SRL Archive - NOTA

Making a mod for KillingFloor


Wire

2014-06-25 13:26:31

Hello everyone, so far what i have accomplished is modeling the highpoly version of the Lasgun Lucius variant. I'm currently using Nurms with smoothing separation on groups. Still a long way to go ….
Ps- Massive images sorry


Wetish

2014-06-25 14:12:45

That's pretty cool. I haven't played killing floor in a while. I should play it again.

KeepBotting

2014-06-25 14:21:07

This looks sweet! I wish I knew more about modeling :D

Brandon

2014-06-25 15:44:03

This is amazing! You should try to lower the poly count. The tri good though for the amount of detail you have. Nevertheless, this is amazing!

Wire

2014-06-25 16:01:07

I find 3d modeling extremely fun everyone defiantly should give it a go, especially if you're in college because of the three year trail on 3ds max. The current status of this mod is in the progress of retop into low poly so i can begin baking(will keep updates posted if liked as well). If anyone likes i can post some other models I've worked on such as tarantula turret and such. These models are all based from the warhammer 40k universe.

Brotein

2014-06-25 16:36:34

From: Wire
I find 3d modeling extremely fun everyone defiantly should give it a go, especially if you're in college because of the three year trail on 3ds max. The current status of this mod is in the progress of retop into low poly so i can begin baking(will keep updates posted if liked as well). If anyone likes i can post some other models I've worked on such as tarantula turret and such. These models are all based from the warhammer 40k universe.


You shouldn't be using Nurms with smoothing separation to do your highpoly model. Baking a normal map for your low poly will be next to useless in this case as you gain no edges from the highpoly. You're wireframe looks solid so this shouldn't be too much extra work… Use a TurboSmooth modifier and add a bunch of edge loops to support your geometry for the highpoly. Remember to keep your edges loose. To the eye it might seem too loose but to the baking engine it'll be just right.

Also, IIRC UT2K4 doesn't support anything except a diffuse and colored specular so why bother baking anything. Just paint your normal in NDO and overlay the details onto your diffuse.

Wire

2014-06-25 17:03:53

Yeah i typically throw on turbo smooth and the supporting edges once i get a decent looking nurms model. This may be more work but i think it works decently for my needs. Still have to add things like scratches, divots and such from zbrush to give it that extra "look." You are correct that killing-floor doesn't support normal maps( but i think i can fake it most details with either specular or jerry rig bump), but i have hopes for number 2. So if it does i'll be ready to import the first mod.
And please by all means if anyone has any tips to help me finish this please share, this will be my first ever game model implemented into a game. Thanks, Wire.