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View Full Version : A Question On Modeling/Texturing For Games


ShadowXOR
08-25-2004, 05:29 PM
I'm currently helping to do some models for a HL2 mod my friend has. I can create decent normal textures, however, I don't know how some things work. I'm using SoftImage|XSI. Let's say I want to create something like the small vial of 5 health in Unreal Tournament 2004. It is a clear bottle, with a clear blue bubbly liquid, with glowing yellow sprites around it. I have modeled and textured a Katana, but I have no idea how to make something see through, or how to make the liquid inside, or the swirling yellow stuff. I thought models had to be all in one piece, but how could the glass, and the liquid all be one piece when they have different transparencies and textures that would overlap? And how would the yellow swirling stuff work? Do materials I apply in XSI such as specular levels, and transparencies affect the model exported? Anything would help, I have no idea even how to start this. And can I make models that are not all in one piece, like can I make a human with his body as one model, then his head as a seperate one and have it still work in the game?(i know its best not to do this im just using it as an example since I can't think of antyhign else). I'm generally lost lol, thanks a ton guys!

ShadowXOR
08-27-2004, 05:27 PM
Anyone? This would help me out a lot...I have no idea how to do this.

ZiGgY113
08-27-2004, 09:54 PM
Well i'm not sure how shaders will work in HL2, but in U2K4 to achieve the desired effect that you are talking about they use opacity maps to get transparency, specular maps for shine. That model you are talking about (the health pickup) is just 2 models combined each having a opacity and specular map, plus the inner one also has a modifer on it, that cause the texture to pan and strech, just to make it look like it has movement. All this is done within Unreals material editor. I doubt that HL2 will have a material editor, (but you never know) so they will probably handle the shaders much how Doom3 does, by using unique prefixes like _d for diffuse _local for normal map _s for specualr..etc

Hope this helped a little :D

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