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willey.erd@oundleschool.org.uk

Community Food and Drink Textures!

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thanks :) looks awesome!

You could do a total trash version of the trashed version, with rust on it and a damaged texture.

Edited by AlphaX

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thanks :) looks awesome!

You could do a total trash version of the trashed version, with rust on it and a damaged texture.

I could, but item conditions haven't been implemented yet - it's been suggested though. I'll do one when it happens! The empty one as you know is just dropped after eating the full one, useful for tracking purposes etc.

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Finished the cereals texture + the closed version, using the same uv-layout. Gonna upload it later that day... time for some sleep :D.

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Hey guys, great stuff - you've given me a creative itch :) . It also reminded me of some stuff I made for a project ages ago, would you be interested in using any of these? (I did see you were after some books.)

i5q83d.jpg

2n1xoxk.jpg2nh4661.jpg

28iu591.png21j20sm.jpg

I have some other half done assets including:

- Spray bottle

- Record player (making up bands for records could be fun!)

- Speakers

- Ladder

But I thought I'd have a go at the juice containers (cardboard/plastic?) and the pickle jars, if AlphaX hasn't already started on them. BTW I am using 3dsMax, will this be a problem? Also you were mentioning normal maps, to my understanding this is the same as a bump map??

EDIT:

Oh, and I made this energy drink a while ago:

v6kmxg.png

2zz7rd2.png

Edited by Hoik
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@Hoik wow, that stuff looks awesome! :D

especially the books are great!

I'm sure that the single books and cartons and bottles actually would fit really good in the mod :). A good place to find for those cartons would be the industrial spawns.

And the bottles would fit perfectly in the pub's :D!

In Arma 2 and/or OA are already models for speakers and a record player, as far as i know :).

@ Papa here is the cereal box. https://www.dropbox....knl/Cereals.zip

The texture wich i've created doesn't actually need to get used, sure it would be cool, but its ok if not, it may doesn't fit in very well, but it looks like a cereal box. :D you can take a look at it if you want.

Edited by AlphaX
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There's some awesome stuff going on in here guys - really liking the new foods and books. :)

Been working on something myself:

arma2oa2013-04-1716-47-46-25_zps8f970d9c.png

arma2oa2013-04-1716-48-05-60_zps1f390133.png

arma2oa2013-04-1717-54-29-95_zpsc13ea4f5.png

Small work in progress video:

Still got some work to do on the textures and config, but then should be good to push to Github.

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I don't think I'm going to be able to make any more for a while - thanks for all the hard work though! I will look at them all, and if you guys would like me to push them to the GitHub (giving you full credit, of course) I can save you the hassle! :)

I am going to be redoing many of my previously made ones as after a conversation with Joey on the Github I've decided that I would like to rework the lot and make them to a much higher quality than they were before, as some of the texture art is of fairly poor quality. :blush:

I think the message I've received from this is make sure you are happy with the work completely - as a bit of a noob at this I'm still learning. :huh:

Edited by Ingasmeeg

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Don't be too hard on yourself mate.

It's good to see people getting creative and making stuff so try and think of it as a learning curve rather than a knock back. I think your stuff looks pretty good anyway. :)

Keep it up!

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@ Ingasmeeg

This is quiet normal for modding...if you feel you can do better, just recreate your stuff until you're happy...there is no deadline. Modding should be fun in the first place

very good job so far :thumbsup:

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I second Horde and Evans, keep it up Ingasmeeg!

Edit: quick question, when installing BI Tools is it nececary to create a new partition specificly for it (not the P:, I understand this will be created automaticly)?)

Edited by Hoik
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No that's cool - let it install in P: - it's a pseudo-drive and you can load and save files from anywhere :)

Edited by Horde
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this just get's better and better. i think i may try to create a design for a can now.

COVER YOUR EYES! IT BURRRRRNS!

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I second that motion, and apologies if I seemed a little annoyed about the whole thing! I'm really not, just got back to IRL work recently and it's taking its toll. :lol:

Edited by Ingasmeeg
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Reality be damned!

A quick update. I got my first book into oxygen with the textures on it - well I can view the textures in bulldozer (though they are very blury)... I stole the rvmat from the toilet paper and pluged in my normal and specular maps into where I think they should go - so the next step is getting them in game. I don't think i'll take the "create you're own server" route, I've tried that before and it was very frustrating - so I'll probably try Sasauge Kings approach. Anyway, that does me for today.

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Reality be damned!

A quick update. I got my first book into oxygen with the textures on it - well I can view the textures in bulldozer (though they are very blury)... I stole the rvmat from the toilet paper and pluged in my normal and specular maps into where I think they should go - so the next step is getting them in game. I don't think i'll take the "create you're own server" route, I've tried that before and it was very frustrating - so I'll probably try Sasauge Kings approach. Anyway, that does me for today.

A hint for getting the textures to look better is by scaling the object up briefly, by selecting all your points, clicking points, then transform 3D, then scale up to about 40 to each value. Then it should look better for taking pictures for the equip image you will need to do!

Is everyone agreed that having me as some kind of mediator to put these on the Github would be much easier? If you want the item in, put it here with a picture or two, I'll try it out and we can review. Then I can push it (with full props to you, of course). I just think it would save us all the hassle of getting people added to the private repository for maybe only one or two commits. :)

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Is everyone agreed that having me as some kind of mediator to put these on the Github would be much easier? If you want the item in, put it here with a picture or two, I'll try it out and we can review. Then I can push it (with full props to you, of course). I just think it would save us all the hassle of getting people added to the private repository for maybe only one or two commits. :)

I agree :).

