asset creation effort, ETDamien started with a generator. It is not like the one you showed, but shaped after the one from Wolfenstein: The New Order. There was limited contact with him during the last few weeks, but since we'll also use it for ET:L I can contact him about the status.

  4. #4
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP - Open Call for Prop Models

    Looks great!
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  5. #5

    Re: Wolf: MP - Open Call for Prop Models

    Agreed, that looks good, I'm sure wouldn't take much effort to convert to ET:QW engine standards.

    ETQW Mediocre Club

  6. #6

    Re: Wolf: MP - Open Call for Prop Models

    Chris or backsnip, anything you can use here:
    http://www.thewolfteam.org/forum/ind...sg4720#msg4720

    go ahead and use them
    I'm an engineer, lets just asume I'm right...


  7. #7
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP - Open Call for Prop Models

    Thank you very much Thunder for your donations!
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  8. #8

    Re: Wolf: MP - Open Call for Prop Models

    No problems, just be sure to check the repo or forum from time to time.. there will be a lot.. maybe not all useable but whatever...

    latest I am working on:
    done.png
    I'm an engineer, lets just asume I'm right...


  9. #9
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP - Open Call for Prop Models

    Looks good. To be honest it's one of your best models that I've seen. It just lacks detail (image resolution?) in the texture I think. Also we need normalmaps/specularmaps in ETQW. Will see what I can do when you're finished with that. Also will check the git again.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  10. #10

    Re: Wolf: MP - Open Call for Prop Models

    Well it aint bumped yet..
    And my best model so far is this when its done:
    http://www.thewolfteam.org/portfolio/3d-making/
    I'm an engineer, lets just asume I'm right...


  11. #11

    Re: Wolf: MP - Open Call for Prop Models



    and phone in repo as bphone @backsnip
    I'm an engineer, lets just asume I'm right...


  12. #12

    Re: Wolf: MP - Open Call for Prop Models

    I also agree that your models are getting better and better, but unfortunately they are not optimized for normal mapping. Of course a normal map can be used with it, no doubt, but we're not making proper use of the possibilities that come with this technique.
    Quote Originally Posted by twt_thunder View Post
    Well it aint bumped yet..
    There won't be many differences. Normal maps have been created for models to simulate high-poly geometry on a low poly geometry. Take for example your welding tank and your lightswitch below. The shaky, green lines indicate line of polys that could be saved with a proper normal map, because those height differences could be simulated.
    This isn't meant to discourage you and I hope I'm not spreading lies here, since I have very limited knowledge of modelling.
    Attached Images Attached Images

  13. #13

    Re: Wolf: MP - Open Call for Prop Models

    but wouldnt that affect the fps just as much?

    EDIT:

    the dinghy...

    no bumpmap:
    no_bump.jpg

    with bumpmap
    bump.jpg

    and looks ok ingame for me atleast:
    ingame.jpg

    anyways I am the only one you got and I cant do blender :/
    Last edited by twt_thunder; 1st Apr 2016 at 21:53.
    I'm an engineer, lets just asume I'm right...


  14. #14
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP - Open Call for Prop Models

    @thunder will check the github when I can thanks.
    Normalmaps are faster than high polygon. For example you can have a design model with 100000 polygons which results in a 10000 polygon game model. The normalmap processing cost nothing compared to 90000 polygons. It's even worse with an animated model!
    Also in ETQW if you don't use LWO static model and instead use OBJ you absolutely need a nornalmap to simulate hard edges.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  15. #15

    Re: Wolf: MP - Open Call for Prop Models

    Ok thx for clarifying this backsnip, something I have wonder about for a long time
    I'm an engineer, lets just asume I'm right...


  16. #16

    Re: Wolf: MP - Open Call for Prop Models

    just throwed something quick together (5mins)

    how would you really do a low poly of this and make the bumpmap work so it looks the same?
    bw.png
    I'm an engineer, lets just asume I'm right...


  17. #17
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP - Open Call for Prop Models

    This looks already like it doesn't have many polygons! A good example for normalmap is something like a wheel tire :


    http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html


    Also, normalmap is not same as bumpmap. Bumpmap is like a heightmap, it's a greyscale image which can express bumps, it doesn't work very well on non-flat surfaces. Normalmaps are RGB images and work for objects of any shape because it's based on polygons normal vector modification.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  18. #18

    Re: Wolf: MP - Open Call for Prop Models

    Yet another example.

    Normalmaps doesn't affect mesh shapes, instead they use shadows and lights manipulation to imitate polygon deformation, to make it look like it has more tris. The wall still flat af, but the external lights are affecting it, so it looks more realistic and polygon rich.

    Attached Images Attached Images

  19. #19

    Re: Wolf: MP - Open Call for Prop Models

    well this: have 4700 polys and in my opinion thats way to much for a lamp model.....
    I'm an engineer, lets just asume I'm right...


  20. #20

    Re: Wolf: MP - Open Call for Prop Models

    @Chris, for your battery project, I saw the rocks could be better. try these:
    http://nobiax.deviantart.com/art/Free-Rocks-324052644
    I'm an engineer, lets just asume I'm right...


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