Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 Awesome! Love your profile pic! Quick question..will there be parking for coroners? That would make it the best mod.. Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 4 minutes ago, Firebuff319 said: Awesome! Love your profile pic! Quick question..will there be parking for coroners? That would make it the best mod.. That's something that I'll have to decide later on. Thank you for suggestion! : ) Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 Awesome.. heres the siggy. Happened to have this pic, played around with the font, added some trains, and the baseball...as Trump would have said it: bing bing bong. Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 2 minutes ago, Firebuff319 said: Awesome.. heres the siggy. Happened to have this pic, played around with the font, added some trains, and the baseball...as Trump would have said it: bing bing bong. Did you make that? Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 Added baseball, train and added words. All the rest I found on GI. Free to use..from a magazine. its temp. I am making a better one.. Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 2 minutes ago, Firebuff319 said: Added baseball, train and added words. All the rest I found on GI. Free to use..from a magazine. It's funny that you say that you added the ball and train because I found this on google. Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 Anyway, here is the one. The real one. And I did not add them, I re-rendered them to make them higher quality. Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 2 minutes ago, Firebuff319 said: Anyway, here is the one. The real one. And I did not add them, I re-rendered them to make them higher quality. That could work as long as you follow the rules for signatures then that could be the one that supporters use : ) Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 Want me to make you one for the head of the mod? Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 3 minutes ago, Firebuff319 said: Want me to make you one for the head of the mod? Let's take this to PM's shall we so this doesn't get spammed with talk about signature : ) Link to comment Share on other sites More sharing options...
MikeyPI Posted July 9, 2016 Report Share Posted July 9, 2016 Yeah Firebuff that signature image is far too large so you have to scale it down because it's just way too large. Check the TOS for the size restrictions on banners and you'll be fine with it. As it stands it's too big since there are users on crappy connections and/or mobile that don't need to have their bandwidth chewed for signatures like that. Such is why we have the size restriction. Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 Signature for you to use on the front page. It should now be following the TOS for signatures : ) Link to comment Share on other sites More sharing options...
RestingVermin Posted July 9, 2016 Author Report Share Posted July 9, 2016 KME MODEL Very soon to be completed. Now I have really gotten comfortable with modeling and it's fun. I strongly advise other modders that haven't learned to model to go and take your time and learn! The best tutorial if your gonna use zmodeler is itchboys tutorial. That's what I did and I am now here making my own models. Sure I had alot of questions but I got them answered so I could proceed with this. Thank you itchboy for posting the tutorial and answering my questions and feedback And thank you Mikey for answering my questions as well as giving feedback. Polys: 1201 Link to comment Share on other sites More sharing options...
MikeyPI Posted July 9, 2016 Report Share Posted July 9, 2016 Thank you for fixing your signature banner it is appreciated, firebuff you'll have to fix yours as well. Onto your model; The reason the shading seems off is because it is lol... What you have to do is a method where you essentially "split" the model into pieces disconnecting flat components from rises like the tire fenders, hard angles like 90 degree L shapes and all of that. It's a ton of trial and error to get the shading right, but it's an important step to make sure the light bounces off the model correctly. Basically what you wanna do is "cut" the model into segments disconnecting pieces that have any type of "hard" line to them, so things like the fenders anything with an L shape where it's drastically changing direction are no longer linked to the same vertices. Yes this will increase the vertice count, but not the polygonal count of the model (which is more important to be honest). If you do this the model will lose the drastic dark spots where it goes from light to harsh dark on the same relatively "flat" panel as seen on the model. Doing this will help make it look better even though it takes time to do it. Once you've split it and the shading looks decent and relatively smooth across the body of the truck then you can reconnect all the pieces to make it a single object again (just don't re-connect the vertices); ensure you do one last normals calculation on the vehicle and it should look much better as far as the shading goes. Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 I have tryed but it wont let me edit the size or open it in paint.net or PAINT or mspaint or photoshop.. Link to comment Share on other sites More sharing options...
MikeyPI Posted July 9, 2016 Report Share Posted July 9, 2016 I would suggest you use the one that Vermin was so kind to create and publish on the first page of this topic since his is compliant with the rules. Yours you'd have to remove or a staffer will remove them from you (kinda giving you a shot to fix it yourself here). Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 9, 2016 Report Share Posted July 9, 2016 Im sorry, I am changing it now. And can you give me credit on the front page please. Link to comment Share on other sites More sharing options...
