I posted a bunch of videos of my process on my Youtube page too. For this project I used 5636 screenshots as reference. It would help a lot with placement of vehicles and various debris. I WISH there was a way to see the map from a birdseye perspective. I seperate the map into parts and work from building to building / compound to compound. That way I dont have to remake that object & because it's using the same mesh data Blender will end up using less memory which makes life a bit easier when you have a scene with thousands of objects. I save all objects that I know will be repeated into an asset library. Apply that logic to everything and most stuff will look accurate. I dont know exactly what height certain items are but 99% of all 3d modelers go off of real life scale so you could guess that the BSG modelers use the average height of a door for all of their doors etc. I make rough blockouts of the areas I am going to make and try to get the height as accurate as I can based off of other nearby items and the human model. At that point I know that the map has about the correct scale & lock that in. I use the in-game map as the main reference for the building footprint/shape so first I place a human model with the avg height of an IRL male in the scene and resize the map object until the human model looks like it can fit through a door for example. Regarding content flairsĭude how do you make these? Are you modeling 3d mock ups and carefully hand placing them based on other maps or using some tool in the game to view from birds eye perspective as reference? Your workflow interests me lmao Moderator decisions are final, please respect the moderator team and their actions. Make sure to follow the guidelines outlined in the Reddiquette for a more pleasant experience. Recent News Official LinksĪs well as the above rules, the Reddit Content Policy is in place as well - please familiarize yourself with this. Please make sure to follow the rules noted below in the side bar. This is an unofficial, community-run subreddit. If there are any questions, feel free to PM me or email me.Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough currently in development by Battlestate Games. obj's as well (be warned, they are pretty/too high poly) Woods has never been completed.Īs requested, here are the. zip file you will find: Shoreline, Customs and Woods. Some of you who know what to do with the data. Luckily i have gotten better with time.Īs i don't see myself returning to Tarkov any time soon, and don't see myself continuing my work on the maps, i will hereby pass the torch to some of you. It's like this even though a hollywood celeb looks good in the front, you turn them around and notice a bunch of skin and a clamp stretching their face. But a few has contacted me with the intention of continuing my work and therefor want to get a hold of my 3D files. It has been awesome to see people make use or expand the maps. People are asking to use my 3D maps to expand or enhance, and i have always granted that. After releasing the two 3D maps, i have recieved PM's here on reddit many times a week. Sadly i stopped playing Tarkov and it didn't make sense for me to continue the projects. I made Shoreline first, and later Customs. I released them here on reddit and recieved great praise from you guys. Once i saw that the community was interested, i started modeling the maps in 3D. When tarkov was in it's alpha state, i started making maps on the floor of my living room with paper and pen. Recent News Official LinksĪs well as the above rules, the Reddit Content Policy is in place as well - please familiarize yourself with this. The 3D map for the Streets of Tarkov map in Escape From Tarkov is indeed impressive and well-designed. Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough currently in development by Battlestate Games.
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