How many..
AsapmaN
11-11-2005, 02:29 AM
How many mappers here actually create their own textures, buildings and objects. Just wandering because i might start mapping and i need to know if creating these things is a must.
StreamlineData
11-11-2005, 02:47 AM
Buildings, well, it depends on if you're talking about Building Models or just regular brush-based buildings.
Brush-based buildings, yes... we all do it. It's basically part of mapping. Model-based buildings, no. Modelers do that.
Creating your own textures and models is not a must, you can do it if you want - it's more of an optional thing. You'll probably want to do it (perhaps eventually) if you're not happy with the existing textures and/or models that have been supplied by the GCF.
MajesticM00se
11-11-2005, 02:48 AM
depending what type of map i'm doing, if it's a generic sorta map nope i used the old textures in place
At the moment i'm doing a christmas maps in time for christmas so non of the other packs have christmas themed textures so i'm doing my own.
Like i say it's all dependant on what type of map your doing, I mean if it's just say like 1 additional texture u wana add, I normally make the object in Maya convert it over to milkshape prepare it for compiling, compile it and import it in is a model saving the use of an additional WAD, it may seem long winded to some but tbh it's a very easy and quick method.
Watchtower
11-11-2005, 02:58 AM
Part of the reason my projects tend to take so long is because I MUST have custom everything.
Custom textures, models, and anything else I can squeeze in on my own. I learned awhile back that being a part of being a good mapper means being self-sufficient and having to rely on others for custom content can give you a feeling of helplessness.
You can't learn any new skills just using the default stuff. Im quite the advocate of getting people to try and model and create some of their own textures, even if they are only edits or simple things.
You have to start somewhere and sometimes, you end up liking the other parts more than mapping itself. Its also cool to be able to say, "this guy needs help" and your able to do so.
Zyndrome
11-11-2005, 03:06 AM
I've recently started modelling my own props and making textures for them. They defaults are just not enough!
Uvhausen
11-11-2005, 09:12 AM
Good topic. I'm also a big proponent of adding as much custom content to my maps as possible. At the very least I would highly suggest a custom texture set to give your map more of an authentic look. Already we're seeing the repeated use of the now famous tan/orange building textures from the stock maps in too many of the customs that have been released. While one can not argue with the quality of the stock textures, seeing the same ones used over and over again only contributes to that "same old thing" look of a small french town theme. I also agree that if you are going to invest all the time needed to construct a decent map you may as well start learning how to model some simple props. Like mapping skills, your props will get better as you learn how to use your program of choice. That said, just the addition of a small custom texture set can really set the look of your map far enough apart from others so it has it's own unique visual identity. Just make sure you use high quality textures because washed out, lo res textures can just as easily detract from the look of your map;). It's also a good idea to learn how to properly create seamless and blend textures to prevent unrealistic tiling (ex: pure grass should not look like a battlefield checkerboard, lol).
Uvhausen
AsapmaN
11-11-2005, 12:03 PM
is there a certain modeling program that is good for beginners..is blender good? cause thats what im tryin to use.
prone ranger
11-11-2005, 05:20 PM
milkshape 3d is a great prog, easy to use and you get a month free to try it out, then it costs $20 to unlock it. but it is more than worth the $20
haircut
11-12-2005, 02:19 AM
I don't have the time to make my own custom content.
The only custom content in my maps is the brush work :D
NOTE: I do like to make the maps as small an install as possible as well, so to much custom content in DoD:S will make hudge maps to install, even with compressed fastdownload.
ultranew_b
11-12-2005, 06:10 AM
I like create my own textures and models. My current map, Sora uses mostly stock textures and models however. Unfortunatly, Hammer is nowhere near as user friendly as Unreal Ed is when it comes to importing models from 3ds Max. I mapped with UEd for a few years before recently learning Hammer.
Although, I think HL2 produces much better looking levels than Unreal, 'cause of superior lighting capabilities.
:D
MajesticM00se
11-12-2005, 06:27 AM
Originally posted by AsapmaN
is there a certain modeling program that is good for beginners..is blender good? cause thats what im tryin to use.
Maya for t3h win!
Actually tbh maya is probably the worst program to use it's an extremely good program to use in comparison to max or softimage but is very expensive and very professional
You are best hitting those sorta 3D Max and Milkshape programs
But saying that there is educational versions of maya free for use for non profitable organisations.
Ranson
11-12-2005, 09:18 AM
Having worked with 3D Studio Max, Maya, Blender and XSI in the past years, I'd say if you're a total newbie go for XSI or Max. Maya is fine for highpoly/nurbs stuff and of course you can use it for lowpoly stuff too, but Max and XSI come with better polygon tools. To find good tutorials for Max shouldn't be a problem at all and there is a good video tutorial for XSI too. XSI Mod Tool is free, so try it out.
Blender is great, tho a bit harder to learn. Not sure about the exporter for Blender tho, as i never used blender for HL2 stuff.
And last but not least, i guess Milkshape may be the tool which is easier to learn (not as overloaded with functions than the big 3D packages).
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