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FPSC Classic Models and Media / Saintareons Free Model Thread - 56k warning

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rolfy
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Posted: 16th Jun 2007 22:20
I used to do this a lot with my paintings,tell folks that I always hid something in the image,then sit back and see what they found,people can find the strangest things if they look hard enough and different theory's would abound.
I dont see any use for it though other than to create atmosphere, unless there actually is something to be found,otherwise the player is going to be sidetracked for no reason and the only emotion you will get is the need to kill something.The reason I never owned up to telling porky's about hidden things in paintings

Saint Areon
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Posted: 16th Jun 2007 22:54 Edited at: 18th Jun 2007 08:52
Thanks for your instie rolfy, I dont have any art buddys to ask questions to. So you basicaly know what level im at as far as textruing creation, im learning how to use tones and colors to tap emotions, how to use diffrent lighting to have people focus on details you want them to see vs. what you dont want them to see. I think its facinating and I want to learn more, lots more! If you ever wanna make a young apprentace very happy, you could always email me some resources were you have gone for your insparation. I found this reading very interesting:
http://forum.thegamecreators.com/?m=forum_view&t=101348&b=24

The PDF that nomad has included got the wheels turning. Then I invested in the "3D Game Textures" book by Luke Ahearn and I found he is very easy to understand, I can apply his theorys very practicaly. The thing that is very funny to me is now that I have a new eye, I find myself looking at cracks in the driveway at my house trying to figure out how the sun light runs through them, and run my finger accross the rust on my air conditioning unit to feel the texture, this is unatral to me but Im finding its not that difficualt to learn if you look at it the rite way. Thanks again for your instie, I am a fan of your work and I really respect your opinions. P.S. Im glad the image did get the ghostly feel to it, notice how 1 of 5 of the kids looks like the face has ghoustly deformation .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Inspire
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Posted: 16th Jun 2007 23:38
Wow, Saint Areon. Just reading what you have to say helped me learn something. It seems like you are putting a lot of work into making these textures, and I am really looking forward to seeing a game created by you.

Saint Areon
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Posted: 17th Jun 2007 08:11 Edited at: 22nd Jun 2007 06:34
I call this next one "Figure in the wall". I was painting mold onto a wall to be used as a texture, I was testing seamless compatibility by alligning both side by side and found they needed alot of work to get them to match, I started going crazy with my grung brushes. Then there was a very cool looking black space which made it look almost like a tunnel, and I was playing around with the tunel pieces when all of these shapes and movements started to form a figure, hence the figure in the wall. I think he looks preaty sinsiter, do you see anyone else in the picture looking at him in terror?

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24

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Inspire
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Posted: 17th Jun 2007 08:20
Where would we find someone looking at him? Because I'm not seeing it.

Saint Areon
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Posted: 17th Jun 2007 08:35 Edited at: 26th Jun 2007 07:44
Take a second look Inspire I used the wrong image before, look were your eyes want you to at first, and then sit back in your chair a little bit, you should see them, if you still cant see them when you sit back in your chair turn off your lights .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
TJR Games
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Posted: 17th Jun 2007 09:30
Saintareon, I modelled the other hummer because I wanted to give out something of mine to the community... And I needed a textured one... Sorry if you think you have wasted your time... Truely you have not... I modelled one that has no texture because I cannot texture it propperly... Thx...
Saint Areon
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Posted: 18th Jun 2007 08:00 Edited at: 18th Jun 2007 09:52
@TGC Forums Hello all, I was able to work the bugs (and that creepy figure ) out of my moldy wall texture set. Ive created 3 seemless Moldy/Dirty Concreate wall textures; also included in the download are the Normal Maps. These textures are in .TGA format 512x512 and your free to use them commerical / none just no redistribution without my permision. Image below show the 3 wall segments with an example normal map:


I was hopeing that maybe someone would be kind enough to share with me how I could make these 3 textures show up at random as a segment; there are some stock FPSC content that when you place a segment on your map some random varations show up depending upon how big the room is ect. Maybe one of you know of a tutorial or have a code example to share with me, or even a link to an exsisting topic covered on these forums. I would really be thankfull folks; enjoy the textures .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24

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Saint Areon
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Posted: 20th Jun 2007 04:08 Edited at: 26th Jun 2007 07:45
@TGC Forums Hello all, Ive been spending alot of time working on texture sets that are tileable; im using these tile sets to paint walls. Ive put together a set of 11 Sci-Fi wall textures; image below show samples:



Would anyone be intrested in using this type of content for your games; I will post them as free if anyone would like them. CC's are always welcome, also does anyone know the answer to this question:
Quote: "I was hopeing that maybe someone would be kind enough to share with me how I could make these 3 textures show up at random as a segment; there are some stock FPSC content that when you place a segment on your map some random varations show up depending upon how big the room is ect. Maybe one of you know of a tutorial or have a code example to share with me, or even a link to an exsisting topic covered on these forums."


