Paint the Pyro

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HeXetic
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Paint the Pyro

Post by HeXetic »

We have the model, the normalmap, the glossmap, the bloom, the engine, and the code... We need the Pyro

Image Image Image

Good with paint? Prove it. Download the model and skin the damned Pyro!
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DCrazy
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Post by DCrazy »

Hey, I'm sorry but that nose is just too round... the corners definitely need to be squared off.

Just my 2 cents. :P
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Top Gun
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Post by Top Gun »

Now that is damn sexay :D
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Aus-RED-5
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Post by Aus-RED-5 »

DCrazy wrote:Hey, I'm sorry but that nose is just too round... the corners definitely need to be squared off.

Just my 2 cents. :P
hummm... I don't see anywhere in his post asking what you think of the model??
The proper place for comments or ideas should be posted here.
Thats my 2 cents. :twisted:
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BUBBALOU
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Post by BUBBALOU »

Do you need this thing skinned (UVW projection Mapped) for texture maps? UVW mapping is easy in 3dsmax

I suppose you have a texture artist to do the deed after it is mapped correctly? Or is that what you are looking for?

[INFO]
Skinning = UVW Mapping
Texturing = Applying a texture using UVW coordinates
(making it look pretty after it is mapped/skinned)

I'll take a look at what you have . what was the program used to orgianlly map the model and is it included in the download?
(you need to remove those missles, unless they are considered silos)
I hope if you guys did map it correctly you exported it as a template.. Man slow download!!

stuff like this ....
Image

from this
Image
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iceheart
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Post by iceheart »

Confusion clearup: The model is unwrapped and ready to be painted, the painting is what needs to be done.
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BUBBALOU
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Post by BUBBALOU »

what are you hosting that file on... a dialup connection??

man already 45 minutes for a 4 meg file@!!
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iceheart
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Post by iceheart »

Err, no, it's on a 13mbit pipe, put (some) people overseas (read: US) have speed problems with it.
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WarAdvocat
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Post by WarAdvocat »

Wierd. Slow as hell. Nice model. Let's get this game working and THEN paint it. I wanna do some beta testing.
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Isaac
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Post by Isaac »

god if i only had the time i'd knock this project out of the park.
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BUBBALOU
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Post by BUBBALOU »

download was terminated by host, now unable to download it
was at 90% on both! :twisted:
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iceheart
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Post by iceheart »

Sorry, there was a little issue with the server.
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BUBBALOU
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Post by BUBBALOU »

well i have it now and open.

I can see that is was MAX 7 was used. and a skin modfier was left on the orgin obbject making this incompatible with any other version.. always collapse the stack!!

It is easier for cross platform to export as a XXX.3ds file and just include the textures when you offer up somthing like this. All you have to rememebr is to keep the material names 8.3 for the .3ds file

will take a crack at this through the week
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iceheart
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Post by iceheart »

Usually I export OBJ, which is widely compatible and not as icky as 3ds, but I included the max file more as an afterthought (thinking that most people would just view the ingame model in the Doom 3 engine, since that way you can see normal and specular mapping and all that).

The skin modifier and the origin bone are for the export into MD5 (the Doom 3 model format), this is exactly the untouched file that I used to export the in-game version.

By request I have made a .lwo version available at:

http://icfiles.doom3reference.com/pyrogx.lwo
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