
PPS Icelord1337
Joined: Jul 14, 2010
All your base are belong to us
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Posted: Oct 3, 2010 09:48 PM
Msg. 1 of 7
I think I'm about to jump into modding, Anybody have advice?
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Corvette19
Joined: Feb 27, 2007
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Posted: Oct 3, 2010 09:59 PM
Msg. 2 of 7
Do what feels right. Trust your instincts. Pretty much start with Sapien and Guerilla, mess around with some values. Learn the tag structure, and how to navigate around it etc.
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DEEhunter
Joined: Dec 16, 2006
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Posted: Oct 3, 2010 10:02 PM
Msg. 3 of 7
Get a mac, use maya, don't take crit, have bad topology, merge everything into a single mesh, cut your mesh up or tessellate it to give it more polys, that will make it look better. Stick with planar UV maps.
For terrain: Make a high poly plane, use a displacement map, call it done,
For scenery, merge everything and make sure it is a single mesh with no holes, tessellate the mesh more, it will look better.
For everything: Use rips, that way people will think you are pro, and even if you are an underachiever like some of the people here, you will still feel good about your self.
For weapons: Make high poly sub-div models and then be lazy and release it so that someone else can make the low-poly.
Also, make a mapping team that dedicates its self do not finishing the intended project. People will still think you are pro since you are known as the guy that almost executed something cool.
Have fun.
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iizahsum
Joined: Jun 22, 2008
Lacks enthusiasm
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Posted: Oct 3, 2010 10:12 PM
Msg. 4 of 7
Quote: --- Original message by: DEEhunter Get a mac, use maya, don't take crit, have bad topology, merge everything into a single mesh, cut your mesh up or tessellate it to give it more polys, that will make it look better. Stick with planar UV maps.
For terrain: Make a high poly plane, use a displacement map, call it done,
For scenery, merge everything and make sure it is a single mesh with no holes, tessellate the mesh more, it will look better.
For everything: Use rips, that way people will think you are pro, and even if you are an underachiever like some of the people here, you will still feel good about your self.
For weapons: Make high poly sub-div models and then be lazy and release it so that someone else can make the low-poly.
Also, make a mapping team that dedicates its self do not finishing the intended project. People will still think you are pro since you are known as the guy that almost executed something cool.
Have fun. 10/10 Edited by iizahsum on Oct 3, 2010 at 10:13 PM
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DEEhunter
Joined: Dec 16, 2006
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Posted: Oct 4, 2010 12:51 AM
Msg. 5 of 7
ya, pretty good generalization right there.
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Oct 7, 2010 01:31 AM
Msg. 6 of 7
oh dee, u seem to have summed up what ppl do here quite well. i congrat u....rofl
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xsnoder
Joined: May 29, 2009
~xofect~flem~
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Posted: Oct 7, 2010 07:25 AM
Msg. 7 of 7
Quote: --- Original message by: PPS Icelord1337 I think I'm about to jump into modding, Anybody have advice? Start where you can and get better. I do advise at some point to be more creative. After you have had some time to learn Get gmax/3ds max, take some tutorial’s on making basic box maps and the rest is history. You can only get better, well most follow that path anyway. lol Everyone starts somewhere, even the people in this thread had to start somewhere. Good luck and have fun with it. Edited by xsnoder on Oct 7, 2010 at 07:27 AM
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