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Model questions and the new renderer?

edited 2016 Nov 4 in General
i was thinking of trying my hand modeling but want i wanted to model are sorta holographic cubes that display the ammo for the given weapon they would replace the ammo boxes and the large cell case. the question i have is how would i go about doing this? also what color should the holographic boxes be?

Comments

  • Model a cube and ammo inside it. Then apply transparent non-receiving light shader or generic shader with transparency and emissive mask. Other effects may vary depending on a visuals you want to achieve. It could be any color you want.
    But first I suggest you to find a reference image that represent the effect you want to do. Like these or something.
    Hologram_body.jpg
    screenshot-4.jpg
    hologram-1jpg.jpeg
  • your second image has the sorta style i want. this is right now only a test to see if i can do stuff my self but so far i got bullets tho not high poly i think it's fine for what i need.

    edit: is there a way to have a continuous texture animation playing?
  • Gordon wrote:
    is there a way to have a continuous texture animation playing?
    Yes, you can do it using "uOffsetUV" shader variable.
    https://github.com/skyjake/Doomsday-Eng ... /model.dei
  • now my next question is how to add a skeletal animation in blender and dose blender support the new model format?

    Edit: need to get the bullets in the center to spin and i made the uv to make it easier with the animated texture. 6P7dn9Zl.png
  • I'm not using blender, but there are lot of tutorials to make skeletal animations in that package
    https://wiki.blender.org/index.php/Doc: ... .Animation

    and KuriKai made a tutorial how to use Blender with Doomsday Engine
    http://wiki.dengine.net/w/Using_Blender ... r_Doomsday
  • ok i think i can get it working but the new way to do the models will take me time to get used to. i wonder how this will look inagame. well thats for me to find out and people to help me in this new venture. lol

    Edit: i want to know if i did everything i could do correctly on the model it's self. here is the file. https://www.dropbox.com/s/x68d8b0oh7vid ... x.fbx?dl=0
  • Gordon wrote:
    i want to know if i did everything i could do correctly on the model it's self. here is the file. https://www.dropbox.com/s/x68d8b0oh7vid ... x.fbx?dl=0
    You used too many polys for bullets. 6-sided cylinder is enough with 2-3 edge loop cuts at the top for curved cone shape.
  • with out the normal map would it not look horrible? also i am still new to all this. generally i try when using a program called daz studio to make my stuff under 30k polys as anymore it will not load. i could find a way to decimate it but i would need to make the normal maps first?

    Edit: i used the default mesh's that you import for blender. so we have a cylinder and a uv sphere.

    Edit 2: whats the best way to animate the bullets so that they are all spinning but the box is not?
  • EDIT: I just found the Doom Model Project 2 in the addons section shortly after posting this. Never mind!


    I've always been interested in learning Blender to add some models for JDoom :). Wondering, if there currently an effort right now to update the old 1.01 JDRP? In my free time I'll start practicing my blender haha :).
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