ADV Power Armor Mod (work in progress).

Post » Sat Feb 19, 2011 3:33 am

http://www.youtube.com/watch?v=MvMTxNUA7NQ

This is [the result of] my experimental "Teach yourself Modding" project. Where I set out to learn the process first by making a gun, then by making an armor.
This armor is a "completely from scratch" original mesh and texture that uses the default FO3 skeleton.

The texture is still in development, as is the mesh, but armor mod is mostly done, and just needs minor additions and tweaks, before packing it up as an FoMM mod.
(Something new to learn :))
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Natasha Biss
 
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Post » Fri Feb 18, 2011 10:25 pm

Looks awesome, but have you thought of covering the hands?
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STEVI INQUE
 
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Post » Sat Feb 19, 2011 7:35 am

I sooooo want this in my game :D

Great work, keep it up!
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luke trodden
 
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Post » Sat Feb 19, 2011 1:21 am

Nice, but I always imagined this armour to be a bit more bulky. Other than that though, it looks great! Could you release some screenshots so we can see the textures better? Thanks. :)

I'm quite interested, as the other Fallout 2 power armour mod has lard legs and that kinda put me off! :P
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Ysabelle
 
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Post » Sat Feb 19, 2011 8:22 am

Nice, but I always imagined this armour to be a bit more bulky. Other than that though, it looks great! :)
Actually my original mesh was a lot heftier and chunkier looking than this one, but its a PC armor, and it has to play nice with most of the [shared] animations in the game.
I had to trim and slim it down quite a bit to get it to look decent when deformed.

Could you release some screenshots so we can see the textures better? Thanks.
Well I can make a shot of the current texture (used in the video), but this one I was just playing around with, and trying out ideas. Some of it is pretty "squiggly" looking.
I intend to make two or three textures for the mod (a rusting beat up faded version, a new version. and perhaps an alternate color).

http://i271.photobucket.com/albums/jj125/Gizmojunk/Front-and-back_crop.jpg

*Also, I have a couple additions (addons) planned to add to the mesh (like the elbow pads are, and I'm putting a belt-like attachment around the hips ~the springs are wonky)
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Nicole Coucopoulos
 
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Post » Fri Feb 18, 2011 10:56 pm

Might I recommend not having the giant .jpg radioactive symbol on the back? I don't know why people think that looks good, it's on too many of these otherwise good looking new custom armors and it's annoying to have to edit it out in photoshop (since I'm horrible at photoshop :laugh:).

But like I said otherwise its looking very nice.
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Chantel Hopkin
 
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Post » Sat Feb 19, 2011 1:43 am

Might I recommend not having the giant .jpg radioactive symbol on the back? I don't know why people think that looks good, it's on too many of these otherwise good looking new custom armors and it's annoying to have to edit it out in photoshop (since I'm horrible at photoshop :laugh:).

But like I said otherwise its looking very nice.
Thank you. :foodndrink:

The radiation symbol is there, because its supposed to be (That's how it looked in Fallout 2). Photoshop-ing it out would still have the design appear shaded (as though raised and incised), on the back, whatever texture you paint over it.
*But there should be no need to photoshop it out though; it has always been my intention to try to use an addon mesh that floats over the back (just barely), and references a user created DDS file.
This would allow those that preferred, to have their own symbol displayed instead. If this works well, I will include the option.

Looks awesome, but have you thought of covering the hands?
I haven't worked on the hands yet. ;)
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michael danso
 
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Post » Sat Feb 19, 2011 3:41 am

I see what you mean about squiggly. I think overall there is a lack of sharpness and definition in the shape of it(except the helmet which looks pretty nice) - like it's a bit blobby and I am sure there are mesh details lost in there. This is mostly down to the face smoothing of the mesh, and that there is a lack of baked normal map correcting for that. if you could make some sort of subD model from it, at least for a few of the main parts, you could solve much of that and get some proper normal maps going. at least in part.

and the texture seems very soft.... definitely hit sharpen on the diffuse on it before you save it out to the dds. and it needs AO, the way shadowing is done is a bit off to me. that would give it some much needed depth and pop it on the screen a bit more.

plus the materials are kind of bland> yeah i have no doubt that you haven't even started a spec map, so i get whats going on there. I think the spec will make it pop it even further.

about the rad sign. Now that is there, i think it works in a way. i think you should ditch exactly that one, and replace with a different one...also some warning labels and instruction usage labels, like where any hatches or instruments would be would be, pannels,

something to think about maybe in that.
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P PoLlo
 
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Post » Sat Feb 19, 2011 12:09 am

I see what you mean about squiggly. I think overall there is a lack of sharpness and definition in the shape of it(except the helmet which looks pretty nice) - like it's a bit blobby and I am sure there are mesh details lost in there. This is mostly down to the face smoothing of the mesh, and that there is a lack of baked normal map correcting for that. if you could make some sort of subD model from it, at least for a few of the main parts, you could solve much of that and get some proper normal maps going. at least in part.

and the texture seems very soft.... definitely hit sharpen on the diffuse on it before you save it out to the dds. and it needs AO, the way shadowing is done is a bit off to me. that would give it some much needed depth and pop it on the screen a bit more.

plus the materials are kind of bland> yeah i have no doubt that you haven't even started a spec map, so i get whats going on there. I think the spec will make it pop it even further.

about the rad sign. Now that is there, i think it works in a way. i think you should ditch exactly that one, and replace with a different one...also some warning labels and instruction usage labels, like where any hatches or instruments would be would be, pannels,

something to think about maybe in that.
This was in fact (originally) one single mesh (below the neck); at least that is how it started. I changed it half way into the project, but did not want to completely redo it. If I make a new one of these or other armors, I won't have the baggage that this one does. There is not a lot of space left for legible signage, though maybe I can decal it with an additional "addon" mesh if the total poly count is still in the range of the official armors. It could be cool, but I had intended a few gauges and dials originally, and had not considered lettering.

There is a http://i271.photobucket.com/albums/jj125/Gizmojunk/normal.png (its not the final one, I will have a completely redone version with bolt heads and panel seams for the final map, this one was just an experiment). There is no specular map just yet.

Part of the problem with the video is that it was dark, and I manually brightened it.
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Jennifer May
 
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Post » Fri Feb 18, 2011 6:45 pm

the normal map is washed out. looks like you destroyed the blue channel by trying to add other layers in an overlay blend mode. so when you do the final one, I would fix that too.
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Beat freak
 
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Post » Fri Feb 18, 2011 11:30 pm

the normal map is washed out. looks like you destroyed the blue channel by trying to add other layers in an overlay blend mode. so when you do the final one, I would fix that too.
Good eye! :tops: I hadn't noticed it... but sure enough the blue has lost all detail. (Definitely something I will keep in mind.)
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lydia nekongo
 
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