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I might be able to help with texturing.


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#1 Madan

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Posted 05 April 2009 - 04:25 AM

I used to be pretty good but it's been...over 4 years since I've textured.

I don't know what tools I need other than Photoshop. Is there a small, fast viewer for WHMs? That would be the biggest help.

And...of course, there's no telling how much you'll like what comes out of the work. :tongevil:


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#2 thudo

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Posted 05 April 2009 - 03:52 PM

I'll work with the BRO to import a model for you to paint. If you have any samples of your previous work, please PM me those asap. What version of PS ya use? I use PS2 and PS3 (PS4 is frick'n additional bloat). Thanks man for offering your help.. this is all about community!
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#3 Madan

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Posted 05 April 2009 - 03:57 PM

I don't really have any samples. Most of the work I have is work - work and not really comparable to texturing. Plus...well, it's work - work. Can't be posted here. I use Photoshop CS 3. So what kind of viewer am I dealing with?

I can start right away if I have the viewer, and the model and an overall design you want.

#4 thudo

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Posted 05 April 2009 - 04:01 PM

Its straight-forward: we import the model from in-game which comes with the main ref.max, the texture files (as .tga) and the animation .max files. You will be working on the TGAs with the help of Brother and RM and various Dark Angels concepts we have available to focus your work.
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#5 Madan

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Posted 05 April 2009 - 04:30 PM

Sure but my question is if it has to be done in Max? If so, how am I supposed to see what I'm working on? In Quake 4, I would use Pakrat to check a texture's "fit" on a model and it's look after I painted it in Photoshop. How am I supposed to look at the model after I do the texture? Or am I texturing blind? Now that's a challenge. :tongevil:

Edited by Madan, 05 April 2009 - 04:31 PM.


#6 thudo

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Posted 05 April 2009 - 05:17 PM

Nope your side of it is done i PS3. Then BRO, RM, or myself, take it and put it on the model and in-game. Its not hard really.
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#7 Madan

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Posted 05 April 2009 - 05:38 PM

Nope your side of it is done i PS3. Then BRO, RM, or myself, take it and put it on the model and in-game. Its not hard really.


I didn't understand you. I know you put it in game. But to texture something, you need to see how it fits on the model. Even if someone wraps it. Just to know what's up and down. To know how the textures deform and stretch over an object, so you should shorten them or lengthen them. So you can add shadows or highlights that match throughout the entire model.

There's no tool that lets you see the model? Or ooooh wait...the army painter. I could use that. Now someone just needs to give me instructions to load the little buggers in it and I can use that.

Well that, and your sketches and the first model/temp.

#8 Brother-Captain Vesuvious

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Posted 05 April 2009 - 06:15 PM

i can send multiple renders of it so you have a guide to work from. then after you do it and i apply it to the models i can render it again and send you a pic of that so that you can see if its what you want.
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#9 thudo

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Posted 05 April 2009 - 06:40 PM

We need to send Madan a sample from the game, not just a Dark Angels custom model. If, Madan, you see a vanilla model complete with imported textures then you'll understand the workflow.

Also check THIS THREAD for Best Practises guide.
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#10 Chaplain261

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Posted 06 April 2009 - 09:09 PM

Welcome to the team Madan, and good luck!!!

#11 Madan

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Posted 07 April 2009 - 03:59 AM

If anyone can send me the first batch of files...I might get started.

#12 thudo

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Posted 07 April 2009 - 04:18 AM

U need ingame vanilla samples of work from the actual game like Space Marines?
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#13 Madan

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Posted 07 April 2009 - 02:44 PM

U need ingame vanilla samples of work from the actual game like Space Marines?


Sure, although I'm assuming I'd be pushing the textures higher right? 512,512 or 1024,1024?

Is the mapping the same?

#14 Madan

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Posted 07 April 2009 - 02:45 PM

Oh and I'd need any specific ideas you'd want in the skin...or can I just go woolly with the bits? Green, red, black and silver right? I've seen some with gold but I think silver would be a nice change of pace from the Blood Angels, and Ultramarines mods. Let me know.

#15 thudo

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Posted 07 April 2009 - 02:47 PM

Ok so grab these vanilla SM samples:
http://www.mediafire...php?mjamv4qylmh
http://www.mediafire...php?tnwzywhzytl
http://www.mediafire...php?qi4kknmnjmi

You'll be working primarily in the texture_share folder. I am no 3d/texture expert so you artists know better than I do how to get Madan up to speed.
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#16 Madan

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Posted 07 April 2009 - 02:55 PM

Or am I starting with the bone white termies?

#17 Madan

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Posted 07 April 2009 - 03:03 PM

They all need to be textured?

#18 ravenmorpheus

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Posted 07 April 2009 - 03:55 PM

Welcome to the team Madan. Please come into the private forum if you need discuss any specific work on the mod. (If you don't have access PM Thud and he'll elevate you to the mod team and give you the password). You can download the mod then and take a look at it first to see what needs doing. ;)

I'd also say PM Ravenwing Retribution for some advice on how to get started, he's our primary texture artist, although his tower is currently broke, no power...

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#19 thudo

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Posted 07 April 2009 - 03:57 PM

Yes Madan.. sorry.. take this to the private forums.
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#20 Madan

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Posted 07 April 2009 - 04:49 PM

I can't enter the forum. Someone will need to Relic forum PM the password. I already have one shoulder pauldron done. I wasn't aware there were so many little parts done in this game. Ugh. But yeah, one pauldron done...one to go.

I'm working on the assualt terminator, I hope that's not a problem. It looks a bit different than the style Relic used but I'm guessing it's up to you guys if you prefer it.




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