HK-P12 model for Maya :)

If you have an idea for a MOD to Outcast, then this is the place to post it! You can help others who have posted their ideas to actualy make the MODs. Discussions concerning the editing tools inside.

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Postby Jub Jub » 8 Nov 2003, 3:58

All right, I'm pretty happy that I'm done with this basic model for the mod. I've modeled the HK-P12 off of the real one, so it doesn't really look like the first one. Never the less, I think it still looks pretty cool. It's not that detailed because I think this mod should be a 3rd person mod, like Outcast 1. Making a third person mod will mean less headaches with the guns animations, plus it would be cool to see karate in 3rd person. [loll] I don't know how to take a screenshot with Maya. Does anybody?
If you want to see it just PM or post me your email address and I'll send you an attachment. You'll need Maya to view it though. Then move the file to where all your other scenes are.
It's unpainted because I have no idea how to. [loll] If anybody wants to paint it, just say so.
I don't know about polygon limits or anything, so if anybody could get it working as a gun mod for UT2003, I'd be very grateful. [y]
The skills I can contribute to this mod are conceptual artist, VERY basic painter, and modelling.
*Cheers!* [cheer]
P.S. If you want to email me, my address is now cydonian_mensae@yahoo.com
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Postby toshiro » 9 Nov 2003, 1:18

yeah, send it over : mech2005@yahoo.com
i hope its less then 2-3MB
-----

to take a screenshot, press the PrintScr button on your keyboard and then go to any image-editing software and click Edit->Paste. save the image.
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Postby Jub Jub » 9 Nov 2003, 5:55

Thanks. It's not very big; only about 200k. Not very complicated. [:D] I'll send it right over.
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Postby toshiro » 10 Nov 2003, 1:32

pretty cool Jub-Jub.

you have some unnecessary geometry there (polygones that do nothing), especially on the handle. its not an issue for this particular model, but it will be once you try to make something more complex.
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Postby Jub Jub » 11 Nov 2003, 3:04

I'm very new to Maya. What do you mean, unnecessary geometry? I'm not taking any offense, though. [;)]
Have you got any pointers on my next weapons?
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Postby mdkilla » 11 Nov 2003, 21:07

medusa unused

medusa corrected

unused polys can be a pain in the ass in unwrapping and texturing so try to avoid or undo them.
they also make the engine of a game go to their limits much faster cause it are additonal polys to be processed
so eigther way u have the choice to use those unused polys to help u editing the geometry or think first before u start modeling how u could avoid those in the first place
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Postby Jub Jub » 12 Nov 2003, 6:36

Let me see if I've got this right. I should make my guns from less pieces? Jeez, this is like Chinese to me.
How do you use the polys to help edit the geometry, anyway?
By the way if you want to see it, just email me and I'll send you a reply with it as an attachment.
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Postby mdkilla » 12 Nov 2003, 14:17

nonono u should model the way u think its best for u to model
i myself model with lots of parts .. means for example i first make the shaft of a gun and then the grip..... finish them both and then attach them together
i myself think its easier that way
and send the model to me .. can u send it as an *.3ds file ? cause im using 3d max
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Postby toshiro » 12 Nov 2003, 23:19

jujub - look at your model from the back view. the grip is divided by nine vertical polygons and they are completely flat. this means that you could as well use only one polygon and the result would still be the same...just 9 times lighter :).

on the other hand, if you move the outer points around to make the object look rounder, then those extra polys would make sense.
----
mdkilla - mayaPLE doesnt export or import any other formats, then its native .mp [:(]
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Postby mdkilla » 12 Nov 2003, 23:36

oh well didnt like maya but for the heck of it go ahead and send the normal maya file to me then ill have to reinstall maya thought
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Postby Jub Jub » 13 Nov 2003, 2:51

@Toshiro-Oh, I see what you mean. Is there any way to rejoin them into one?
Do either of you think the model could be imported to Unreal?
@Mdkilla-I'll send it tonight. By the way, I don't think I have your email address. Could you send me a PM with it, so I can send you the gun?
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Postby mdkilla » 13 Nov 2003, 4:59

mdkilla@aol.com
it can be added to unreal or exported to unreal engine for sure but u have too make some things sure and that would be
how many polys ? (faces,triangles NOT norm polys)
materials used ?
and we would need a scripter
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Postby toshiro » 13 Nov 2003, 10:54

@JubJub - yes, you can export from maya ple. thats why you find it on the UT2k3 CDs [:)] . and exporting is rather easy. be sure to check in maya : Help->Tutorials (click on the ut2003 banner). the tute is not very detailed, but its just enough to get you started :). the rest is learning maya.
a pointer - i've noticed that you have "grouped" the components of your weapon. the exporter plugin however doesent like this and messes things up when exporing.
instead of grouping use "combine"(polygons->combine).

concerning weapons-polycount : recently i heard that weapons in the 1st person should be 1000 and 3rd person - 500 polys.

/mdkilla:"and we would need a scripter"
yep,we do. [:)]
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Postby mdkilla » 13 Nov 2003, 14:51

http://www.3dbuzz.com/
a very good site with lots of tuts and stuff... they even have a forum only for ut2003 modding so take a look
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Postby Jub Jub » 14 Nov 2003, 1:47

Thanks for the info, guys. Right now I'm real busy with school so I haven't got any Maya work done.
By the way, is there any way to know how many polys. my model has? [moder]
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