MechCommander 2 Art Assets. - Page 2

MechCommander 2 Art Assets.

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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

That would be cool. Can I request some things for World Builder, that I actually need done? It'd save me some time, I'm trying to get RC4 wrapped up, and that's part of what's holding it back, because the custom buildings need to be a part of the new maps I'm doing...
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

well, first i was going to do packs of the 2, 4 and 8 story urban buildings, then some of the other residential stuff, then the industrial stuff.

but yeah, requests are all good, i will do them first :)
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

doublepost for screenshot w/ scale illustrated

Image
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

I can't put MCII stuff into World Builder, as I have to distribute P.U.R.E. with it, and M$'s EULA is not GPL-friendly. If you're doing stuff that doesn't use their models / skins, I'd like some very basic industrial buildings and I really need residential stuff- small houses with small skins, ideally. I'm aiming for 256 skins, because the 128s are just a wee bit too fuzzy for a modern game, but 512s are massive overkill for small-scale stuff like that.
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

shame really. i was only talking aboput the MCII stuff :/

ps: i cant texture worth a goddamn.
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

Can you uvmap? Oh, wait, I remember that poor arty vehicle :roll:

At any rate, I think that if you make it a feature-pack, people will use it. I just can't do that with World Builder, as if I do, I'm sure that somebody will take issue with it, or I'll get sued over it if I ever finish P.U.R.E. to the point where it's worth selling.
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

Argh wrote:Can you uvmap? Oh, wait, I remember that poor arty vehicle :roll:
oh come on. that was well over a year ago :(

Image
Image
Argh wrote:At any rate, I think that if you make it a feature-pack, people will use it. I just can't do that with World Builder, as if I do, I'm sure that somebody will take issue with it, or I'll get sued over it if I ever finish P.U.R.E. to the point where it's worth selling.
indeed. feature packs it is.
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

oh come on. that was well over a year ago :(
I'm sorry, I didn't mean to hurt your feelings. I was just thinking that if you wanted to make some simple low-poly buildings and uvmap them, I could skin them lickety-split. Meh, it's no biggie anyhow, mapping small stuff with few faces is trivial anyhow, I'm just trying to save some time.
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

im not offended/upset. just cant believe you brought that up ;P
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

It was meant to be a joke, I know you've done a lot since, but you know how it goes with stuff that you type :?
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

hence the ;P

srsly, i lolled. and iirc i *warned* you that the uvmap was shite at the time, and that it would need re-doing.

technically the models in the screenie with the peewee are mine, i just sized some cubes appropriately. not really worth sending, since you could probably play with geometry and get something good goin on.
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REVENGE
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Re: MechCommander 2 Art Assets.

Post by REVENGE »

MCII totally looked kick ass when it first came out. Those buildings you posted would probably look good at scale, but I still think that the mechs that the Battletech team finished look better than Microsoft's content.
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

Oh, sure, absolutely. It's just that these are free, already skinned, and already available- just get them into UpSpring, rig and go. And repainting them is really easy. Heck, I'd be willing to say that I could probably reskin them all in less than a day, and have them be all right- not brilliant, but acceptable. Just doubling their texture resolution and doing minor cleanup by hand here and there, they could look great.
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

Pressure Line wrote:
Argh wrote:If somebody is feeling non-lazy enough to convert them from .3DS to .S3O, paint texture2s, etc.,
heh i beat you by 3 months >_> i am working on something (allbeit [spelling?lol] slowly)

edit: i did this before i went to the UK in september

Image

scripted with a roller door to work as a factory :)
thats a 6x6 unit btw, the 128x128 textures are actually bloody good, and dont really need to be made 256x256 unless the building is hueg liek Xbox.

and you certainly dont notice them looking lowres next to *A units.
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

I think that 256 gives it a little bit more sharpness, even with hand-painting, that makes it work a bit better:

Image
But that's just my personal opinion. A 256 DDS is fine, even in large numbers, though. 512s are total overkill for this stuff, though. It's not like units, where I want to convey a lot of really ridiculous detail- so long as it looks about right, it's fine, things like this house are never going to be front-and-center in a screenshot, etc.

But yeah, I was pretty pleasantly surprised by the overall quality and feel of the buildings for MC2. I was less happy with the quality of the unit textures, but meh, I'm pretty picky about that.
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

btw, a bulldog is bigger than the block of flats i live in (maybe not, but its close.)

and that house would only be marginally larger than a stumpy. given its fairly uncomplicated geometry a 128 skin would probably look ok (although painting on 128 is damn hard)
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

Yeah... but keep in mind, everything in P.U.R.E. is scaled to P.U.R.E.'s infantry- things like houses are a wee bit larger ;)

I mean, for true-scale OTA buildings, meh... a 128 is massive overkill. MC2 did the typical thing, though, where most stuff wasn't true-scale. They have houses, for example, where they'd be ridiculous sizes next to their "factories", scaled vs. Mechs or vehicles. I like the idea of doing all of it true-scale, myself, and with the new World Builder editor, it'll be possible to build cities that way.
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

In BT 'mechs are typically between 6 and 12 metres tall (fluff for game rules, 1 BT elevation level is 6m and mech heads are 1 level above the ground they are standing on), thats 2 to 4 stories (based on a 3m story) tall, although there are a number of mechs that bust through the 12m line (part of the Madcat LRM racks for ex)

so yeh, BT 'mechs are big, the MC2 scenery felt appropriately scaled to me *shrug*

*edit* pic for reference

Image
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

Meh, I just thought that the scales were funky, when you compared houses to certain buildings. And your typical real-world factory or warehouse is, well, HUGE. All minor stuff though, tbh.

In other news, I'm finally doing something about one annoying issue, although this will only work for flat areas:
Image
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

a big f?
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