Osman T. Environment Artist

19Oct/090

Getting started with Habitat.

header
OK as promised, here's a tutorial on how to get started with habitat, the world editor from 8monkeyslab. This may sound obvious, but you need the game to be installed in order to use the Modtools. So make sure you've installed it. Download the mod tools beta from the following URL: ModTools BETA. After both are installed make sure you have everything else on the following list:

  • NVidia PhysX - I had already installed it on my computer, so the DoD installer actualy Uninsulated it by running the PhysX setup again. So make sure you install it back if this is the case for you. You can find the setup file for PhysX inside your 'Darkest of Days/setup' folder.
  • OpenAL - You can also find this in the same folder as PhysX. But just to be sure, here's a link to it online: OpenAL
  • Updated drivers for your graphics card and the newest DirectX.
15Oct/090

Marmoset ModTools(beta)

Remember the marmoset viewer? The best way to show off your nex-gen models? Well the guy's over at 8monkeyslab released the whole mod tools package.
It includes the following:

  • Habitat. This is their world editor. So now you're not limited any more to single meshes, but you can view whole environments.
  • Toolbag. The model viewer you probably already know.
  • Maya plug-in. Use this to export your meshes to the engine.
  • Cagebreak. This is needed to expans the game file so that you can start editing it.

Look back sometime later for a tutorial on how to use. I thought it might be useful, since some folk have trouble getting it to work.

Habitat in action.

Habitat in action.

9Mar/090

Quickie : Parasol

OK since this one was much easier than the others I will post it all in once.

Polycount

Polycount

 

8Mar/090

Quickie: Lowpoly lamppost

EDIT: Yeah yeah I forgot to put the little important part of it, here it is with the curly thing.

Fixed

Fixed

 

7Mar/090

Quickies: Low poly mailbox

Started working on the low poly, but I went over 1,5h. That is, low poly + UV mapping + setting it up for baking + diffuse + specular. So now im taking a break, the texture is very very work in progress as you can clearly see I have a simple overlaid texture :P. The normal map is very dirty as well, should clean it up a bit( Will redo the whole diffuse+specular some time soon). Anyways here's what I have so far:

Mailbox wip texture

Mailbox wip texture

 

6Mar/090

Marmoset Toolbag

The guys over at 8monkeylabshave released their "tool-bag". It basically is a awesome model viewer. You can load up your .obj models in it, select diffuse/normal/spec maps and it will render it for you in a great way. It has a lot more than this tho, so visit the thread started by the very talented artist from 8monkeylabs at the polycount forum.

Here is the link to the thread: http://boards.polycount.net/showthread.php?t=61346

And if you dont want to visit the thread here is a direct link to the tools: http://www.8monkeylabs.com/toolbag/toolbag_install.exe

And finaly, here is my sidewalk shown in the Marmoset editor:

Sidewalk

Sidewalk