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ForumsShowcase → First blender model
First blender model
2009-05-25, 11:56 AM #1
Just for fun/relieve my boredom. I kinda like this program.

[http://img29.imageshack.us/img29/6981/ump451v.jpg]
[http://img132.imageshack.us/img132/2803/ump452v.jpg]
[http://img36.imageshack.us/img36/3163/ump453t.jpg]

tell me what you think
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-25, 1:27 PM #2
Is that an UMP? Looking good!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-25, 1:35 PM #3
looks yummy
er...
2009-05-26, 11:11 AM #4
Yep, it's a UMP

early textures:
[http://img5.imageshack.us/img5/4928/ump45paintedg.jpg]
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-26, 11:44 AM #5
Wow, you actually textured it!

Looks good
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-26, 2:56 PM #6
Originally posted by FastGamerr:
Wow, you actually textured it!


What do you mean by that? Pffft.. as if i wasn't going to texture it? :P

[http://img16.imageshack.us/img16/1899/umppainted2.png]

Anything wrong with it?
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-26, 3:41 PM #7
It's not in a game, firing bullets at bad guys?

2009-05-26, 7:14 PM #8
I know it's just a mesh, but to get it functioning to my liking in any modern game, I think I'd need to start a small studio. Convince me otherwise Massassi..
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-27, 1:23 AM #9
Originally posted by __Ace_1_:
What do you mean by that?


Well, untextured weapon renders are somewhat of a plague in the editing world so it's delightful to see textured weapon renders [http://img.photobucket.com/albums/v215/garosaon/smiley/smile.gif]

/me throws peanuts at Super51 and JediKirby... for ... no reason
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-27, 11:00 AM #10
[http://img38.imageshack.us/img38/1557/ump45painted256.png]

GO GO four separate 256x256 textures. You know what that means..
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-27, 2:42 PM #11
DA HOUSE DAT KATARN BUILT oh snapppp
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-27, 4:10 PM #12
The grip looks like a broken TV.

Otherwise, awesome.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2009-05-27, 5:20 PM #13
Originally posted by JediKirby:
The grip looks like a broken TV.


That means no signal, not broken TV.
Looks like we're not going down after all, so nevermind.
2009-05-27, 5:49 PM #14
i like your texture styling, now try adding some more blending, and add scratches
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2009-05-27, 6:46 PM #15
I think that untextured comment was focused at me..... :psyduck: :hist101:

Looks good, a bit simple on the mesh which is covered over in textures (like the hard corners which are textured to be beveled yet are still in the 'visable' part of the model) but overall it is sw33t.

...I wish I could texture like that... :(
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2009-05-28, 12:06 PM #16
Originally posted by Ruthven:
i like your texture styling, now try adding some more blending, and add scratches


I've added scratches, but pardon me for asking, what is blending? Do you mean putting a "texture" layer over the texture and blending it in?

Descent_pilot:
I thought the mesh was detailed enough before any extra detail would be futile outside of cinema-grade renderers.
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-28, 3:08 PM #17
Originally posted by Lord_Grismath:
DA HOUSE DAT KATARN BUILT oh snapppp


dats rite
[http://www.jkhub.net/project/screens/project-495-aLbm3_Ck_U.jpg]

but ugh, texture resolution
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-28, 11:50 PM #18
Ace...

Use the latest JKUP for god sake. It has no texture limit.

*sighs*
2009-05-29, 2:30 AM #19
I thought it didn't work with mip-maps. I might try it for 3do's alone, but 256 still seems to be the limit if you don't want level architecture to look like a moire fest.
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-29, 2:37 AM #20
I'm usually able to replace 256x256 textures with 512x512/1024x1024 textures easily just by overwriting the old ones with the new ones.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-29, 2:51 AM #21
Do mip-map's work with them?
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-05-29, 3:09 AM #22
No idea, I haven't used mip-maps in ages.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-29, 2:22 PM #23
You still want mip-maps?

What for? :P

I don't think they work, yet. But it's not too bad to use hi-res now and add mipmaps at a later date. Besides, it's internal view, since when do mipmaps matter in internal view?
2009-05-29, 3:30 PM #24
Quote:
I'm usually able to replace 256x256 textures with 512x512/1024x1024 textures easily just by overwriting the old ones with the new ones.

Does this mean that the latest JKUP allows you to switch out existing mats for higher resolution versions without having to multiple all the text coords?
2009-05-29, 11:59 PM #25
Yeah JM, as long as a mat is 256x256, you can replace it with anything of a higher resolution. The texture will "Squeeze" into the texture coords of the 256x256 mat. :)
2009-05-30, 12:05 AM #26
[rant removed]

Yeah, what Xzero said >.<
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-30, 11:37 PM #27
lol, yeah, I feel you FastGamerr.
2009-05-30, 11:45 PM #28
But... most of the JK mats I need to replace aren't 256*256. So that's no help at all.

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