The Weapon Shop
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Re: Lotus Wolf's Weapon Shop
oh, and i am working on the blade of another chainsaw, this one will be extremely realistic if i can translate my concept art/blueprints/point layout into the model. it will have actual teeth for the blade, a longer bar, better shaped motor housing, and a prettier texture. (no i dont mean pink with pretty flowers)
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Re: Lotus Wolf's Weapon Shop
Check out the Chainsaw Ripping-Gut Spilling Carnage!!!!
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Re: Lotus Wolf's Weapon Shop
That's great!Lotus Wolf wrote:Check out the Chainsaw Ripping-Gut Spilling Carnage!!!!
I want it
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Re: Lotus Wolf's Weapon Shop
and you shall have it as soon as i get the textures just right
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- Short end of the stick
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Re: Lotus Wolf's Weapon Shop
Here's one that works with the two-handers
copy StaffGroundSmash and then backup Swordgroundstab and then rename the copy of StaffGroundSmash to Swordgroundstab. That way instead of stabbing people with your two-handed sword while they're on the ground, you do an overhead swing with it.
copy StaffGroundSmash and then backup Swordgroundstab and then rename the copy of StaffGroundSmash to Swordgroundstab. That way instead of stabbing people with your two-handed sword while they're on the ground, you do an overhead swing with it.
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Re: Lotus Wolf's Weapon Shop
Thats a good one!
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Re: Lotus Wolf's Weapon Shop
Oooh... its Beuityful!kakashi1000 wrote:That's great!Lotus Wolf wrote:Check out the Chainsaw Ripping-Gut Spilling Carnage!!!!
I want it
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Re: Lotus Wolf's Weapon Shop
itt'll be here soon if i can get the texture to do the model justice...
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- official Wolfire heckler
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Re: Lotus Wolf's Weapon Shop
That chainsaw rocks!
I'll need at least another week until I give you a new testing version, Lotus Wolf - I'm getting there, but slowly. There's multiple things acting up. Well, at least the UV issues you reported are gone.
But it'll be really useful, that much I can promise. At least for people that haven't figured the converter out yet. I think you specifically don't _really_ need this since you're constantly delivering awesome stuff here.
To make your stuff even better, why not use Blender's render-to-texture feature?
Here's how it works:
1. You make a model, like this:
2. Then you adjust materials by adding a new material to your model, like that:
3. Then you go into Face Select mode, unwrap as usual:
4. Make a new Image, 512x512:
5. Go to the Scene -> Render buttons in the Buttons mode that's usually on the bottom:
6. Go to the 'Bake' tab in there and bake what you want to have as a texture, then hit the 'Bake' button and watch as the magic unfolds.
7. Save your image:
You just generated a texture from your materials, environment and lighting settings.
Note that it makes sense to have at least 1 light in the scene. Also, you should look into how to make procedural textures in Blender. Dabble around with the features until you're satisfied. Material settings for a model are here:
(If you've got no material there, click 'New' when your model is selected)
The most interesting and rewarding effect is Ambient Occlusion, especially for weapons. That's an environment setting:
You can of course paint on your texture afterwards. Baking isn't final. You can also merge different baked textures via Gimp, that really makes sense in some cases.
Hope that helps!
Edit: Before I forget, the best way to use this feature in Lugaru is baking a lighting pass, for example ambient occlusion, then hand-painting the texture in Gimp, then opening the ambient occlusion pass as a layer and set a transparency value for the layer.
If you can get your head around it, you're in for a texturing treat! Making wood, shiny stuff, bumps etc is really easy with Blender's procedural materials, and together with ambient occlusion, you've got very realistic shading where it counts regardless of the engine's lighting limits.
I'll need at least another week until I give you a new testing version, Lotus Wolf - I'm getting there, but slowly. There's multiple things acting up. Well, at least the UV issues you reported are gone.
But it'll be really useful, that much I can promise. At least for people that haven't figured the converter out yet. I think you specifically don't _really_ need this since you're constantly delivering awesome stuff here.
To make your stuff even better, why not use Blender's render-to-texture feature?
Here's how it works:
1. You make a model, like this:
2. Then you adjust materials by adding a new material to your model, like that:
3. Then you go into Face Select mode, unwrap as usual:
4. Make a new Image, 512x512:
5. Go to the Scene -> Render buttons in the Buttons mode that's usually on the bottom:
6. Go to the 'Bake' tab in there and bake what you want to have as a texture, then hit the 'Bake' button and watch as the magic unfolds.
7. Save your image:
You just generated a texture from your materials, environment and lighting settings.
Note that it makes sense to have at least 1 light in the scene. Also, you should look into how to make procedural textures in Blender. Dabble around with the features until you're satisfied. Material settings for a model are here:
(If you've got no material there, click 'New' when your model is selected)
The most interesting and rewarding effect is Ambient Occlusion, especially for weapons. That's an environment setting:
You can of course paint on your texture afterwards. Baking isn't final. You can also merge different baked textures via Gimp, that really makes sense in some cases.
Hope that helps!
Edit: Before I forget, the best way to use this feature in Lugaru is baking a lighting pass, for example ambient occlusion, then hand-painting the texture in Gimp, then opening the ambient occlusion pass as a layer and set a transparency value for the layer.
If you can get your head around it, you're in for a texturing treat! Making wood, shiny stuff, bumps etc is really easy with Blender's procedural materials, and together with ambient occlusion, you've got very realistic shading where it counts regardless of the engine's lighting limits.
Last edited by rudel_ic on Mon Nov 03, 2008 9:01 pm, edited 1 time in total.
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Re: Lotus Wolf's Weapon Shop
This is extremely helpful. i will try this immediately with the chainsaw.
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- official Wolfire heckler
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Re: Lotus Wolf's Weapon Shop
Then you might want to look at the edited ending of my post for a hint on how to use passes together with your hand-painted texture.Lotus Wolf wrote:This is extremely helpful. i will try this immediately with the chainsaw.
Have fun! Could be your first steps towards a professional career!
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- official Wolfire heckler
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Re: Lotus Wolf's Weapon Shop
Here's a chapter from the blender wiki at wiki.blender.org on materials:
http://wiki.blender.org/index.php/Manual/Materials
(Multiple pages)
That should get you started if you're confused or something.
http://wiki.blender.org/index.php/Manual/Materials
(Multiple pages)
That should get you started if you're confused or something.
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Re: Lotus Wolf's Weapon Shop
Thanks rudel, your awesome!
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- official Wolfire heckler
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Re: Lotus Wolf's Weapon Shop
Here's a big section about procedural texturing:
http://wiki.blender.org/index.php/Manual/Textures
That's enough, I guess. You can always ask or search the wiki over there.
http://wiki.blender.org/index.php/Manual/Textures
That's enough, I guess. You can always ask or search the wiki over there.
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- Joined: Sun Aug 31, 2008 6:03 pm
Re: Lotus Wolf's Weapon Shop
You're amazing man, thanks a lot, i'll be working on the chainsaw, shall i?