V1 isn’t the version people got riled up about though, and most don’t even know it exists. I created and released the entire pack of hexed males in under 3 days, complete with normalmaps and phong. I recycled resources from other projects generic military badges, ribbons I had made up, shoes I had edited for Star Trek outfits. I’ve had a lot of people come out and say that it looks a lot like uniform X from show Y, but really, I just copied the general tropes. The color schemes and cloth patterns were designed to just look spacey. Given my newly developing texturing skill, I decided that it wouldn’t be a bad idea to make a generic looking science fiction outfit. (Unless you were -or were buddies with- a model hacker, then you’d just show off all your cool custom models from other games) Model porting from other games was still very much in is infancy there were maps that were available to these authors as well as a few scant models, but generally, you were stuck with generic citizen skins, combine or palette swap recolors of them. Most of them were based around HL2 more important to this project, there were plenty of very ambitious ones focused around hard sci-fi. There were new, full-featured, story driven comics coming out every week or so. It wasn’t quite the boom of 05-07, but there was quality work still being made. In gmod comic making, 2009 was a decent year. To understand the model, though, you need to consider the year in which it was made. Spacebuild and Half Life 2 roleplay were becoming giants, darkRP was in development. crude recolors), and my focus was making content for comics made in garrysmod. I had just begun to build textures from scratch (vs. The first shot of the white dress uniform featured in Version 4 History – Versions 1-3 If you don’t know terms used in source modeling, it might get a bit into technobabble. Also, word of caution, this is a technical article. If you want that, you might want to skip this first part, but I feel the purpose is as important as the technique. Intertwined are my opinions and personal approaches to things like private/public releases, and end-user accessibility. I also offer some offhand tips of the trade, specifically in unwrapping and texturing, as well as some things I learned in this project. In the second half of this write-up, I talk about the more technical side of things with the current release, in terms of how, in about 10 steps. I decided to write up a little history on where these models came from, and paint a picture of the community of olde.
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