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Hi everyone , weapons & rendering questions


Jen4

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Hi everyone ,

 

Ol' names , jen4 , think that newest one supposed to be dor1co , im a non professional 3d artist and animator and i love the fallout game series (owner and player since fallout 1 trough fallout tactics to fallout new vegas ) for their capabilites to push the player that love to customize content ever to a new edge .

Im being playng with the g.e.c.k. editor since a while now , having fun to merging contents and play with values and statistics , so i've decided to start my own mod experience , in first for my own personal usage , second , why not , to grant access at my skills (or what supposed to are .. :D ) to the community.

To be honest ( be fine , i've checked my ego @ the door a lot of time ago ;) ) i got access to a 3d armory that counts more the 300 pieces (from weapons to vehicles) all legally copyrighted and self developed that i think i could fit into a "new vegas" post-apo semi realistic scenario , but to do this i need to follow my little own guide , maded basically in 3 big steps:

1) understand ; 2)elaborate ; 3) produce and develop.

 

so i've produced a couple of questions for u modders in the hope and will to help me if u can obviously.

a) i've seen , navigating the nexus , that there's a lot of really outstanding look rendering pictures, i just wanna know if u guys use a particular program or rendering setup (assume that im a 3dsmax user) to emulate the havok engine system and the fallout new vegas engine "looklike" , that would help me for the applicaton of normal-bump maps and reflective-height maps on the diffuse ones.

b)in fonv , there's a lot of ammo entities that could be changed for their old manufactured nature , like the 10mm (supposed to be 10mm auto from the '80s to early '90s) , i was courious and i would like to "overwrite" that ammo entity with a newest one like the .40 S&w , question is , if i want to completley remove that caliber from the game , i've to edit any single list and any single container, or more simply there's a shortcut to do that.

c)i've seen a lot of script in the script section , but im still looking for a "weapon flashlight" , with a real beacon that can porject a cone light to a direction , u think guys that's possible?

 

Thanks really for any answer or contribute u give to my "for-now" knowledge about the FNV modding and i want to apologize if my questions and asks could sound arrogant , superb or rude , their not meant to be for sure , this sometimes happens beacuse im forced to be direct cause of my english language limitations , not for my fault , english its none of my native languages , im italian and its pretty hard to be that much "polite and soft" when u dont know a language very well , im so sorry if that can occur , ill surely try to do the best i can for the future.

 

Greetings , jen4 , Dor1co or whatever u pleasde for.

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Marmoset toolbag is far more advanced than the gamebryo engine, from Ibl lighting to displacenent, you'll find many discrepencies between the two. It is however, the best choice (Imho) for rendering single assets for presentation. In regards to a similar rendering style, a simple DX viewport render from 3ds max wiould be my choice.
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  • 3 weeks later...

Xolioul shader v2 supports viewport shaders, its a directx shader for the 3ds max viewport, so you can enable hdr or ibl lighting directly in the interface.

 

Marmorset (as you probably know) supports bloom, and can export still images with hdr information for post processing.

 

Cryengine and UDK also support hdr, but have a very distinctive style due to the specialization of software.

 

I'd stick with marmoset for renders, unless your looking to apply at a company that strictly uses one or the other. If you're just looking to match the rendering style of Fallout, a simple directx viewport shader will suffice, just remember to forget about gloss maps, because fallout can't use them.

 

cheers,

Payton

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