Re: [MODEL] SCP-339 (Be Silent, Be Still) [Done?]

#21
kingjulien22 wrote:This is shapeing up quite nicely. Good work,mate! :049:
Altough i have one question: It says in the document that 339 expands its tendrils to entagle victims and render them unable to move, thus the tendrils elongating themselves really far to get you. How exactly are you going to do it? Makeing it stretch? Would it be hard to make? Sorry, i am new to animating.

Nevertheless, i wish you luck, and I want to see this implemented ASAP, i would love to see it in-game....
(Maybe 650 will find it's way too,who knows?)

Cheers mate, :049:
Thank you. I believe somewhere on this thread Twitch-a-Twitch! said he'd like to give the tentacles animating a go.

Also
MetroDelta wrote:Nice model, if you want, i have a proposition of a texture for the ball :
Spoiler
Image
I am using that texture now. Thank you! But....If it was okay I made it a bit darker to fit the Foundation picture's color. :D

Heres how the ball looks right now.
Spoiler
Image
Check out my mod here! http://scpcbgame.com/forum/viewtopic.php?f=11&t=4136

Novice Sound Effect creator/Editor.

Re: [MODEL] SCP-339 (Be Silent, Be Still) [Done?]

#23
I don't like it, i know there's a prefabs thing in Blender and you just used the sphere prefabricated then shifted about a few vertexes. I dunno the SCP is not too complex in itself but this is too cheap imo.

Try learning a bit more of Blender so it can look a tad better. I feel sphere imperfections would be done adequately using bumpmaps, instead of actual vertex modifications.
sup

roger copy bravo tango mango

Re: [MODEL] SCP-339 (Be Silent, Be Still) [Done?]

#25
I wanted to post this for a while now so here I go...
I don't mean to be rude or anything but,
First of all, I think what Irontaco said was a bit mean to this model that was done in a few weeks or something like that (I can't completely remember). Well, what do you expect?
Though Irontaco is right that it is not so good yet and still can be massively improved and most of all I hope that you won't ban me for posting after nobody posted for a long time attempting to "revive" this project or have it closed because of me... I just wanted to say what I thought and wanted to know what was going on...
(Joke Next!)
So please... For SCP-173's sake :173: that it will never be hugged properly in it's cheerful life... Please don't banned me or close this topic (All copyrights or stuff like that were ignored... Creature designated SCP-173 had no part in this user or any of the user's posts)
Peace to SCP-106 as well :106: (SCP-106 was not included in this as well. No SCPs were harmed in the making of this post).
(Joke Ends)
So I hope my joke has not banned me or anything... So hopefully I won't get banned or ... :REDACTED: :EXPUNGED: ...
:035: Mehee.. Nothing happened here I just betrayed my friend...
Last edited by Precipitator on Tue Aug 05, 2014 6:57 am, edited 1 time in total.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
Image

Re: [MODEL] SCP-339 (Be Silent, Be Still) [Done?]

#26
The actual problem with the model is that you're using the texture as tiles, rather than wrapping it around the model as a single texture, other than that you're doing fine.
edit*
You can solve this problem in the quickest way by changing the coordinates in Mapping from UV to Generated (seeing as you haven't unwrapped the model).
to actually make it more manageable, you should mark some seams around the model (marking them in the middle line of the sphere would be alright I suppose) and then unwrap and get the layout.

The instructions depend a bit on what version of Blender you're using, but it should be like this:
-go to edit mode
-alt+right mouse click, to select a loop
-(this kinda of depends on what version you have, but should still apply regardless) on the left panel in Blender go under "UVs" and click "Mark Seam" (with the loop still selected)
-again, under UVs click Unwrap
-open a new window and switch the editor type to "UV/Image Editor"
-on the bottom bar click on the +, to add a new image
-on the window which has the actual mesh, in edit mode, click A to select all vertices
-you should now see the UV layout in the window which is in the UV/Image Editor mode, you can edit the layout in a anyway you want and it'll still apply to the model.
if you want to get the picture of the UV layout (as in the outlines for all the polygons), click on UV in the UV/Image Editor, and the first option in the list should be "Export UV Layout". Also, the coordinates in this situation will be UV obviously.

Hope this helps
Last edited by Night on Thu Jul 31, 2014 3:52 pm, edited 2 times in total.
Some quick links for myself (and you all too).
SCP-096 model
MTF model
Forum Smileys
deviantART
Pixel Joint

Enjoy

Re: [MODEL] SCP-339 (Be Silent, Be Still) [Done?]

#27
Night wrote:The actual problem with the model is that you're using the texture as tiles, rather than wrapping it around the model as a single texture, other than that you're doing fine.
edit*
You can solve this problem in the quickest way by changing the coordinates in Mapping from UV to Generated (seeing as you haven't unwrapped the model).
to actually make it more manageable, you should mark some seams around the model (marking them in the middle line of the sphere would be alright I suppose) and then unwrap and get the layout.

The instructions depend a bit on what version of Blender you're using, but it should be like this:
-go to edit mode
-alt+right mouse click, to select a loop
-(this kinda of depends on what version you have, but should still apply regardless) on the left panel in Blender go under "UVs" and click "Mark Seam" (with the loop still selected)
-again, under UVs click Unwrap
-open a new window and switch the editor type to "UV/Image Editor"
-on the bottom bar click on the +, to add a new image
-on the window which has the actual mesh, in edit mode, click A to select all vertices
-you should now see the UV layout in the window which is in the UV/Image Editor mode, you can edit the layout in a anyway you want and it'll still apply to the model.
if you want to get the picture of the UV layout (as in the outlines for all the polygons), click on UV in the UV/Image Editor, and the first option in the list should be "Export UV Layout". Also, the coordinates in this situation will be UV obviously.

Hope this helps
Good... I thought it was all one texture... I did honestly not know that so that can be improved
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
Image