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Resource Source models site opened + requests available!

Discussion in Resources & Tutorials started by JorisCeoen, Aug 9, 2012

Good idea?

Yes 18 vote(s) 100.0%
No 0 vote(s) 0.0%
  1. Apr 9, 2012
    Posts
    Ok so I will rechange this OP as I finally opened my own Source model site.

    LINK

    On this site I will post personally created models in an efficient and cheap-to-render way, though yet keeping it at a semi-professional to a professional level!

    There will be detailed instructions next to the model and a picture so you can see how it looks like and so forth. Downloads will be available via my Dropbox, the sizes should rarely bypass 10mb, even 5mb would already be a lot.

    Payments will go solely from my Youtube earnings, this includes the site itself, picture storage (via ImageShack) and Dropbox storage. REQUESTS are FREE to do and I will never ask you for a subscription or any of the like. I will however add my email for eventual well-hearthed people that think I earn a donation or whatever...

    The requests can be done on the forums.

    You need to sign up on the site to download any models or to visit the forums.

    How it works:

    You submit a new topic in the request section of the forums with the requested model, give picture and the like as well! Then I will decide wether it's possible to create it or not, usually it should be fine. I will try to deliver ASAP.

    The thing is, when you request, you should at all times know it's a model that will be distributed onto the site as well! So if you want personal requests, then requesting at my site might not be the best way. Why do I do this? Because I want to enlargen the library of everyone mapping for Source SDK so that more possibilities are opening :smile:


    CURRENTLY THE SITE IS YET SMALL!

    I yet have to receive my creditcard (Visa or Mastercard) so currently I'm limited to 10 pages at max for the site I'm working on, as I took it the free way at first. I love the layout modules and the creation of everything on webs.com is so easy for me that I like to stay there. Whenever I will be able to pay for the year to get everything else, all other pages will be unlocked as well (as I can't unlock them atm).

    Done, I can do all I want now :ROFL:

    I hope this will serve everyone, and I hope it will be a great succes!
    • Like Like x 2
    • Agree Agree x 1
      JorisCeoen, Aug 9, 2012 Last edited by JorisCeoen, Feb 12, 2013
    • Apr 9, 2012
      Posts
      I have just learned to properly UV-map models in 3DS Max (because this is plain impossible in Sketchup for more complex models (Yes indeed, far more complex than the ones in ze_cathedral) As such now the boost to make A LOT of vegetation models for both Counter-Strike: Global Offensive as Source is highly present within me. I will do the following:

      I will make vegetation models for BOTH games. The thing is that both compilers are different, and as such there is really a need to make a compile for each game. As you may have guessed, CS:GO has trees with swaying materials, this is impossible for CS:S, and the compiling process makes both different materials for CS:GO than CS:S

      - CS:S will have the good old compiling process it always had, getting the models exactly as you can expect
      - CS:GO vegetation will feature swaying leafes and LOD models (which seem now to be created automaticly!) as well as optimised materials.

      Of course I only discovered this today. I will still be messing around with the UV coordinates on materials and try to optimize as much as possible, but before there will be any models ready for release it could take at least a month or two. I hope mappers out there have patience, but once it'll be released I'm sure many mappers will be very happy and I'm sure this will expand all possibilities and ideas that might have been lying around being blocked by the lack of good or at least alternative models.
      They will of course be released on my site, and the only thing that you need to do is registering. This makes it much easier both for you to ask me a question as well as for me to keep track of your possible requests/ideas and so on.

      Have fun!
      • Like Like x 1
      • May 15, 2011
        Posts
        One day I might get around to asking you to help me with modelling and UV mapping/texturing. I have learned the basics but I have never gone father than simply creating 3D objects. I also really look forward to the models you put forth, and hopefully we can use them in our maps. ^^
      • Apr 9, 2012
        Posts
        You are always free to ask my help for modeling. The UV-modeling part however, is something I couldn't teach you at all. Not because I don't want to (certainly not because I love to teach people new stuff) but UV-mapping is so complex and so varying that you could only learn it via tutorials which explain every tiny bit.

        The thing is that I always neglected this part of the modeling process as it looked sooooo complicated (it is). However if you follow every step, learn every option, then learn all options that are in your image editting, then it does work out, and personally the final result after all these houres to seek this out for good is far far far far better than just trying to align textures until it 'doesn't look too obvious that it isn't aligned'. In other words I always tried for vegetation models to work the seams out on way or another, but to do it entirely correct UV-mapping is the only way.

        I think this is the forelast most important thing I learned for modeling. Now the only thing left is characters. That is, after all, the hardest thing to do.

