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Paint the Pyro

Posted: Sat Sep 17, 2005 10:26 pm
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!

Posted: Sat Sep 17, 2005 11:07 pm
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

Posted: Sat Sep 17, 2005 11:53 pm
by Top Gun
Now that is damn sexay :D

Posted: Sun Sep 18, 2005 1:26 am
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:

Posted: Sun Sep 18, 2005 8:37 am
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

Posted: Sun Sep 18, 2005 9:28 am
by iceheart
Confusion clearup: The model is unwrapped and ready to be painted, the painting is what needs to be done.

Posted: Sun Sep 18, 2005 10:09 am
by BUBBALOU
what are you hosting that file on... a dialup connection??

man already 45 minutes for a 4 meg file@!!

Posted: Sun Sep 18, 2005 10:19 am
by iceheart
Err, no, it's on a 13mbit pipe, put (some) people overseas (read: US) have speed problems with it.

Posted: Sun Sep 18, 2005 10:20 am
by WarAdvocat
Wierd. Slow as hell. Nice model. Let's get this game working and THEN paint it. I wanna do some beta testing.

Posted: Sun Sep 18, 2005 11:21 am
by Isaac
god if i only had the time i'd knock this project out of the park.

Posted: Sun Sep 18, 2005 11:36 am
by BUBBALOU
download was terminated by host, now unable to download it
was at 90% on both! :twisted:

Posted: Sun Sep 18, 2005 11:58 am
by iceheart
Sorry, there was a little issue with the server.

Posted: Sun Sep 18, 2005 2:06 pm
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

Posted: Sun Sep 18, 2005 3:58 pm
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