2D Art Assignments
#21
Posted 22 July 2009 - 02:18 PM
#22
Posted 22 July 2009 - 08:28 PM
Don't look, learn. Wasn't that the point of this thing?It would be a lot easier to do if we had some content first, I'd suggest we start with the 3D modelling at once (or looking for modellers, actually).
No fuel left for the pilgrims
#24
Posted 26 July 2009 - 01:46 AM
I'm surprised at people,we constantly hear about people trying to do this and that and we see it all the time in the projects part of the member's profile.
Here is a great chance for people to learn how to do stuff why not take it.
Maybe we can start adding a bit more tutelage into this project to help people along.
So I'll create a topic where people can sign up for it.
Edited by Radspakr, 26 July 2009 - 11:11 AM.
Break dancing into the hearts of millions
#25
Posted 26 July 2009 - 01:49 AM
No fuel left for the pilgrims
#26
Posted 26 July 2009 - 10:51 AM
The 4th Age version 0.8 has been released: Link
#27
Posted 26 July 2009 - 11:18 AM
This project isn't just for newbies more senior modders can still help out either by contributions or advice and tutelage.
The success or failure of this project depends on the community as a whole.
This is a unique opportunity to learn new things from other people and to try things out.
Break dancing into the hearts of millions
#28
Posted 27 July 2009 - 12:31 AM
You just won't learn, will you?
I already have my own stuff to work on. I'm just anxious to get this project started, and all we need is someone with modelling skills, or the interest to learn how to model. As I mentioned on day one, I'm good at coding, maping and scripting, texturing, and even composing music and voice acting (lol, you'll see when Helms Deep Last Hope is released ). My only lacks would be drawing and 3D modelling, which is why I'm so "moany" about it.If you moan about that if you learn modeling you'll leave this mod and make your own, then so what? That's a good thing... That's the purpose...
I sort of agree that this project does't have the solid base it needs to be fully developed, and I guess the most realistic goal right now would be to train new people who would like to start rather than finishing the mod itself.(...) It's not about finishing this mod, as it's a fail already (yes it is), it's about learning to mod...
Both things couldn't be more true. However the current lacks (3D guys) are usually "born" outside BfME, and it would be rare to find an unexperienced player who suddenly wants to model exclusively for this game. Besides, this forum is definetely not the best place to get help on modelling (and there's plenty of 3d stuff sites).The success or failure of this project depends on the community as a whole.
This is a unique opportunity to learn new things from other people and to try things out.
In any case, it would be nice to have an experienced modeller to build at least one or two objects (Again... I can do textures if needed) so we have a minimum base of content to really get the attention of the community, both experienced and wannabe modders. Advertising and having some basic attraction to show would be a nice place to start.
Edited by Crusard, 27 July 2009 - 12:37 AM.
#29
Posted 27 July 2009 - 11:38 PM
#30
Posted 28 July 2009 - 02:09 AM
But anyways, that's cool. About, y'know, the models.
#31
Posted 28 July 2009 - 09:45 AM
I'd rather make them jolly good looking via the texture than the model...
Also, I don't there's many modelers that's born outside T3A that comes here and wants to model for the game... Why? Because it's very low quality models to make... Its easy, and good modelers doesn't come to BFME to make models, unless, of course, they are very interested in making low detail models, or very fond of LotR (or other things you might think of)
As you said though, you don't get far if you don't have any interest to work with models at all
And no, the project might not be a complete fail, yet, but it's hanging in a very thin thread in my eyes... I might have to contribute some models for you
The 4th Age version 0.8 has been released: Link
#32
Posted 28 July 2009 - 08:32 PM
I agree about the skinning, though... I've always liked making high detail skins rather than models.
#33
Posted 28 July 2009 - 10:57 PM
Reskins are kinda boring, too
GFire: You should probably start off with currently existing skeletons (not only from bfme2, but also from rotwk and bfme1, even other sage games if you have any). Geometry is what makes the most difference. I think which skeleton could be used for the spear hoplites has been discussed in another thread, was it tech tree?
#35
Posted 29 July 2009 - 12:15 AM
No fuel left for the pilgrims
#37
Posted 29 July 2009 - 01:14 AM
Uh... the Balrog without wings?btw, what model is here used? excluding sword, head and horse...
Yes if you're good at it, as we can see in the image there ^^Aragorn..
Still, point is, a "simple reskin" isn't just a reskin... It can turn out to be something different entirely
Didn't mean to offend you Lauri, though I can be sorta stubborn in forum talks sometimes, ask the other guys around xD
(But hey! Adding the helmet does make a difference, though)
I think it shouldn't be hard to "add a new helmet" and make units in this mod look good as well (That is metaphorically speaking , I do mean adding other things too).
We can keep the main model's structure and start adding stuff from there, like the armor, shields, helmets, etc.
#39
Posted 29 July 2009 - 03:27 AM
But I meant that I have no access to the existing skeletons, and thus cannot use them to model.
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