Flayra
May 22 2007, 09:10 PM
Post your thoughts, comments, questions and love about
this blog entry here.
6john
May 22 2007, 09:30 PM
cant seem to get the video to work
Zor2
May 22 2007, 09:31 PM
Video doesn't load for me on Youtube!

When I try to access it through Youtube page I get some "private video" message :S
Cheers for update though

Edit: Had no idea texturing took so much skill and effort D:
Flayra
May 22 2007, 09:33 PM
Oops sorry, fixed.
Faskalia
May 22 2007, 09:41 PM
Great entry.
I am really hoping that the canister gets some particle effects inside the tube to visualize energy flux.
Have you thought about adding a timer, that shows how long it actually took? I am pretty sure the "when is NS2 comming out" threads would be going down if people were shown how much time even such a small object can take to texture.
TychoCelchuuu
May 22 2007, 09:45 PM
The video's downloading now; thanks for the update. I'm real curious to see how the "buy maps from the community" thing works out. It's pretty novel as far as I know.
Align
May 22 2007, 09:46 PM
I had no idea texturing was THAT much work.
And that's just a simple prop
TychoCelchuuu
May 22 2007, 09:53 PM
Oh hey I've got a question. What's the program on the left? I can't quite make it out.
Faskalia
May 22 2007, 09:54 PM
QUOTE(TychoCelchuuu @ May 22 2007, 11:53 PM) [snapback]1628552[/snapback]
Oh hey I've got a question. What's the program on the left? I can't quite make it out.
The same as on the right, I would guess.
(It looks like a preview window

)
EDIT: Scrap that.
It looks like the source SDK model viewer. When he turns the model you can clearly see the green lines forming a circle.
TychoCelchuuu
May 22 2007, 10:00 PM
QUOTE(Faskalia @ May 22 2007, 02:54 PM) [snapback]1628553[/snapback]
The same as on the right, I would guess.
(It looks like a preview window

)
EDIT: Scrap that.
It looks like the source SDK model viewer. When he turns the model you can clearly see the green lines forming a circle.
Yeah not even Photoshop CS3 Extended can do a 3d view like that. Thanks for clearing up the mystery though.
nizb0ag
May 22 2007, 10:03 PM
nice going j keep up the hawt work xD
KungFuDiscoMonkey
May 22 2007, 10:05 PM
All that work for a simple prop. Wow.
The program on the left is the SDK's HLMV (and PSCS2 on the right). I use a dual screen setup.
Fam
May 22 2007, 10:15 PM
Almost makes me want to start texturing again; It sucked me into making a forum post, at the very least (The first in years, Align has been blamed).
anty
May 22 2007, 10:28 PM
Another great post!
Making textures is one of the things I never did really well, but is a very interesting topic.
I will download the hires version tomorrow to see everything in detail.
Please document a making of an infestation-texture in the future. This would really interest me, and others as well I guess.
I'm looking forward for the next post!
the_x5
May 22 2007, 10:31 PM
QUOTE(JJJ1 @ May 22 2007, 05:50 PM) [snapback]1628551[/snapback]
And that's just a simple prop

Recording your progress like that is the best thing since sliced bread. Period.
CS2 eh? I was about to ask. I recongized HLMV easy and knew it was Adobe that you were using. I still have Photoshop 2.0, I guess I should invest in CS3.

You should contact Adobe with that video, both UWE and Adobe could profit from that advertising.
JJJ1, are you using a mouse to do that? If so consider using a
Wacom Tablet, I just got one and it makes digitizing new Xzianthia drawings easier.
PS: I have some new anatomical disection drawings of the classic NS aliens I just started work on. Would you be interested in them? (closest thing I can think of is Stephen Biesty's cross sections in how it's all scientifically labeled and stuff.)
I use an intuos 3 6x8. It is the best thing ever.
Goldenprize
May 22 2007, 11:17 PM
very very cool, i know that hard work for ONE model.
Take very long time to made it perfect.
keep good work.
do you use UVMapper Professional?
ah you build this:
Chocolate
May 22 2007, 11:20 PM
Very good job! I'm betting that that took 1 - 2 hours at least, because of the fast forwarding. Keep up the good work!
If it took that long for 1 prop, imagine for a whole map!

....
*Realizes that I will never be able to make a map requiring so much work*
SpaceJesus
May 22 2007, 11:20 PM
QUOTE(Goldenprize @ May 22 2007, 06:17 PM) [snapback]1628577[/snapback]
do you use UVMapper Professional?
I need to tone down my attitude.It's really not that hard to do it by hand and the results are crazy amounts better.
TychoCelchuuu
May 22 2007, 11:48 PM
QUOTE(SpaceJesus @ May 22 2007, 04:20 PM) [snapback]1628579[/snapback]
Anybody who uses an automatic unwrapping tool/program deserves to be shot. In the face. It's really not that hard to do it by hand and the results are crazy amounts better.
Especially for something so hilariously simple as this prop. It's like, a cylinder. Come on, you can do a cylinder by hand
Corporal_Fortier
May 23 2007, 02:07 AM
Wow! NS2's world is slowly taking form... in 3D! Amazing work there, JJJ1! With so much work on a single prop, I have no doubt mappers will be very well equipped to create some breath-taking levels! Keep up the awesome work!!

