Core Commander - Remodeled
Moderators: MR.D, Moderators
I'll just wait untill Caydr shows up so he can export it then, he can use the plugin to export a max file directly to .s30 to use in upspring.
That gives me time to get the texture a good headstart too.
I have max-5 and the plugin doesn't work for me.
I'm not going to put it into .3ds format as it will unweld the model, remove all my smoothing work and pretty much destroy the model.
That gives me time to get the texture a good headstart too.
I have max-5 and the plugin doesn't work for me.
I'm not going to put it into .3ds format as it will unweld the model, remove all my smoothing work and pretty much destroy the model.
I will still have to go back and resmooth group everything again though Argh, I'd rather not have to do it again if it can be avoided.
And I'm doubtfull that the objects will retain their pivot origins once broken apart and exported back and forth like that.
If I had Max-7 it wouldn't be an issue, but I don't
Caydr has been a good guy to help me out in the past, so I'll just wait for him to show up so it gets done right.
Unless sombody else that is here has 3dsMAX-7 and the export to .S30 plugins.
And I'm doubtfull that the objects will retain their pivot origins once broken apart and exported back and forth like that.
If I had Max-7 it wouldn't be an issue, but I don't
Caydr has been a good guy to help me out in the past, so I'll just wait for him to show up so it gets done right.
Unless sombody else that is here has 3dsMAX-7 and the export to .S30 plugins.
Well anyways, I'm starting to get the texture sorted out, I have most of the body done, and the legs, the arms are left to do.
I noticed that the origional used tons of a single style tile, which is repeated all over the model.
Although it saves alot of space, with the Uvmapping that I did, doing a similar 1 tile for all won't work well for this model.
This render is still using the 1024x1024, so things look really crisp, after I scale it down it will soften alot of the details out.
Is this the darker look you mentioned Argh?
Please refer the origional cavedog render for a good comparison.
My apologies about the size of the pictures, I don't have alot of time.
http://mrd.str8-6.com/files/corcom-tex1.jpg
http://mrd.str8-6.com/files/corcom-tex3.jpg
I noticed that the origional used tons of a single style tile, which is repeated all over the model.
Although it saves alot of space, with the Uvmapping that I did, doing a similar 1 tile for all won't work well for this model.
This render is still using the 1024x1024, so things look really crisp, after I scale it down it will soften alot of the details out.
Is this the darker look you mentioned Argh?
Please refer the origional cavedog render for a good comparison.
My apologies about the size of the pictures, I don't have alot of time.
http://mrd.str8-6.com/files/corcom-tex1.jpg
http://mrd.str8-6.com/files/corcom-tex3.jpg
Last edited by MR.D on 19 Nov 2006, 02:26, edited 1 time in total.
Hmm. It feels like it needs some pre-shading, and more work on the corners and joins, especially on the chest- needs to be slightly lighter, to give an illusion of curvature and a little wear. Other than that... well... it really should've been mirrored whereever possible, to save texture space, and I'm not sure how well the fine details are going to survive the transition down to 512, but it will probably be OK. It's a pretty darn good facsimile of the original overall, and should be a joy for Spring players everywhere, when it gets into a mod 

