Search found 17 matches
- 06 Feb 2018, 17:56
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 164
- Views: 1383451
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 Re...
- 20 Jan 2018, 04:52
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 164
- Views: 1383451
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.
- 19 Jan 2018, 21:39
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 164
- Views: 1383451
- 25 Dec 2017, 22:00
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 50302
Re: Random WIP 2017
Great.......
I've got Fleas......
and Fireants......
I've got Fleas......
and Fireants......
- 14 Dec 2017, 21:52
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 50302
Re: Random WIP 2017
Locust LCT-1V (20 Ton BattleMech). 10,196 tris/ 5,236 polys. No UVs yet. I did this to start kit-bashing 'Mechs together.
- 30 Nov 2017, 00:58
- Forum: Art & Modelling
- Topic: ASSIMP non-Blender + Photoshop workflow
- Replies: 10
- Views: 9837
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. ...
- 29 Nov 2017, 21:03
- Forum: Art & Modelling
- Topic: Noob Here - Animation Question.
- Replies: 6
- Views: 8414
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...
- 29 Nov 2017, 20:59
- Forum: Meeting Minutes
- Topic: Dev meeting minutes 2017-07-07
- Replies: 27
- Views: 21218
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...
- 29 Nov 2017, 17:03
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 50302
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 ...
- 28 Nov 2017, 23:58
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 50302
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_...
- 28 Nov 2017, 23:43
- Forum: Meeting Minutes
- Topic: Dev meeting minutes 2017-07-07
- Replies: 27
- Views: 21218
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...
- 28 Nov 2017, 19:07
- Forum: Art & Modelling
- Topic: ASSIMP non-Blender + Photoshop workflow
- Replies: 10
- Views: 9837
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...
- 28 Nov 2017, 16:12
- Forum: Art & Modelling
- Topic: ASSIMP non-Blender + Photoshop workflow
- Replies: 10
- Views: 9837
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 i...
- 27 Nov 2017, 20:23
- Forum: Art & Modelling
- Topic: Noob Here - Animation Question.
- Replies: 6
- Views: 8414
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...
- 27 Nov 2017, 17:17
- Forum: Art & Modelling
- Topic: ASSIMP non-Blender + Photoshop workflow
- Replies: 10
- Views: 9837
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...
- 27 Nov 2017, 17:12
- Forum: Art & Modelling
- Topic: Noob Here - Animation Question.
- Replies: 6
- Views: 8414
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 ...
- 27 Nov 2017, 07:46
- Forum: Art & Modelling
- Topic: Noob Here - Animation Question.
- Replies: 6
- Views: 8414
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
Does it use animation cycles, via FBX loops?
Does it support Bones or is it baked animations?
Thanks in advance!
-M