Core Commander - Remodeled - Page 4

Core Commander - Remodeled

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

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Cabbage
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Post by Cabbage »

Reminds me of weapon from FFVII :P
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MR.D
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Post by MR.D »

Got pictures ? :-)
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Noruas
XTA Developer
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Post by Noruas »

Go look at Blue Laguna FF7 videos and look for all weapons, they were scary for their time.
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VonGratz
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Post by VonGratz »

Any 3D model completed?
Im one of the desesperated :lol: for a better commander.
Ive modified one of Evolvas a little for my Mod but Im not a modeller.
VonGratz
Image
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AF
AI Developer
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Post by AF »

make the legs less tall and move the backpack up so its top is level with the top of the head and it will look a LOT better.
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VonGratz
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Post by VonGratz »

thanks!
VonGratz :wink:
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Peet
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Post by Peet »

It may be 'borrowed' for XTA, if it turns out I suck at remodelling the current one ;)
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AF
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Post by AF »

@vongratz: show us another shot if you make the changes
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VonGratz
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Post by VonGratz »

move the backpack up so its top is level with the top of the head and it will look a LOT better.
Done
VonGratz :wink: Image
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rattle
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Post by rattle »

That commander is not going to survive long, he ain't got the elbows for it. 8)
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Peet
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Post by Peet »

rattle wrote:he ain't got the elbows for it. 8)
It doesnt have ANY elbows...

edit: I suppose that was the point. I think I'm tired.
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MR.D
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Post by MR.D »

I got my model about 60% UV'd guys, I'll post renders and the complete UV map once its done.

Then its onto the texturing.

I also got the Polycount down to 2530.
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VonGratz
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Post by VonGratz »

rattle wrote:That commander is not going to survive long, he ain't got the elbows for it. 8)
I know..I know.. :lol: Its only an enhancing tentative of mix one Evolva and models from XTA and AA :wink:
The true is that Im waiting for the new model from MR.D that is far better than any that Ive saw. :P
VonGratz
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MR.D
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Post by MR.D »

Yeah the model itself will be done very soon, then its for sombody to script and put into Upspring that will be time consuming.

The model "Will" require new scripts since the body parts will surely not match up to the origional Cavedog model origins, it needs a more complex script to look and function properly too.

I don't know anything about TA scripting, and even less about coding and running upspring.

The model is being done in 3ds-max 5, any hints for what size the completed Texture map/s need to be done in and how many there should be for using the color alpha for team colors ect??

I'd like to keep the textures on 1 main UVmap if possible, but I need to know how the engine handles it first.
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Argh
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Post by Argh »

S3O models have to have one main skin, and a secondary skin for glowmaps, reflectivity, and transparency (at the moment).

You cannot use multitextures with the S3O format at this time. This is a minor problem, if you know what you're doing.

For best results, keep the skin size at 512*512 or lower. Using 1024s is not recommended, and if you can get away with it without losing details, go lower.
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MR.D
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Post by MR.D »

k, I am using a 1024x1024 map atm, easily scaled down to 512x512.

I forget that we gotta keep model replacements just as ugly as the others so it doesn't stick out :-)

Argh, what is the layer setup like in the 2nd texture map? is it all greyscale alpha or something completely different, please be specific.
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Argh
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Post by Argh »

Just download NanoBlobs and study the S3Os and dds files.
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rattle
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Post by rattle »

Red channel = glow (ignored from shading I think), green channel = reflectivity. Alpha channel is 1-bit transparency using shaders, i.e. only on and off.
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MR.D
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Post by MR.D »

Here is the finished and UV'd model, I kept the UVmap at 1024x1024 for texturing.

I've always made a habit of using larger sized texture maps, then scaling them down to match requirements, this gives a higher fidelity image on a scaled down texture map, learned it from a friend that I used to work with.

All Hiarchy is setup with the Waist/Hips as the parent object.

I spent some time re-origining the parts so they pivot correctly, whether this translates by export to other programs/formats for use in upspring I don't know, but it is setup properly for use in 3dsMAX-5.

If sombody is willing to start on the scripting and setting it up for upspring, I will get going on the textures.

Uvmapped Renders

http://mrd.str8-6.com/files/Uv_render1.jpg

http://mrd.str8-6.com/files/Uv_render2.jpg
Last edited by MR.D on 19 Nov 2006, 20:40, edited 1 time in total.
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rattle
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Post by rattle »

How about exporting it to a format someone can use... neither wings, nor blender, nor milkshape nor anything else apparently can import :oops: 3d max files.
Last edited by rattle on 15 Nov 2006, 12:49, edited 1 time in total.
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