QUOTE(Chocolate @ May 22 2007, 07:20 PM) [snapback]1628578[/snapback]
*Realizes that I will never be able to make a map requiring so much work*
Heh, same for me... I can't wait for NS2TR so I can try to map a little, but I am confident about not making it to the release ^^. I might join up with a friend to split and share the work, but I'm not certain about it...
aeroripper
May 23 2007, 03:59 AM
How long did it take to do the full texture for it?
About one and a half hours.
As for UV mapping, I just use Maya's tools.
CanadianWolverine
May 23 2007, 05:33 AM
I see the word "prop" tossed around and that brings a few questions to mind:
Is a prop similar to an object in Half-Life 2 that bounces around when you shoot, bump, pick up, etc?
Does that mean we will be about to shoot the place up on NS2 maps? Flying debri?
Or does "prop" just mean an object a mapper can place and it doesn't move?
Or is it something in between?
Thanks to anyone who can clear up the definition of "prop" for me.
There are two types of props. Static, and dynamic. A dynamic prop is linked to the physics system (so you can move it around), a static prop is not (so it just sits there and looks cool). This is a static prop.
Xenomorpheous
May 23 2007, 06:33 AM
Nice to see what its like to make a texture of a prop, now NS 2 is one step closer. Keep up the good work J!
haymo
May 23 2007, 06:49 AM
Nice work J! can't say I didn't see it comin!

But yeah, the art work on NS2 will be without a doubt up to the extremely high standards the game industry sets.
BigD
May 23 2007, 07:30 AM
I was gonna (or did? can't remember now!) ask to see the design process from concept art to workable asset (texture/model/whatever) after the last blog... Thanks for that!
aegix
May 23 2007, 08:36 AM
Share your brushes J ;D
rsd
May 23 2007, 09:47 AM
This is a really awesome post. Its cool to see the process things go through.
Could we have a similar thing done for a character model at some point? Obviously would have to be broken down to initial modelling, texturing, animation.
RSD: Unfortunately that's unlikely. Many, many hours go into a character model, making it very difficult to record the entire process.
Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
pSyk0mAn
May 23 2007, 10:49 AM
Holy crap
Just incredibly awesome.
A little faster and it would be a Matrix like tutorial/training programm
DoloresHaze
May 23 2007, 10:53 AM
Amazing! Thanks for updating your blog that often. Great

(never thought a prop texture takes that much time to create). JJJ1, was the final texture smaller ? Do you scale your textures down before they go for final ?
The texture was 512x512. I don't scale down the textures before they go final.
puzl
May 23 2007, 11:51 AM
Great idea J, glad to see you getting stuck into the NS2 work.
aegix
May 23 2007, 11:57 AM
QUOTE(JJJ1 @ May 23 2007, 08:00 PM) [snapback]1628676[/snapback]
Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
I think we work in a reasonably similar manner. I just need a few brushes to break up my lines a bit.
scaryface
May 23 2007, 01:50 PM
very nice

by chance is that being normal mapped?
Revenge
May 23 2007, 02:00 PM
Damn... Now that I enjoyed watching. Nice choice of music too.
TychoCelchuuu
May 23 2007, 02:06 PM
QUOTE(BigD @ May 23 2007, 12:30 AM) [snapback]1628658[/snapback]
I was gonna (or did? can't remember now!) ask to see the design process from concept art to workable asset (texture/model/whatever) after the last blog... Thanks for that!

Well, you never saw the modelling, nor the compiling, and if this gets a specular map or even a normal map you didn't see any of those either.
anty
May 23 2007, 02:14 PM
Is it only me, or does the high res version not work?
When I try to download the file it stops at 44MB.
The lowres version works as expected.
KainTSA
May 23 2007, 02:27 PM
Nice post. It is amazing how much work goes into what ends up looking so simple.
I assume custom mappers are gonna have access to a lot of your predesigned props?
QUOTE(scaryface @ May 23 2007, 11:20 PM) [snapback]1628710[/snapback]
very nice

by chance is that being normal mapped?
There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.
KainTSA: When we release the NS2TR, mappers will have access to
all of our props and textures.
Kisle
May 23 2007, 03:36 PM
one word : AMAZING
Maxunit
May 23 2007, 03:52 PM
QUOTE(JJJ1 @ May 23 2007, 04:29 PM) [snapback]1628723[/snapback]
There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.
KainTSA: When we release the NS2TR, mappers will have access to all of our props and textures.
Wow, awesome movie. Never knew, that texturing a single static_prop takes that ammount of effort

Can't wait to see more stuff done

and for sure the, as you mentioned, NS2TR. Would love to pre-map some old maps from NS for NS2

(with those awesome textures and props).
6john
May 23 2007, 04:45 PM
is the ns2tr going to use hammer? or are hl2 maps going to be able to be imported into the tech release mapper thingy?
Uh, you'll be using Hammer to create maps. I'm not really sure what you mean about importing hl2 maps, though.
sherpa
May 23 2007, 05:31 PM
you must have the paitence of a saint to give something like that your love and attention. how long did it take, real-time?
6john
May 23 2007, 05:51 PM
since ns2 is a standalone game, i wasnt sure if you would use hammer to make maps, or if there was going to be an improved tool to work with, and if there were would it be able to import maps made in hammer
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