Blenderheads
Arts & Literature group with 317 members, open to all membersFor us folks who like to stay Free and use the Blender 3d program over every other costly options!
The last few months I have been diligently working at learning UDK, Blender and all the crazy aspects of creating custom static meshes. So far I have learned UV Coordinates, UV Unwrap, Baking Normals, Baking Lightmaps, Smooth Groups, importing/exporting ASE, OBJ, PSK, DAE and more... I'm a game collector. I love playing and collecting games from all genre's. I have a huge selection of games from FPS to driving games and puzzle games. I just plain LOVE PC video games. Mods and open source is yet another source of free games for us to enjoy and create. I am also a artist with skills in drawing, sculpture, graphic arts, 3D modeling and music.
0 comments by booman on Dec 22nd, 2011
I plan to start modeling again this weekend during my Christmas break.
I'm going to practice creating models from scratch in Blender and then doing some test baking high poly to low poly. After that I will do some test imports into UDK and see how my models & normals look.
I have been paying a lot of attention to games and their assets. No matter what game I play (Far Cry2, Wolfenstein, STALKER, Legendary) all the assets still have seams. The best models I have seen so far are ironically in Unreal Tournament 3. But I admit, Assassins Creed models are very nice too.
As I develop these assets, my goal is to learn how seams can be hidden so the UV mapping isn't so obvious. Also, I have learned that normals retain display how lighting falls across surfaces, specially sharp edges and can make objects look less "perfect" and "computer generated".
First I will be working on some simple crates and revolved pottery. Then on to architectural elements like doors, roofs, walls, steps, etc.
I would like to complete several assets to scale that can be used in Hells Reach custom maps.
For us folks who like to stay Free and use the Blender 3d program over every other costly options!
The development team responsible for custom maps and more for the game; Hell's Reach.
This is a development group for people who wish to make custom maps for the Haunted.
This is a group for all developers using the Unreal Developer's Kit. Open for all commercial, non-commercial and personal projects!
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Hey booman! Long time to see good ol' friend! :) Thanks a lot for commenting on the in-game screenshots of the mod! I hope you're doing well! :)
Thanks for your comment. We are uploading some level playthroughs at this very moment. You will also be able to download a public sneek peek for MacOS and Windows soon (I guess we will another 2 eeeks for that). Had a look at your textured models - cool stuff. Actually we still need someone to do 3D-assets (models) in our team - so if you are interested...
Indiedb.com
Thanks for watching City of Steam for so long time,we really appreciate that, you can sign up for a key on our game website and try the game out in late February if you are interested.
I am interested. I'll check it out and sign up
thanks
Hello! Thank you for watching our game. Your modelisations are impressive, like the concepts also. Good job!
Chatty appears to be on a good start for a Facebook game with a Sims feel. I look forward to playing an Alpha or Beta!
Great Work
Here again, I posted it on an image by accident:
You are HELL of an artist!
Can you export your static models to *.X, too, with textures in ONE map layout?
If yes, we`d love to have you contributing to "Into the Dark"
.X is used for what engine? I never heard of that format. I usually export as ASE, FBX for Unreal Development Kit.
Hmmm, .x is a DirectX model format (a general file format for DirectX games, few games actually use it, freeware Starfare for example).
In that case, I have no idea of Blender can export to .X
there are a bunch of cool plugins for Blender, maybe .X is one of them?