Ok, I have the UV-map completely filled in.
I wanted to not do a 100% copy of the cinema, after all the disputes about copyright and intelectual property stuff.
Mostly tried to do some more subtle changes rather than a clone
(even if I tried I couldn't achieve the sweetness of the Cavedog model).
Still no sign of Caydr, so I might jsut have to break down and make a .3ds of this for you guys.
Here are the Textured Renders with Raytrace shadows.
http://mrd.str8-6.com/files/Core-Commander-r7e-Pose.jpg
http://mrd.str8-6.com/files/Core-Commander-r7.jpg
http://mrd.str8-6.com/files/Core-Commander-r7b.jpg
http://mrd.str8-6.com/files/Core-Commander-r7c.jpg
http://mrd.str8-6.com/files/Core-Commander-r7d.jpg
Gonna take a break on this for a while as the gears are finally turning for my HL2 mod, so I finally have some work to do.
I wanted to not do a 100% copy of the cinema, after all the disputes about copyright and intelectual property stuff.
Mostly tried to do some more subtle changes rather than a clone
(even if I tried I couldn't achieve the sweetness of the Cavedog model).
Still no sign of Caydr, so I might jsut have to break down and make a .3ds of this for you guys.
Here are the Textured Renders with Raytrace shadows.
http://mrd.str8-6.com/files/Core-Commander-r7e-Pose.jpg
http://mrd.str8-6.com/files/Core-Commander-r7.jpg
http://mrd.str8-6.com/files/Core-Commander-r7b.jpg
http://mrd.str8-6.com/files/Core-Commander-r7c.jpg
http://mrd.str8-6.com/files/Core-Commander-r7d.jpg
Gonna take a break on this for a while as the gears are finally turning for my HL2 mod, so I finally have some work to do.
Last edited by MR.D on 19 Nov 2006, 20:46, edited 1 time in total.
Ok guys here is the release to .3ds.
I would still prefer to let Caydr or sombody that has 3DS-Max7 to use a direct export to .S30 so it transfers as cleanly as possible.
When I exported to .3ds, and reopened the file in 3ds-Max, it actually worked very well, I had to reweld all vertices, but it kept the smoothing groups and positions and pivots of each object.
When I tried to import using Milkshape, and then with another program called LithUnwrap, this happened.. and it blows my mind.

All the parts are misaligned, all smoothing groups are completely erased even after a re-weld, thank god that at least the UV coordinates are still there.
But this makes no sense to me, and why I would prefer to let sombody with the proper tools export the model.
I would still prefer to let Caydr or sombody that has 3DS-Max7 to use a direct export to .S30 so it transfers as cleanly as possible.
When I exported to .3ds, and reopened the file in 3ds-Max, it actually worked very well, I had to reweld all vertices, but it kept the smoothing groups and positions and pivots of each object.
When I tried to import using Milkshape, and then with another program called LithUnwrap, this happened.. and it blows my mind.

All the parts are misaligned, all smoothing groups are completely erased even after a re-weld, thank god that at least the UV coordinates are still there.
But this makes no sense to me, and why I would prefer to let sombody with the proper tools export the model.
Last edited by MR.D on 19 Nov 2006, 23:18, edited 1 time in total.
OK, nobody start anything on this yet, if you're using the previously released model files.
I found a way to get the objects and their pivots reset so the pieces aren't floating all over hell.
Use these files, all the parts are in the proper places with proper centers.
I still would like to know what caused the disorientation of the parts, when their pivots and object centers were in the right place for the max file, and while I exported it.
Anyway, this updated model should make scripting and compiling the model much easier to do.
Btw, please do not use the Cavedog Core commander scripts, the walking is messed up with the whole stiff legs thing, Please use the ARM commander scripts if you're going to do a copy/paste as ARM's commander has a much nicer walking script.
Updated models, Uvmaps
**contents of zipfile**
corecom-final2.MAX 3dStudio-Max5 and newer can open this as the origional file
corecom-final2.3ds
dccomuv.bmp (512x512 material assigned texture)
dccomuv1024.bmp (1024x1024 origional texture before scaling)
Credits.txt
http://mrd.str8-6.com/files/MrdCoreCommanderFinal.zip
I found a way to get the objects and their pivots reset so the pieces aren't floating all over hell.
Use these files, all the parts are in the proper places with proper centers.
I still would like to know what caused the disorientation of the parts, when their pivots and object centers were in the right place for the max file, and while I exported it.
Anyway, this updated model should make scripting and compiling the model much easier to do.
Btw, please do not use the Cavedog Core commander scripts, the walking is messed up with the whole stiff legs thing, Please use the ARM commander scripts if you're going to do a copy/paste as ARM's commander has a much nicer walking script.
Updated models, Uvmaps
**contents of zipfile**
corecom-final2.MAX 3dStudio-Max5 and newer can open this as the origional file
corecom-final2.3ds
dccomuv.bmp (512x512 material assigned texture)
dccomuv1024.bmp (1024x1024 origional texture before scaling)
Credits.txt
http://mrd.str8-6.com/files/MrdCoreCommanderFinal.zip