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#21 Gfire

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Posted 22 July 2009 - 02:18 PM

What? Why would we need models to make a logo?
Greetings, community.

#22 Mathijs

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Posted 22 July 2009 - 08:28 PM

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).

Don't look, learn. Wasn't that the point of this thing?

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#23 Crusard

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Posted 25 July 2009 - 05:08 AM

If I learned to model I'd just go make my own mod by myself :p

I can do the rest, but what we really need right now are modelers and/or modeler wannabes, otherwise this project is stuck at nothing.

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#24 Radspakr Wolfbane

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Posted 26 July 2009 - 01:46 AM

You need much more than modelling to make a mod :blink:

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.

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#25 Mathijs

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Posted 26 July 2009 - 01:49 AM

You just won't learn, will you?

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#26 Lauri

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Posted 26 July 2009 - 10:51 AM

The purpose of the community project was to make people learn new things they didn't know before... 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... It's not about finishing this mod, as it's a fail already (yes it is), it's about learning to mod.... when you've learned, your free to do as you please :blink: continue, join another mod, or start your own.. all within your grasp

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#27 Radspakr Wolfbane

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Posted 26 July 2009 - 11:18 AM

It's not a fail yet :blink:

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.

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#28 Crusard

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Posted 27 July 2009 - 12:31 AM

You just won't learn, will you?

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 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 :blink:). My only lacks would be drawing and 3D modelling, which is why I'm so "moany" about it.

(...) It's not about finishing this mod, as it's a fail already (yes it is), it's about learning to mod...

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.

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.

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).


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.

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#29 The 10th Rider

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Posted 27 July 2009 - 11:38 PM

I might be able to do some modeling, but I'm planning on starting to make my own game so I can get a job in Game Design.

#30 Gfire

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Posted 28 July 2009 - 02:09 AM

From what I hear, experience in Modding goes a long way when it comes to getting a job in game development.

But anyways, that's cool. About, y'know, the models.
Greetings, community.

#31 Lauri

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Posted 28 July 2009 - 09:45 AM

I see myself as a BFME modeler, however, I don't make new models... I can edit and make new stuff for a model, rewrap, ect, but I don't make completely new models.. I use EA's models, and edit them if needed..

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 :p

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#32 Gfire

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Posted 28 July 2009 - 08:32 PM

Right, right. I'd love to do some modeling but I'm still setting up my BFME modding stuff on my new computer... And I don't have access to my game discs to install that yet, so it could be a while... I could try some modeling, though, just in Gmax. I guess I don't really need BFME installed, if I make models from scratch... But It's a lot easier if I have the skeleton, so I guess I'm unavailable for modeling until next week.

I agree about the skinning, though... I've always liked making high detail skins rather than models.
Greetings, community.

#33 Crusard

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Posted 28 July 2009 - 10:57 PM

Skins are just... reskins, and you can notice. Also it doesn't make any sense to improve the resolution of unit skins when the terrain texture remains the same, it just doesn't look right ingame.
Reskins are kinda boring, too :umad:

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?

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#34 Lauri

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Posted 29 July 2009 - 12:13 AM

Fine, I'll leave you waiting for a modeler since your so damn stubborn :umad:

btw, what model is here used? :p excluding sword, head and horse...

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#35 Mathijs

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Posted 29 July 2009 - 12:15 AM

Boromir?

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#36 Lauri

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Posted 29 July 2009 - 12:19 AM

Aragorn..
Still, point is, a "simple reskin" isn't just a reskin... It can turn out to be something different entirely :umad:
Reskinning the same unit over and over and over again though, that's another matter..

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#37 Crusard

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Posted 29 July 2009 - 01:14 AM

btw, what model is here used? :umad: excluding sword, head and horse...

Uh... the Balrog without wings?

Aragorn..
Still, point is, a "simple reskin" isn't just a reskin... It can turn out to be something different entirely ;)

Yes if you're good at it, as we can see in the image there ^^
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 :p, 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.

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#38 Lauri

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Posted 29 July 2009 - 03:12 AM

We can keep the main model's structure and start adding stuff from there, like the armor, shields, helmets, etc.

That's how I do it, and many others I'm sure :umad:

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#39 Gfire

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Posted 29 July 2009 - 03:27 AM

Firstly, we can't use skeletons that aren't in BFME2. At least, I wouldn't like to have anything to do with the project if we do. And also, being a community project, I think we should stick to the way we are supposed to work (without stealing from EA and posting stuff illegally.) I can respect when a team decides to do otherwise, but I don't think that's the right thing to do in this situation.

But I meant that I have no access to the existing skeletons, and thus cannot use them to model.
Greetings, community.

#40 Lauri

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Posted 29 July 2009 - 03:46 AM

All BFME1 skeletons are in BFME2, so you wouldn't be doing anything illegal by making models based off BFME1, well, technically you would, but nothing major..

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