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by Methuselas
06 Feb 2018, 17:56
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 80
Views: 12623

Re: Random WIP 2018

What part of "It's a low poly model I did as a portfolio piece, originally intended for Mechcommander 2" did you miss exactly? I used the concept art to create the piece. Of course it's based off the 1V model, as that was the original variant or "Prime" from the 3025 Technical Readout?
by Methuselas
20 Jan 2018, 04:52
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 80
Views: 12623

Re: Random WIP 2018

SpikedHelmet wrote:why is that a MWO locust

It's a low poly model I did as a portfolio piece, originally intended for Mechcommander 2, but the limitations of the engine prevented that and I ended up here looking for a substitute.
by Methuselas
19 Jan 2018, 21:39
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 80
Views: 12623

Re: Random WIP 2018

Image
by Methuselas
25 Dec 2017, 22:00
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 14730

Re: Random WIP 2017

Great.......


Image


I've got Fleas......


Image


and Fireants......
by Methuselas
14 Dec 2017, 21:52
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 14730

Re: Random WIP 2017

Image


Locust LCT-1V (20 Ton BattleMech). 10,196 tris/ 5,236 polys. No UVs yet. I did this to start kit-bashing 'Mechs together.
by Methuselas
30 Nov 2017, 00:58
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 1949

Re: ASSIMP non-Blender + Photoshop workflow

MaDDox, Since you've already put units in game, send me one of your models as an FBX (I use Maya 2014, since I'm still using Max 2014), with each part labeled correctly for the engine. I'll build a basic skeleton rig with IK for it. Do a quick animation and import it to see if my theory is correct. ...
by Methuselas
29 Nov 2017, 21:03
Forum: Art & Modelling
Topic: Noob Here - Animation Question.
Replies: 6
Views: 1378

Re: Noob Here - Animation Question.

In terms of seeing what the engine can do visually, The Cursed, Zero-K and EvoRTS spring to mind. As far as seeing a wider variety of gameplay concepts, MC:L is unusual in that it has no factory based unit creation (and a whole lot of other battletech related gubbins should you indeed switch to Spr...
by Methuselas
29 Nov 2017, 20:59
Forum: Meeting Minutes
Topic: Dev meeting minutes 2017-07-07
Replies: 27
Views: 5067

Re: Dev meeting minutes 2017-07-07

This has been the case more or less since Spring first launched, and as much as it has progressed it's hard to see quite how it will ever change. Perhaps I am overly pessimistic. There have been various attempts over the years (i remember someone running an animated Quake model many years ago and j...
by Methuselas
29 Nov 2017, 17:03
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 14730

Re: Random WIP 2017

The mech looks cool, is there a texture? It's UV'ed, but not textured. At the time, I was limited to 256x256 Targas, I believe? One of the horrid limitations of the Mechcommander 2 Engine. They were bumped to 512, but I never got around to texturing it, as about that time I had my son, so I didn't ...
by Methuselas
28 Nov 2017, 23:58
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 14730

Re: Random WIP 2017

Oooh! Oooh! I want to play too! Anyone want any 20k models. ;) https://orig00.deviantart.net/4fa5/f/2012/012/8/8/8837b6dcc1d19f65195d32b30d04e3b6-d4m621t.jpg https://img00.deviantart.net/4707/i/2012/046/4/8/catapult_by_methuselas-d4pvyg3.jpg https://img00.deviantart.net/1e61/i/2012/010/6/e/tian_4_0_...
by Methuselas
28 Nov 2017, 23:43
Forum: Meeting Minutes
Topic: Dev meeting minutes 2017-07-07
Replies: 27
Views: 5067

Re: Dev meeting minutes 2017-07-07

If I may: As someone that's worked professionally as an animator, I can tell you right now that one of the biggest turn-offs for the engine, at least for me, is the lack of bones/IK support. Nobody animates using locators and FK anymore. At best, they'll use hybrid IK/FK rigs, like I do for characte...
by Methuselas
28 Nov 2017, 19:07
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 1949

Re: ASSIMP non-Blender + Photoshop workflow

Hi Methuselas. The first 3D package I used was Imagine on the Amiga, then I started on Lightwave beta (there was an e-mail list where the devs actually replied back then!) and stayed in it for more than a decade. These days I use Maya and Modo for almost everything, still visiting Lightwave from ti...
by Methuselas
28 Nov 2017, 16:12
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 1949

Re: ASSIMP non-Blender + Photoshop workflow

Spring *already* uses Collada. Yeah, I figured that out, last night from reading some of the Docs. I stumbled across some of the links you posted last night. You pretty much write a program (called a "lua unit script") to move pieces of the model in response to various events. The model itself has ...
by Methuselas
27 Nov 2017, 20:23
Forum: Art & Modelling
Topic: Noob Here - Animation Question.
Replies: 6
Views: 1378

Re: Noob Here - Animation Question.

Not familiar with the MC2 engine myself but MC2 models have been converted into Spring so probably a similar system. Essentially it works akin to bones but each bone must be a separate mesh. This is usually not a problem for vehicles and mech type models but can be restrictive if you want a more 'o...
by Methuselas
27 Nov 2017, 17:17
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 1949

Re: ASSIMP non-Blender + Photoshop workflow

Hey guys, after some days struggling to understand how to get a 3D model from a non-Blender modeling package (tried Maya and Modo specifically) properly showing its texture in Spring, I finally nailed it. Most of my pain was due to information being scattered here and there, both in the main ASSIMP...
by Methuselas
27 Nov 2017, 17:12
Forum: Art & Modelling
Topic: Noob Here - Animation Question.
Replies: 6
Views: 1378

Re: Noob Here - Animation Question.

Thanks for the quick reply, Kloot. So, I am understanding correctly, IK isn't supported, but bones are and animations function similar to how they do with Mechcommander 2/Mechcommander Omnitech, in that it's basically helper objects that move the polys around to simulate movement? I'm trying to see ...
by Methuselas
27 Nov 2017, 07:46
Forum: Art & Modelling
Topic: Noob Here - Animation Question.
Replies: 6
Views: 1378

Noob Here - Animation Question.

I just came across this engine and I'm curious. How does Spring Engine handle animations?


Does it use animation cycles, via FBX loops?

Does it support Bones or is it baked animations?


Thanks in advance!

-M

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