*Clickbait Title* - Sup Nightfire

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Kenny.tw
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*Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

Hola,

How are things going? Did I miss anything!?

I haven't posted anything almost a year.. Basiclly I didn't do anything around NF for a year. (y)
Shit happened, definitely didn't feel like touching any program. I also don't have much new to show. (yet)

This is actually new, only got not much to show (yet). It is a pistol mag of a .44 DE. (it will be cool..soon.. I hope)
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This is how all FPS arms and hands look. I got this also model also rigged any ready for animation. (somewhere.. :sealed: )
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This is a really cool trick (not my invention though). With the base arm model you can add really easy a long sleeve, short sleeve, suit, jackets, accessories etc. In this picture below, I added a long sleeve.
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Last but not least. A pain in the ass to model. Again something I started a long time ago and just finished (modeling) yesterday.
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The red marked model is the original Nightfire sniper rifle. I tried to create a complete new sniper model based on the positioning and size of the old one. This could later be really helpfull with the animation.
Basically meaning, the animation doesn't need adjustment for this model (pretty cool stuff)

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The transparant model is the original Nightfire model
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The original Nightfire sniper mesh has ± 700 polys
My model has ± 7000 polys
CSGO AWP has ± 27000 polys

More polys = more detail (most of the time) = more performance needed.
I used to promise that I will make and finish it for Nightfire Source. Yet I haven't finished anything :P
I guess seeing progression on stuff is cool (y)
So, this time I go full slowly and post some updates here, and see where it will end.

Ciao
Kenny

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Kenny.tw
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Re: *Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

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Creating a fairly simple bench with an even simpler UVW unwrap.
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The bench pillars do not need much detail in textures.
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But the wooden top is kind of boring, see if I can add some masks / upgrade unwrap to add some more details
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This is the original Nightfire fountain model.
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And this is how I did upgrade the model. A little bit (too) high poly. Not really satisfied with the outer bottom part but absolutely love the rest.
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Ciao,
Kenny.

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CBMI6
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Re: *Clickbait Title* - Sup Nightfire

Post by CBMI6 » 1 year ago

Hi and welcome back Kenny!

That sniper model is epic! They're all great but that one stands out to me lol. I can't wait to play it in game :)

CBMI6.
"Coffee...the finest organic suspension ever devised" - Kathryn Janeway. Or in Nightfire's case, in a polystyrene cup with a straw!

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Re: *Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

CBMI6 wrote:
That sniper model is epic! They're all great but that one stands out to me lol. I can't wait to play it in game :)
Thanks mate, appreciate it. And also quite funny. Character modeling is a no-go for me. Weapon modeling and car modeling is kinda out of my comfort zone. So it is funny that it stands out.
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I could't find a Nightfire coffee maker model. I guess coffee is not Bonds favourite drink!
edit: I found coffee cups and a coffee pot model. But they are both basically cilinders without any LOD.
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To the next bottle, ofcourse Bonds most know drink, Martini!
Funny that Nightfire really did not have any martini related model, considering it had a casino map.
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Some more drink related stuff (Yes I am thirsty). The little fountain is actually 1 model and it was an absolute pain in the ass to make. It starts as an cilinder shape, yet it ends in a half-egg-sphere-shape. But the result is nice, especially because at first it was just a square plane shape.
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Just another water fountain. You can make hundreds models of this. The story behind this one is actually funny. I needed reference material for the pipes underneath the sink. I usually make photos of real-life objects, because then I got good angles to look at.
Ofcourse I was in a public toilet when I got the (brilliant) idea to take pictures of the sink. Like a big horde of the guys just walked in while I was kneeled down taking pictures of the bottom of the sink..

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Re: *Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

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Update on the deagle. No matter what I did, it would look like a CS rip. Then it got me thinking of the raptor in Nightfire, it is big badass gun. So I made it more a big badass gun.
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Note that the model is not final nor complete.
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Just another bench, probably more variations will follow.
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Cafe table with umbrella. Most know from the Nightfire map Romania. From an artist perspective, absolutely hated the Nightfire model. It looks a bit disorted and wavy in the pictures below, but it will look better when it got cloth textures.
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If you got sharp eyes you probably noticed that the umbrella is bigger in my version compared with Nightfire. And that is true, from my perspective this is how it is suppose to look.
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For the sake of Nightfire Source, it is definitely possible to shrink the umbrella and the table. I understand that a bigger umbrella could completely ruin map desing / gameplay.

