• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Beginning 3d modeller

crispey

Landlubber
3D Artist
Provisional
Hey,

I'm Alan and i've just started modelling in maya
I'm following this project for quite a while now and I'd like to help now.

Here are some of my models i made,
b0qhYrq.jpg
U2lUFTG.jpg
aalj8SC.jpg
 
Hi Alan and welcome, that lantern is very nice model, too bad it's too late for HoO.. :)
We have lot of stuff to be done and can provide you with plenty of references. That said, would you like to start with props, furniture and alike?
Also, what is your experience with texturing, normal map making, can you use Photoshop?
 
Thanks :)

I'd like to start with simple objects like props and furniture, because i've no experience with making game objects.
I've a little experience with texturing, uv-mapping making normal map and photoshop.
For the lantern I used a program called '3d coat' which makes uv and normal maps automatically, however i do not know if it's possible to use that for HoO
 
I was waiting for @Ashinokami to assign you something, but I have added you as a provisional 3d artist for now. Until he has something specific for you to work on, how about giving this French table a try.
 
That was fast! Looking pretty good mate! I am not sure exactly what assets we have as far as materials go, for now, it is probably best to make your own. As for polygons, I am really not the correct person to give you the best answer. For now though, just make it look the best that you can, and we can adjust the polygons later.
 
@crispey , you should make your own materials, I might help you with that in couple of days, I have furniture atlas texture started by another modeler, that has plenty UV space for other models, just need to get final files from him. Textures and substances should be made to HoO texture guidelines on wiki, then they'll be usable with both standard unity shader and ones used by HoO. That said, you'll be able to preview your materials in Unity with Standard shader.

About model: note that legs are not going inward, that is a perspective distortion by lens. I guess they are vertical at inside corners, and tapering from outside. Or, you can see better, they tapper to leg's center equally from all sides, just the leg vertical axis is actually vertical. Geometry is generally fine, you can of course save polygons in many places where multiple quads are next to each other, also can make side recesses not squarely extruded inward, but simulate that gilded trim with sloping sides.
So far , so good:onya

PS: for reference - tables are around 75cm high, and you should model in scale of meters, so that it shouldn't require scaling in-engine.
 
Last edited:
Alright, I didn't notice the legs ;o
I'll start making the uv-map today, but I'm not sure how I am supposed to make it correctly.
I've read the wiki and it mentions: "768pix/m for wood" what does that actually mean?
 
Alright, I didn't notice the legs ;o
I'll start making the uv-map today, but I'm not sure how I am supposed to make it correctly.
I've read the wiki and it mentions: "768pix/m for wood" what does that actually mean?
It means a 2048x texture covers 3mx3m of world space, or 1 meter long piece of geometry in your model should cover 768 pixels in UV map and texture.
@everyone, FYI, this texel density is based on research in recent 1st person games.
I'm at work now, but at home I have texture I'd like you to UV your table to:) It's 2048x atlas texture with one model already mapped to it.

PS: to calculate UV map scale, use helper textures such as these, placed as references in your UV viewer: UV Alignment by fisholith on DeviantArt
 
Last edited:
Alright I've been messing around with uv-maps and textures but I don't get it the way I'd like it to be.
I also dont really understand how I should calculate the scale of the uv by those helper textures.
Those Textures just say: UV A1 etc.

Do you maybe know where I should look for an explantion on uv-maps and making them the right density?
 
Helper textures have adjacent pixels different colors and grouped into squares of certain numbers of pixels, so that helps seeing in your UV editor how many pixels does a UV island cover. Knowing the length of said island, you can calculate what size they have to be, to have required density.
 
Last edited:
First of all sorry, I've been busy with school and had no real motivation to work on the model.

No worries mate, we understand completely, we all have real life issues to deal with at times too. It it inspiration that you need, perhaps you should download the latest demo and have a look around! You can find the link in the Development forum. After you walk through the town, you might find yourself quite inspired! Maybe that will give you some ideas as to what you might like to work on next.

That French table is really looking quite good mate, very nice work! :onya
 
Back
Top