Thanks,
Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 20th Jun 2007 10:53 Edited at: 22nd Jun 2007 21:54
Can anyone give me some suggestions to make these more appealing.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Roger Wilco
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Posted: 20th Jun 2007 12:25
I know what you mean about the comments. Free stuff is all fun and appreciated, but there is lack constructive criticism on this board.

So I'm gonna be the first one (unless anyone posts before me) to give some advice I think might help.

As for the question about having multiple, altering textures for segments, I've been wondering that too. I've tried to accomplish the same result as the stock segments many times, but to no luck at all. Maybe Lee could give us some advice *hint, hint*.

About the sci-fi textures, I think they look great! With just a tid bit more contrast, they're perfect. Reminds me of Quake stuff. May I ask how you did them? I can see that there's a lot of grungy brushes there, but how did the base textures (before grunged) look?

Looking forward to seeing more, keep up the good work.

"Or perhaps we're just one of god's little jokes?"
xplosys
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Posted: 20th Jun 2007 15:55
Saint Areon,

Nice textures. As for being Sci-fi, I'm not with you on that one. They seem more like the side of a backyard utility barn or garage door than anything sci-fi. They look more like something that would be made out of wood and the bright colors painted to match someone's house trim.

On the grunge images, the grunge seems to cover the entire image, in some places as whole instead of being applied to the different surfaces of the segment. I think it causes those to look more flat than the other two.

Great textures.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Saint Areon
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Posted: 20th Jun 2007 19:41 Edited at: 20th Jun 2007 20:01
@Roger Wilco The borders and shapes around the base texture are acctually completely transparent (using 0% Fill) so it bleeds the colors from the base texture onto the shapes. Theres is also blending style options like Beveled + Chisel Hard, Inner glow + Noise, outer glow + noise that are applied to give a little random and scratchy feel to the borders. That technique makes it very easy to change the base textures . The base texture is ment to be a rough grungy/rusty/ metal surface with 2 diffrent coats of colors applied over at diffrent fill and occupencys to make them color in the groves without taking away the grungy feel. The image posted below shows what the border technique is without any metal base textures, it just useing a gray color for the base:



@xplosys I agree with you, they dont realy give you that Sci-Fi feel, maybe adding a few more bright colors would help. And ill need to work on the base grunge layer to heal, dodge and clone to give more of a random feel.

Thanks for the CC's guys, I will see how they look after I tweek them .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 20th Jun 2007 21:21 Edited at: 20th Jun 2007 21:30
@xplosys I think i've got the Sci-Fi look out of this next texture, and ive took your cc to try to blend the pieces much cleaner. I also played with the shadow casts so the grungie borders and shapes wouldnt look so flat; tell me what you think (image below):



CC's always welcome.

@TGC Forums feel free to right click and save as, just no re-distribution without my permision; I think this texture look preaty good but I have the perfectly healed image for my own collection .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
FredP
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Posted: 20th Jun 2007 21:49
I like that last texture.you did apretty good job with it.It doesn't look flat.It looks like you could walk up and touch it and feel the different surfaces.Quite an improvement over the one before.

Saint Areon
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Posted: 20th Jun 2007 22:54 Edited at: 21st Jun 2007 14:37
@FredP Thanks for the comments; do you think the image can be catogorized as Sci-Fi? Maybe on a Battle Star Ship were War Mongers roam the universe looking for resources to build their empire ?

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Ezykeyal
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Posted: 20th Jun 2007 22:58
Because it looks more rusty and dirty it does not in particular look sci-fi like...more something of old or industrial.
Shiny new stuff with bright colors would be more towards the sci-fi look though I must say it all depends how this texture is implemented in the complete environment.
The texture itself looks good.
gps
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Posted: 20th Jun 2007 23:13 Edited at: 20th Jun 2007 23:21
Quote: "I was hopeing that maybe someone would be kind enough to share with me how I could make these 3 textures show up at random as a segment; there are some stock FPSC content that when you place a segment on your map some random varations show up depending upon how big the room is ect. Maybe one of you know of a tutorial or have a code example to share with me, or even a link to an exsisting topic covered on these forums."


