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| Need advice on a good graphics editor | ||
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Moderators: Tnlgg, Garcy, sniper_m4, VET, eviltimes
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| Author | Post | ||
| Suzette |
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![]() Registered Member #79 Joined: Sun Aug 16 2009, 08:21PMPosts: 13 | Ive been studying the mapping tutorials and im thinking that i will need an appropriate (cheap or better yet free-ish) graphic editor soon. Photoshop is beyond my means right now. Im planning to do some modeling and some mapping of FC. How important will a graphics editor be for these? Here is a link i Googled up that lists some freebies. http://graphicssoft.about.com/od/pixelbasedwin/tp/freephotoedw.htm I see that different G.E.'s do various things. Which ones might be the best choice for working with Sandbox? TIA. | ||
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| no.name94 |
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no.name94![]() Registered Member #65 Joined: Tue Jul 28 2009, 08:52AMPosts: 22 | I would say GIMP is good. The only problem I have is the alpha channel can be annoying as sometimes not all of the image is visible. But its still great considering its free. http://www.gimp.org/ | ||
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| Tnlgg |
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![]() ![]() Registered Member #1 Joined: Fri May 22 2009, 02:24PMPosts: 300 | Gimp. I personally use Photoshop. | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 08:36PMPosts: 382 | Suzette wrote ... Im planning to do some modeling and some mapping of FC. How important will a graphics editor be for these? I see that different G.E.'s do various things. Which ones might be the best choice for working with Sandbox? TIA. Hi Suzette, I'm in early stages of mapping too. The manual talks about making terrain maps (grey scale) in Photoshop etc and importing to the editor. I didn't bother with that, I just used the auto-generate at first, but now I just use flatten and smooth from the rollup bar to make terrain. So you can make terrain just fine without the need for a graphics program. I have Photoshop but it is a bit too powerful for me so I mainly use PaintShopPro 9 for graphics. I think GIMP has the same features and is also free. PSP9 is so old now it might be available free, and even though it is old it is good for most things. For modeling, I don't know. You probably need 3dsmax (free download from this site) as well as a graphics editor. Be a while for me before I get that far. Good luck, Val. | ||
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| Suzette |
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![]() Registered Member #79 Joined: Sun Aug 16 2009, 08:21PMPosts: 13 | Thank you for the tips, all. Vet, im finding playing with the vegetation tutorial to be so fun, im kinda stuck there...creating away! Good luck to you too. | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 08:36PMPosts: 382 | Yes it's hard to make any mapping progress when it's more fun fiddling around. I discovered, and it took me way to long to find out, that you can remove vegetation by holding down CTRL. Pity that the Editor Manual isn't more detailed. Just now I'm messing around trying to make a landslide. I made a platform that's too high for Jack to reach, but if all the rocks roll down the hill you can climb up on them. If I find out how to make white rocks, I might make it an avalanche instead of a landslide. | ||
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| puffdadder |
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![]() Registered Member #352 Joined: Fri Apr 23 2010, 04:28AMPosts: 19 | Yup, gimp is an excellent program. If you're in school still you can get some pretty cheap stuff from studica. 350 bux for the whole 3ds max animation collection. mudbox, 3ds max, maya, xsi, and motionbuilder. I think the same for the whole adobe cs 5 collection. The way you map depends on quite a bit on your personality. Are you a fine tuner or a general mapper? A fine tuner is going to be working mainly through the Sand box editor, a general mapper is going to use alpha channels. You mentioned modeling, Turbo squid used to have a free version of max that you can use, just remember to use the skin modifier. Also, DON'T use most video tutorials, especially the one here. http://www.moddb.com/games/half-life-2/tutorials/creating-a-weapon-for-source-part-3 Unless just for unwrapping, texturing and exporting. You NEVER ever want to model like that. You want to do something called quadrangulation. That is basically keeping your polygons to 4 vertices and 4 edges. This type of modeling makes smoothing a hell of a lot easier and cleaner. At first it's difficult to do, but once you get a hang of it, it gets easier. I'm having to go back and correct all my models which could have been avoided earlier. Also, it may seem like a waste of polygons but it isn't. Anyways, good luck with your endeavors. [ Edited Sun Aug 01 2010, 11:03PM ] you call me a Christian apolegetic like it's a bad thing ~ FR. Corapi | ||
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