Oh and i also add an image of the cerealbox, with my placeholder texture if someone may needs it for texturing. As i said, it doesn't needs to get in the mod as it is :D but thats just a typical cerealbox, at least something on what children would look, I'm gonna also do a muesli version of it.

testq6bw0.png

Edited by AlphaX

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I know i'm gonna come out as a douch for this post, but here we go...

A word of advice, keep these small assets as light as possible, they are clutter objects, even if they are loot elements, their impact should be minimal.

-As few triangles as possible on the models.

-Small textures if possible (and only dimensions that are powers of two).

-Resist the (dark)atraction of smooth cylinders.

A good rule of thumb to decide on a proper texture resolution is to try to place the object in typical usage situations in relation to the player/camera, if your object is usually 100 pixels wide on screen in 90% of the cases, it is pointless to have a texture that is any sharper than that (it doesn't hurt to have it on hand but don't spend time on details that will never be seen).

Model wise it also depends on the typical use case, Horde could go a liiittle cheaper on the sawblades in my opinion, is it necessary to have the tungsten carbide inserts modeled? how about the teeth curve? Unless it's a first person view model of course.

The only models that deserve to be as detailed as possible on FPS games are usually first person view guns, because they are sitting right next to the camera, and that you only have one displayed at any given time (guns you see on other players are not at the same LOD as the one you see in your hands.

I know a lot of you make these as portfolio/screenshot/showcase pieces but when it comes to game models, less is more.

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I know i'm gonna come out as a douch for this post, but here we go...

A word of advice, keep these small assets as light as possible, they are clutter objects, even if they are loot elements, their impact should be minimal.

-As few triangles as possible on the models.

-Small textures if possible (and only dimensions that are powers of two).

-Resist the (dark)atraction of smooth cylinders.

A good rule of thumb to decide on a proper texture resolution is to try to place the object in typical usage situations in relation to the player/camera, if your object is usually 100 pixels wide on screen in 90% of the cases, it is pointless to have a texture that is any sharper than that (it doesn't hurt to have it on hand but don't spend time on details that will never be seen).

Model wise it also depends on the typical use case, Horde could go a liiittle cheaper on the sawblades in my opinion, is it necessary to have the tungsten carbide inserts modeled? how about the teeth curve? Unless it's a first person view model of course.

The only models that deserve to be as detailed as possible on FPS games are usually first person view guns, because they are sitting right next to the camera, and that you only have one displayed at any given time (guns you see on other players are not at the same LOD as the one you see in your hands.

I know a lot of you make these as portfolio/screenshot/showcase pieces but when it comes to game models, less is more.

I actually thought of that, and i tried to get a good looking model, with very low face and vertex count.

I agree with that thing of the textures, high resolution textures aren't needed. But i always try to use 1024x1024, at the end i can still scale it down if needed. And i think thats also something on what we should look for these models here, i don't know what Papa has used as texture resolution for his finished textures. But i think its also 1024x1024 as I did, and thats may to big. So we could scale them down. But for the "fancy-Item-image" a higher scaled texture is defently needed. (I mean only for making them) to get a nice looking item-image in the inventory.

You can look at my 3d Models if you want, the round shaped ones do even have less faces than the normal Can o' Beans or Sodas in DayZ (the base mesh/circle). :) But they're still look nicely - at least i think so. Yes if you look very closely you'll see that they're very low detailed. But at least, you just go to them, scroll down or press G and just pick them up and eat them.

So I totally agree with you :).

Edited by AlphaX

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I know i'm gonna come out as a douch for this post, but here we go...

A word of advice, keep these small assets as light as possible, they are clutter objects, even if they are loot elements, their impact should be minimal.

-As few triangles as possible on the models.

-Small textures if possible (and only dimensions that are powers of two).

-Resist the (dark)atraction of smooth cylinders.

A good rule of thumb to decide on a proper texture resolution is to try to place the object in typical usage situations in relation to the player/camera, if your object is usually 100 pixels wide on screen in 90% of the cases, it is pointless to have a texture that is any sharper than that (it doesn't hurt to have it on hand but don't spend time on details that will never be seen).

Model wise it also depends on the typical use case, Horde could go a liiittle cheaper on the sawblades in my opinion, is it necessary to have the tungsten carbide inserts modeled? how about the teeth curve? Unless it's a first person view model of course.

The only models that deserve to be as detailed as possible on FPS games are usually first person view guns, because they are sitting right next to the camera, and that you only have one displayed at any given time (guns you see on other players are not at the same LOD as the one you see in your hands.

I know a lot of you make these as portfolio/screenshot/showcase pieces but when it comes to game models, less is more.

That's fair comment I think. :)

I am trying to keep the faces down (900 atm which compares favorably with RDG5 1179 faces in the sample models pack) but I'm setting up some more res LODs for decreased detail at different distances. I've got to read up on how the engine handles the LODs but will keep performance in mind.

Thanks for making point about texture size as well - currently using 2048x2048 atm so will chop that down and see how it goes.

:)

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I feel as if the ball has finally started rolling somewhat. I've been given my tips on what to start looking into so I have direction!

It's actually quite good fun to go through one's textures and critique them, I've already started updating some of them.

Edited by Ingasmeeg
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Gonna start my work for a few toys today, I'll also do the Mess Tins and the Juice cartons/juice boxes :)

Currently planned for me is a Teddy, a old wooden train or something and a Doll.

Edited by AlphaX
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