This is one of those things that's a lot easier to do than it is to explain, so my apologies if you have to read this twice to make sense of it

Check out this extract from the WW2 'Bunker Fighting Area' segment, which uses multiple textures.

partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\bunker_fighting_area\floor_a.x
offx0 = 0
offy0 = -51
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\ww2\floors\concrete\f_e_01_d2.tga
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 1
materialindex0 = 2

The .fps file tells FPSC to use 'floor_a.x' for the mesh and 'f_e_01_d2.tga' for the texture, but the line 'multimeshmode0=1' further tells the engine that if it can find 'floor_b.x' and 'floor_c.x' in the same meshbank folder, and 'f_e_02_d2.tga' and 'f_e_03_d2.tga' in the same texturebank folder, it should use a random selection of these to build the room.

Assume a user-created room segment called 'Cell', that uses a single texture on walls,floor and ceiling. The folder path and content could appear as follows...

meshbank\user\rooms\cell

ceiling.x
floor.x
wall.x

texturebank\user\rooms\cell

ceiling_D2.tga
floor_D2.tga
wall_D2.tga

However, if the 'Cell' segment was designed to use three variations of wall texture, the folder contents would look like this;

meshbank\user\rooms\cell

ceiling.x
floor.x
wall_a.x
wall_b.x
wall_c.x


texturebank\user\rooms\cell

ceiling_d2.tga
floor_d2.tga
wall_1_d2.tga
wall_2_d2.tga
wall_3_d2.tga

One last thing to note, if a segment is identified as 'multimeshmode=1' in its .fpi file, then FPSC will expect to find a,b and c versions of the mesh, and 1,2 and 3 versions of the texture, and will cough up a fatal error if it doesn't.

Hope this helps

- Graham

Saint Areon
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Posted: 20th Jun 2007 23:28 Edited at: 21st Jun 2007 00:35
@Ezykeyal I have to agree with you, the texture would be better served as something industrial. Even if I threw in green lights and used other Sci-Fi elements It may not capture the style im looking for. If you know of any good resource sites to go for Sci-Fi insperation feel free to drop me a line or post.

@gps Very good explination, It makes sence now how the engine uses the code pieces to create varations. I will tweek and play around with this new concept; thank you very much .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Ezykeyal
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Posted: 21st Jun 2007 00:52
I suppose any popular sci-fi movie or game can be used as inspiration/reference to begin with.

There must be loads of star-trek/starwars pictures around, that would make a good start.
I'm not much of a fan of sci-fi but I think Event Horizon is a great movie and the set looked pretty good.

Perhaps the sci-fi stuff within FPSC you could use as a guide.
xplosys
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Posted: 21st Jun 2007 01:24
I don't know, maybe it's just me, but I'm not getting the sci-fi feeling here. Maybe too much grunge and not enough metal. It still looks like wood to me. See attached.

I'm sorry, my answers are limited. You must ask the right question.

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tyrano man
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Posted: 21st Jun 2007 09:14
I think it is way more sci-fi-ish than industruial. Just because it is rusty doesn't mean it can't be sci-fi. Do you think that in the future nothing will ever scratch or rust? Or maybe they just have a very good cleaning service in the future.

Tyrano

Roger Wilco
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Posted: 21st Jun 2007 14:13
It looks not like your everyday kind of sci-fi, more like industrial, post-apocalyptic and/or cyberpunk sci-fi or something like that. It reminds me of the texture style used in Doom and Doom 2.

"Or perhaps we're just one of god's little jokes?"
Saint Areon
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Posted: 21st Jun 2007 14:21 Edited at: 21st Jun 2007 15:16
@xplosys and Ezykel I spent some time today doing more research on Sci-Fi materials. I think the trick to doing Sci-Fi is trying to project almost perfectly manufactured pieces; sci-fi assembaly lines would be using higher tech equipment then we have in this day and age. I think that I might be onto it now, please cc the image below:



This is using the same base / grunge as the images before but its been detoned a bit. Also dont realy put too much emphasis on the base texture; its hardly begun to be tweeked. What im looking for is the shape contors and indetions cc's, I think these should represent something you would see assembeled in a high technology factory but I need more opinions . The shape technique is very easy to accomplish, let me know if you get more of a Sci-Fi feel now. Also just for Xplosys The image you have posted is part of a set of the grunged sci-fi textures, I used just one or two pieces of those to give some varation

@Tryano man I agree with you that there could be grunge in the future, varios enviroment elements could effect steel ect. that would cause some corrosion to the base. They might also get scuffed up durring fabrication.

Roger Wilco
Quote: "It looks not like your everyday kind of sci-fi, more like industrial, post-apocalyptic and/or cyberpunk sci-fi or something like that. It reminds me of the texture style used in Doom and Doom 2."
I think the post-apocalyptic would best clasify those textures, I had no idea what to clasify them as; I was thinking you would find those on an Enemy War Ship so thank you! As far as being compared to Doom 1-2 very cool complement but I've got alot of work to do before I'd consider my textures to be even close to the same quality as those .

