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Let's just say for the sake of arguments, that I'm stupid, and secondly, drawing out in pen and then connecting the points to create a massive N-Gon is a very easy way of getting a shape in 3D
Now, the tidy up operation...how do I get this N-Gon to have good topology? It's the top of a cliff, and is based on concept art, so modelling the shape it properly would have taken too long
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All knowing lords of /3/:
Is it possible (and plausible) for three people to produce a simple MMO using Unreal 3 UDK?
My gut instinct is saying "fuck no", but I'd like to now what you think IS possible to accomplish.
My friend has been going crazy looking for a million dollar idea and he called me up ou of the fucking blue and suggested we make a space MMO. He didn't even know what a game-engine was though, that's the problem. Nor does he model or animate. I do, however.
The game would involve hundreds or even thousands of players (let's pretend Mark Zuckerburg donated some servers for us to use) flying around in spaceships they purchase and upgrade.
They can also invade the interior of enemy capital ships and capture them for lots of e-money and XP, so it would switch to FPS or TPS when controlling the char. You can then upgrade your gea, weapons, spaceships and skills and the cycle continues as money rains o us from the heavens.
That's pretty much it, mostly just battles you join like call of duty except there will be hundreds or even thousands of other players duking it out in spae. High ranking players can control capital ships.
Anyway, can this game be made within a year on the UDK? All we nee are char models, gear and weapon models, various char animations and some spaceships... along with a GUI, HP and Energy counters and all that other usual MMO shit. Listing it like that it doesn't sound so bad. I have made a lot of good spaceship models (would need to do the interiors still).
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I need some help /3/
I'm a decent modeler, I'm sure some of you will tear the attached picture apart and call me a faggot (which is okay) but I can't texture for shit. Sure I can break the model into 30 layers and apply a bunch of procedurals, or roughly estimated images projected planar on the x axis from one angle. But that's it.
I've read that UV mapping is apparently the way to go for oddly shaped objects, but I can't wrap my head around it. I've read tutorial after tutorial. Can't understand it.
I'm using Lightwave 10.1 on Windows. How do I UV? I seem to have problems even at step one. When I click export UV map, I get three pictures of the actual model, which overlaps itself to hell and back, and then one X-axis view of a single layer.
Wat do? Give me a 100% step by step for creating and exporting UV models in lightwave if you care to.
Pic is part of what I'm trying to texture.
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Using mudbox (or Zbrush but I use mud) for non-organic hard surfaces: is it a good idea to do this. Pic related, all guads, just the general form of a spaceship I plan to detail and texture in Mudbox, haven't tried this before.
Do any of you guys do this? If so, any tips? I tried to keep the quads the same density, that's all I could think of. Normally I'd model this ship in max by subdivision but I'm wondering if it's easier in Mudbox/Zbrush. Plus if my model does turn out nice I can use a normal map after exporting it to Max at lower subdivision level.
So again, does anyone here model hard surfaces in a sculptor and is it a good Idea.