        Anyway, if you ever need help, feel free to PM/add/etc...
        • Like Like x 1
        • Nov 28, 2010
          Posts
          i want to learn uv/mapping all tuts are so silly they expect you magical know what there doing, if you could do a technical tut i would love you, if your lasy you could just recored your self doing a model
          thx in advance
        • Apr 9, 2012
          Posts
          I don't think I'm ready for a tutorial yet, but I can of course do a video in the future. When I'm a bit more experienced with it I'll consider it :smile: However I hope it'll be clear enough because just a video without explanation is of course as equally difficult as a tutorial that explains all. The only thing it's useful for it to copy/paste the moves and options that are getting clicked. The thing is as I explained that UV-mapping can vary that much that just 1 model won't explain all of it.

          In any case I'll look into it!
        • Apr 9, 2012
          Posts
          Finally.......................................................

          After a total timespan of 1 year and 2 months I finally learned how to properly UV-Map in 3DS Max. For those who are trying to do it as well or that actually can do it, they probably know what a f****** difficult process it is... However, the result is uncomparable to basic UV-Mapping or worse, seamed mapping. This will finally speed up the process of me releasing free-to-use models on my Source models site.

          Everyone probably already forgot about this site of mine, but I will now in my free time that's left, create models out of nowhere, to be used in Source SDK. They will be created in a cheap and effective way, with LODS if needed, and with own-made textures (as I also specialised myself in creating seamless textures with lots of detail and good use).

          I will keep people up-to-date on this thread now, soon you might be able to download models for simply nothing, except creditting me in your works!
          Some screens will follow between what the difference is from UV-mapping to garbadge textured models!

          Images

          Here is how it looks like the right way. I used a basic treetrunk. I will let it evolve into a fully grown tree which I will upload to my site in that case.
          [IMG]

          Here is how it looks like the 'half-assed way'. UVW Map is for very basic geometry whereas using a real Unwrap UVW modifier would be unefficient. Most modellers use this on their models, even complex ones, as it's efficient and can solute most problems when one isn't experienced in manual UV-mapping. It's good, but it can be muuuch better as above.

          The main problem with this way is that when you have for example a tree trunk with a lot of different directions, you will clearly see the texture is going only 1 way, so in other words when your geometry contains both horizontal and vertical directions, you will see the flaws in this method as the texture will simply face straight vertically or straight horizontally, instead of following the flowline of the model.

          As a result, you'll see in-game that the model is still faced, as opposed to a real tree in the real world. Valve tree models are prime examples of perfectly UV-Mapped trees, whereas you can't see there are faces. With basic UV-Mapping, this is noticable, and we don't like that do we?
          [IMG]

          This is the wrong way... Unfortunatly many people are not experienced in good texturing models, and unbelievable but true, I often find such models being 'textured' this way. Why don't you see these often on Garry's mod and so on? Because no one wants them :-/ there are of course enough properly textured high-quality models for free on the internet, but creating your own content with good textures, high quality and efficient rendering is the crop of the cream in my opinion. Since I will be creating a lot of tree models, I will base my next ze map (if it ever comes though) on a forest-like and large environmented area, with lots of detail and good FPS nevertheless (My next ze map which is Cathedral atm is gonna show this hopefully).
          [IMG]


          I hope this gave some insight and interest in 3D Modelling. I will probably not give a tutorial about this as there are enough of those on the internet and Youtube, but beware, it's a very frustrating process and it might take lots of lots of houres before it even goes the way you want. And even the professional way it takes at least and entire afternoon to create a model, import and export the whole shit, and then UV-map it, and then output it into Source SDK!

          When this tree is done I will post a pic here of how it looks like, as currently the trunk probably does not show a clear difference between method 1 and method 2, but once it's done you'll understand.
          • Like Like x 1
          • Informative Informative x 1
            JorisCeoen, Feb 11, 2013 Last edited by JorisCeoen, Feb 11, 2013
          • Apr 9, 2012
            Posts
            After 4 houres of improving onto what I earlier knew about UV-mapping, this is the current result:

            A new tree made from scratch, this time in 3DS Max itself instead of Sketchup (Trees are easier in 3DS Max while architectural geometry is easier in Sketchup):
            [IMG]

            The earlier trunk, only that it now has a nicer texture. Both use the same texture and leaves and so forth will be added onto that texture as well. All-in-all it's gonna be a very very cheap model, about 5 times cheaper than the stock Valve models. This count for both the tree trunk (hl2:ep2) and the trees such as the ones in militia.
            [IMG]

            In only 4 houres I already discovered more and more things regarding UV mapping, and more and more things which were previouslycompletely out of my possibilities are now rather logical after all the way I came till here. First I did more than two houres for the tree trunk only, then about one hour for the main tree trunk of the tree, and all the sideway branches took about an extra hour as well, though they have the exact same process of being UV Mapped as the main tree trunk.