@TGC Forums Feel free to right click and save as, just no re-distribution without my permision.

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
xplosys
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Posted: 21st Jun 2007 17:30
Saint Areon,

This is much more my concept of sci-fi. Looks like stamped/pressed metal and still has some grunge. Very nice.

Best.

I'm sorry, my answers are limited. You must ask the right question.

rolfy
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Posted: 21st Jun 2007 19:32
That one has an alien look to it with the dymbol.
It all depends on whether you want to create Star Trek or Alien when it comes to grunge.
I dont know why but a lot spaceships do seem to use riveted steel in movies and games which really is outdated and would leak like a sieve,but somehow looks right,it just seems to help the scale.
The best ones are when they need to patch up said ship and use an arc welder

Ezykeyal
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Posted: 21st Jun 2007 20:49
It's looking good and I think you are right about the segmented metals.
The symbol you used is the biohazard symbol which indicates a dangerous area.
The lights are a very nice touch.
Good work you are definitly on the right track.
Saint Areon
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Posted: 21st Jun 2007 20:54
@Rolfy Arc welding, I think I get what your saying ; I will see what I can do for a cool seem welding effect .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 21st Jun 2007 22:05 Edited at: 26th Jun 2007 06:43
@Ezykeyal For this color set I used a caution strip at the base to further emphasise the danger lurks ahead feel:



With this color set im trying to get an Alien feel; maybe something you would see on an Alien space station that has experiance exploring planets with frogile elements. Does it capture that type of atmosphere?

@TGC Forums feel free to right click and save as, just no re-distribution without my permision. Keep in mind that this wall texture is part of a set, so using it to fill an entire room would look preaty tacky .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 22nd Jun 2007 05:38 Edited at: 22nd Jun 2007 05:38
I think i've got the Sci-Fi wall assembly proccess down pretty good, I just need to keep tweeking and experimenting. Moving onto floor textures, please cc the image below:



This specific image is a rough version for free-be use, there is a seemless much cleaner version as you can see from the in game screen shots posted as an attachment. Feel free to right click and save the above image. CC's welcome and appreciated.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24

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Ezykeyal
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Posted: 22nd Jun 2007 21:00
The textures are excellent and of good quality definitly and you are on the spot for indicating danger.
However I feel it does not capture an "alien space station".
Perhaps I understand wrongly what you mean by that but it looks like it would have been constructed by a human-kind race, there are recognizable features in here for example the biohazard symbol and the added warning line.

This is ofcourse my personal opinion because I think of alien as something well...alien a.k.a. not from this world.

Again excellent work anyway.
Saint Areon
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Posted: 22nd Jun 2007 21:47 Edited at: 26th Jun 2007 06:07
@Ezykeyal
Quote: "it looks like it would have been constructed by a human-kind race, there are recognizable features in here for example the biohazard symbol and the added warning line."
Very good observation and good point. I need to do more reshearch on alien enviroments ; I personaly associate green mute tones and neon tones as alien like. Time to hit up the internet for Area 51 documents . Also now taking another look at my floor texture I think it looks too slick; if you walked or ran on that type of surface you would probably slip. Ill be tweeking it later today.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
TJR Games
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Posted: 25th Jun 2007 13:20
Don't worry about finnishing that model. Sorry for disturbing you...
Saint Areon
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Posted: 26th Jun 2007 05:50 Edited at: 26th Jun 2007 18:07
I have a preaty good grasp on designing sci-fi elements now, I spent a good part of the weekend researching diffrent color sets, metals, ect. Also this weekend I finaly got a grasp on Alpha channels that help bring out a whole new array of possibilitys towards texture creation. The in-game image posted below is an Urban Warehouse scene, the window texture is using various weathering, grunge, smog and dirt elements that you would find on a negeclted window somewere.



The border around the window is stock media, the glass window and frame is my own texture; the window as a whole is merly for testing purposes so disregard the border as part of the scene. If anyone is intrested in the .dds version of the glass window texture let me know and I will post it as free media.

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Father Tree
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Posted: 26th Jun 2007 19:06
thats great! wow good stuff you got going here!

I was wondering did you ever finish that dumbell i asked you to create? If you didnt dont worry it doesnt matter.

Best

Add me if you got Xbox live please -_-
Trinity Pictures
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Posted: 26th Jun 2007 19:26
Wow! SaintAeron, you know, within month or so that this thread has been up, your skills have improved amazingly! I really wish you luck in the future.