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Rise2Shine
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Re: *Clickbait Title* - Sup Nightfire

Post by Rise2Shine » 1 year ago

Finally some models that could make a level design finally look realistic.
[eXs]Rise2Shine A.k.a. True
Nightfire: Source - Web | Community | Social | Former Level Designer

Live for the way that you cheer and scream for me.

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Re: *Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

True wrote:Finally some models that could make a level design finally look realistic.
Thanks appreciate it.
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Something completely different. An old wooden fishing cabin. Just like the old fishing cabins, every wooden shelf, branch, trunk, log is unique. They are all differently shaped. I try to create the same "feeling" with this model. I have an idea on how to texture this. Yet for me this is also a new experience.
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Just to contradict with the fishing cabin. A classic middle eastern building.

Note that both models are not complete nor finished. Updates soon to follow!

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Re: *Clickbait Title* - Sup Nightfire

Post by Rise2Shine » 1 year ago

Kenny.tw wrote:
True wrote:Finally some models that could make a level design finally look realistic.
Thanks appreciate it.
Spoiler: show
Image
Image
Something completely different. An old wooden fishing cabin. Just like the old fishing cabins, every wooden shelf, branch, trunk, log is unique. They are all differently shaped. I try to create the same "feeling" with this model. I have an idea on how to texture this. Yet for me this is also a new experience.
Spoiler: show
Image
Just to contradict with the fishing cabin. A classic middle eastern building.

Note that both models are not complete nor finished. Updates soon to follow!
Realistic, real world models are so much appreciated. When you look at HL2, L4D2 etc. it's all so realistic. Nightfire has none.
[eXs]Rise2Shine A.k.a. True
Nightfire: Source - Web | Community | Social | Former Level Designer

Live for the way that you cheer and scream for me.

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Re: *Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

True wrote: Realistic, real world models are so much appreciated. When you look at HL2, L4D2 etc. it's all so realistic. Nightfire has none.
Back in GoldSrc time the limit of max polygon (model detail) and texture size was very low. So instead of using models which took a lot of memory (for the engine, not your computer hardware) they created most parts of the game with the editor. With Source they increased it big time. So they could use more models (props, buildings, environment etc) in maps. But compare Source engine with Unreal engine, CryEngine even Unity5 and it is very outdated, on the visual part it is.
When you load up your HL2 level, it will only load up a small part of the map. When you go the next part of the map, it will have to load (with loading screen) this part of the map.
With Source games, the engine loads up everything. When you start up, for example de_dust2 in CS, it will load every model, texture, cubemaps, lights, lightmaps etc (another reason why it is limited on things like dynimic lightning or shader options etc).. Everything is limited. HL2 models are heavily optimized, using multiple LOD model (Level of Detail, basicly high polygon to low polygon models of the same model...)
Source engine does support 4K texture resolution, but make every (important) texture in the game 4K and the performance go down big time. Although I haven't tested this myself in Source. Texture size and shaders are a bigger factor in performance than polygons. Plus the fact of how Source everything precompiles and renders. It would result, from my theory, in either massive frame drops (again nothing to do with your PC) or game crashes.

To clarify this load of (bullshit) in normal English.
Yes, "realistic" models is possible in NF:S
No, you can't overuse it + models and textures have to be limited.

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Re: *Clickbait Title* - Sup Nightfire

Post by Kenny.tw » 1 year ago

In addition to the "can NFS run my models issue" I have created spheres between 2k polys and 20k polys. I will put them in a test map and check the results.
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Not a big update, added a floor for the fishin cabin. Tried to put as much detail without pushing the poly count up. Note that my work is not really professional. There are artist who can do better, for sure.
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Lamp prop

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