            Not only did I hate this but do I love it now, but previously it was the most difficult thing for me to understand, both from the technical aspect as the creative and personal aspect. I will probably spend a whole lot more time now on simply models to get myself used to this technique so I never forget it anymore. It's something really great and all modellers should learn this process as well, as it clears away for what seems to be 90% of all problems regarding modelling, at least it's that way for me.

            As promised, when this tree is done, I will upload it to my site as the first downloadable model ever!
            You need however to register to my site in order to download, but that's quickly done anyways, and it'll be worth for in the future, as I plan to make valve-like models, or at least the same quality.

            Speaking of it, learning this process also learned me to understand and discover how well-made Valve models are, and how cheap (in most cases) they are while still keeping the essence of the model without you actually noticing it's a model with cheap textures as well.
            • Like Like x 2
              JorisCeoen, Feb 11, 2013 Last edited by JorisCeoen, Feb 11, 2013
            • Apr 9, 2012
              Posts
              So for the last time update on this thread, I'd like to show my first 'complex' UV-Mapped model of which I'm very happy to have already achieved this step in the making of models.
              So I wanted to take a totally random object from the internet, and I thought about hatches at that moment, so I searched and found this:

              [IMG]


              Ok so I imported in in Sketchup and started to create one flat face surface from this hatch (I rotate the texture so it was entirely straight in line, making it easier to work with).
              Then after a lot of modification and giving it some depth, I came out with this:

              [IMG]

              Then I imported it in 3DS Max and followed the UV mapping techniques for the white faces you see there, which are yet to be mapped as I only created it out of one face (so all the depth giving faces need to be textured). After all the UV-mapping and tiling extra texturing for the one texture I wanted to use it with, I came up with this texture after all the coordinates are done. By common sense you can clearly see where the lines of the model and the texture actually aline, so the understanding of the process is not actually difficult (but in practise it's difficult):

              [IMG]

              And it finally evolved all together into this model in Source while being cheap for it's use. I can always make LODS as well if it's needed, but it's totally irrelevant in this case:

              [IMG]
              Those with a sharp eye might spot the extra mesh I put around the handgrip. This is not originally from the model as the texture says it's not that thick. However I believe it made it look much better, and with some easy seamless texturing of the same part from the original texture you can create extra things like that to give it more interest, and your own touch in the end :smile:

              So I hope this was any interesting! When I discover something I always love to share it with other people as I think it's needed to spread out interest in all kind of things, and since we're busy here with maps and computer, this might be a valuable asset to your knowledge. If you are curious about anything of this UV-Mapping or modelling, feel free to ask me!

              I used Google Sketchup Pro 8, 3DS Max 2012 (64-bit) Student version, GIMP and Source SDK for all of this.

              The hatchet will be available for download very shortly!

              And here a video with a teaser at the end x)


              via http://youtu.be/SuT9gK5GOKM
              (might be that it's yet uploading)
              • Like Like x 1
                JorisCeoen, Feb 11, 2013 Last edited by JorisCeoen, Feb 11, 2013
              • Nov 11, 2011
                Posts
                They look awesome. Great job! :smile:
              • Apr 9, 2012
                Posts
                Updated the whole OP, read there for more info :smile:
              • Feb 21, 2007
                Posts
                moved to resources and tutorials section and tagged appropriately.
                • Like Like x 1
                • Friendly Friendly x 1
                • Apr 9, 2012
                  Posts
                  I got my custom domain name finally, I was able to use the card of my sister for the payment! It's now http://www.sourcesdkmodels.com/

                  It's yet under customization so it might not be available yet!
                • Jan 13, 2013
                  Posts
                  Website is down!
                • Apr 9, 2012
                  Posts
                  It's up now!
                • Apr 9, 2012
                  Posts
                  The site is currently undergoing a stubborn phase of not showing picture that I upload. I mean they upload fine and dandy but when I want to use them they derp. Anyway I think it's because the domain name is yet being confirmed, so I'll just wait a day or two!
                • May 15, 2011
                  Posts
                  I just thought, would I be able to ask of you to make some models for me? And in general are you be willing to take suggestions/requests?
                • Apr 9, 2012
                  Posts
                  Sure, feel free to do on the forums there! It'll make it easier for me to keep track of your own requests, as here it's only for the talk about the site itself :smile: Normalyl it is one request per person, but since I have no work yet, feel free to ask multiple ones at a time :wink:
                  • Like Like x 1
                  • Nov 11, 2011
                    Posts
                    Where is the hatchet? I wanna download.
                  • Apr 9, 2012
                    Posts
                    http://www.sourcesdkmodels.com/pstls-redhatchet01

                    there you go. It took me more than one hour to create only that page.
                    This is mainly because I had to decide beforehand how all my pages are going to look like. It's now that I have to take the decisions on how to set-up pages, because soon I'll have so many that it'll be too junky to have too much differences :smile:

                    Anyhow the site has now finally taken some ground, protection is up, pictures are working.