Artist/Modellor of Encrypto Studios
Saint Areon
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Posted: 27th Jun 2007 02:16 Edited at: 27th Jun 2007 04:04
@Father Tree I stoped modeling custom media requests because of an incedent with another user. You can review what happend here : http://forum.thegamecreators.com/?m=forum_view&t=107784&b=3

Since your model request is preaty generic I will still make it for you if you need it.

@Trinity Pictures Thanks for encouragment, I am realy trying to apply myself to making high quility game content now; I am much more motivated to do so with career ambitions in mind.

Here is the latest WIP im working as part of an Urban Scene, its a small office building you might find in a warehouse:



I will be punching a hole in the side for a window so you can see into the office from the outside, or the supervisor can use to spy on his workers from the inside .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 27th Jun 2007 07:43 Edited at: 27th Jun 2007 08:08
Urban Warehouse Office Model Update:



Adjusted width scale, punched faces to add windows, window model geomotry added. Just an FYI I find it helps me to post a web image of WIP, sometimes if I take a look at it another day or time I find things I would pass on from only seeing them as a model or texture.

Another FYI: for anyone that has purchased "3D Game Textures" book by Luke Ahearn you may see some similarties between the tutorials he has in his Urban Chapter and the office wall and door textures. I was able to create these two textures by a tutorial he has writen while adding some of my own techniques which give them a personal and unique style and look. I realy recomend this reading to anyone who would like to learn some cool effects in Photoshop. Id personaly rate the book as intermidate because for some of his tutorials you will not get the same results that he does even if you follow them step by step, and I believe he does this intentialy so you can develop your own style. If you have previous experience with photoshop then this book is a great resource to use to learn new techniques. Back to the lab

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Duplex
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Posted: 30th Jun 2007 11:36
Wow lookin good, Your latest models just given me some ispiration...

Duplex Creations Has now teamed up withX games.
Urban Pack WIP
Duplex
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Posted: 1st Jul 2007 08:32
may I ask what version of Photoshop you use? Or if you dont use PS what do you use?

Duplex Creations Has now teamed up withX games.
Urban Pack WIP
Saint Areon
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Posted: 1st Jul 2007 09:01 Edited at: 1st Jul 2007 09:15
@Duplex Sure you can ask , I have had a registered version of Photoshop 6.01 that i've used since I was doing IT work for an ISP company (~2001), ive recently upgraded to CS3. If you've recently purchesed Luke Ahearn book, firts try his tutorials on your current version of Photoshop, if you cant get the results your looking for try again by installing the demo version of CS2 that comes with the book. For me personaly I found there were no significant diffrences between the end results of CS2 and CS3; and his book is actually based on Photoshop 7 . The things you will learn can be applied to any version of photoshop, with moderate to no varation. However version 6.01 does not have some of the cool features like clone and heal.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Duplex
User Banned
Posted: 1st Jul 2007 09:31
No I havnt purchased that book, I saw it on my amazon reccomended list once, I may look into it if its any good.
I use Photoshop 7 that was sold to me quite cheap from a friend who works at codemasters.

I think I'll take a look at that book,

Thanks
Duplex

Duplex Creations Has now teamed up withX games.
Urban Pack WIP
Saint Areon
18
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Posted: 1st Jul 2007 09:54
Good Investment , btw Im seeing alot of proggresion in your recent models that you and X-Games are working on and also with your urban pack; keep up the good work.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Duplex
User Banned
Posted: 1st Jul 2007 13:49
Thanks

Could I have a request at any chance? Not really a model request as I have the model, If I gave you the model could you texture it?

I couldnt get it to a decent quality.

Thanks,
Duplex

Duplex Creations Has now teamed up withX games.
Urban Pack WIP
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 1st Jul 2007 14:51
I like your work, Saintareon. It looks good, like commercial-quality good. Refreshing to see a hard working artist after taking a trip to A4's thread. Makes me wanna puke. >>

Good luck with this, I'll keep my eyes open for further updates.

"Or perhaps we're just one of god's little jokes?"
Saint Areon
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Posted: 21st Aug 2007 19:29
Guess whos back

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Inspire
17
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Location: Rochester, NY
Posted: 21st Aug 2007 19:53
Um..uh...I think I know this one!

I was wondering where you went.

Duplex
User Banned
Posted: 21st Aug 2007 19:54
Yay!

If Only you were Me, the you'd understand.
Luke314pi
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Location: Minneapolis, MN
Posted: 21st Aug 2007 19:57
Welcome back!

darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 21st Aug 2007 22:46
welcome back man.



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