RestingVermin Posted July 10, 2016 Author Report Share Posted July 10, 2016 18 hours ago, Firebuff319 said: Im sorry, I am changing it now. And can you give me credit on the front page please. done 18 hours ago, MikeyPI said: Thank you for fixing your signature banner it is appreciated, firebuff you'll have to fix yours as well. Onto your model; The reason the shading seems off is because it is lol... What you have to do is a method where you essentially "split" the model into pieces disconnecting flat components from rises like the tire fenders, hard angles like 90 degree L shapes and all of that. It's a ton of trial and error to get the shading right, but it's an important step to make sure the light bounces off the model correctly. Basically what you wanna do is "cut" the model into segments disconnecting pieces that have any type of "hard" line to them, so things like the fenders anything with an L shape where it's drastically changing direction are no longer linked to the same vertices. Yes this will increase the vertice count, but not the polygonal count of the model (which is more important to be honest). If you do this the model will lose the drastic dark spots where it goes from light to harsh dark on the same relatively "flat" panel as seen on the model. Doing this will help make it look better even though it takes time to do it. Once you've split it and the shading looks decent and relatively smooth across the body of the truck then you can reconnect all the pieces to make it a single object again (just don't re-connect the vertices); ensure you do one last normals calculation on the vehicle and it should look much better as far as the shading goes. Is this good? I just really normal calculated some polygons. But I'll definitely do what you said if this is kinda of as well. Link to comment Share on other sites More sharing options...
MikeyPI Posted July 10, 2016 Report Share Posted July 10, 2016 I circled the problem areas that are visible at the angle you captured it at; chances are there are more of them but they only become visible when the light strikes it a certain way(does this on all models). See how harshly it gets dark on these spots i've circled, its because of the normals essentially splitting the difference between the two to three sides that are linked. Instead of it saying okay this is the front so it should be lit this way, this is the top, this is the front etc it just goes well they're sharing the vertice so they should share the light. The result is the normals skew off at a 45 degree angle instead of being a flat 90 degree on a hard right angle because it's calculating the difference for the flat front and flat side so it angles the shading splitting the diff on the two. Because of that you end up with the "hard" lighting effect you see circled. You split the model so those "drastic" angle changes are no longer linked together (vertice wise) they will cease to have the drastic hard light shift that you currently see. See image below for examples of where it's doing it. Ideally you want to minimize the times you see this type of lighting happening so the thing looks good when lighting is applied from the ambient environment. Normals should appear as smoothly as possible on a vehicle, though some places in particular b/c of trying to limit the poly count no matter what there is going to be some deflection. But you def. don't want the really harsh light to dark transitions which you can see for ex on A and B and near the L on the lower right of the rear hose portion of the truck. Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 10, 2016 Report Share Posted July 10, 2016 Thanks! Link to comment Share on other sites More sharing options...
RestingVermin Posted July 20, 2016 Author Report Share Posted July 20, 2016 So now the KME engine is a complete model. Made from scratch by me. I just can't figure out how to scale it down in em4. I've done it in zmodeler 2 but it won't show up. So as you can see this is how huuuuge it is Comparing the BoF model vs my model Link to comment Share on other sites More sharing options...
EmC-Unit Posted July 20, 2016 Report Share Posted July 20, 2016 Shift+Scale option + CLick on the moddel, than you put in percents % how much you wish to scale it (Would be good if you import that moddel from editor on your pic so you can see the actuall scaling). Gj on the moddel! Link to comment Share on other sites More sharing options...
RestingVermin Posted July 20, 2016 Author Report Share Posted July 20, 2016 38 minutes ago, EmC-Unit said: Shift+Scale option + CLick on the moddel, than you put in percents % how much you wish to scale it (Would be good if you import that moddel from editor on your pic so you can see the actuall scaling). Gj on the moddel! Thank you. I realized that for whatever reason the model scaled bigger when I exported it and I have now scaled it down again. Poly count on KME: 3738 1 Link to comment Share on other sites More sharing options...
RestingVermin Posted July 21, 2016 Author Report Share Posted July 21, 2016 I quick little update. Multiple Polls have been added! make a decisions and vote please : ) Lights for the KME is in the works. Rescue model will get improved. I need someone who can take over the part about placing stuff on the map in editor. You can place buildings like industrial area and apartments,houses and so on. You can also place objects on the new map. It need to be a NYC Bronx feel of course and don't place any virtual objects or fire stations!!! If you want to you can do some paths and so on! And you need to promise to not give the map away to anyone on how it looks or give it to someone and claim that you made the texture. Link to comment Share on other sites More sharing options...
Firebuff319 Posted July 21, 2016 Report Share Posted July 21, 2016 Mod looks better and better everyday! Have a nice day, Verm! 1 Link to comment Share on other sites More sharing options...