(wip)Lancer Armor thread 2

Post » Thu Jan 20, 2011 3:18 pm

Expect the worse, hope for the best. That's what I say.
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Noely Ulloa
 
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Post » Thu Jan 20, 2011 6:41 pm

when I first saw this armor it blew my mind. I put it up as my desktop background I liked it so much.
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Chris Johnston
 
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Post » Thu Jan 20, 2011 9:46 pm

when I first saw this armor it blew my mind. I put it up as my desktop background I liked it so much.

I hope you finish...and this should not be on the 13th page!
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Jason Rice
 
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Post » Fri Jan 21, 2011 4:13 am

Fingers still crossed that this gets completed and released into the wild...has anyone had any news of tyokio ?
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Wayne Cole
 
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Post » Thu Jan 20, 2011 4:38 pm

I pray-PRAY-that this is still in development. Tyokio is the premier armor modder for F3 (like tda for Oblivion) and this looks so GOOD. He even has it ingame, I just pray that he has time to release it...so, tyokio, if you are reading this, we appreciate all the hard work you've put into this. We know that RL comes first, but still wish and pray for a release on this beast of an armor. Best regards!
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Jordan Moreno
 
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Post » Fri Jan 21, 2011 12:03 am

Really sorry I havent updated in a long time :C I dont really have much progress to show for the time I've been away either. I've been given the oppertunity to work on an animation directed by Don Bluth which I'm really focusing most of my time on right now, that and I've been developing my art style/animation skill so I can really make some fantastic movies or money.

I am slowly edging myself back into 3d modeling again so I expect I will be back to work on the mod very soon, Its come this far and it would be a shame not to let it free c:. One thing I hope thats been fixed with the exporters is the random flipping of faces, something which nearly put me off modding all together. I wish there was a solid way of fixing it, but so far I dont really have a solid answer to it. Perhaps export from blender is better then export from 3ds max?

so yeah just thought I'd post a long over due update(ish) : D!!
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Tammie Flint
 
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Post » Fri Jan 21, 2011 5:06 am

We're not going to begrude you a living, particularly not one that entertaining.
In any case hopefully now or by the time you get back to modding the export scripts will have been updated now so there won't be random normal flips.
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Micah Judaeah
 
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Post » Thu Jan 20, 2011 6:44 pm

Really sorry I havent updated in a long time :C I dont really have much progress to show for the time I've been away either. I've been given the oppertunity to work on an animation directed by Don Bluth which I'm really focusing most of my time on right now, that and I've been developing my art style/animation skill so I can really make some fantastic movies or money.

I am slowly edging myself back into 3d modeling again so I expect I will be back to work on the mod very soon, Its come this far and it would be a shame not to let it free c:. One thing I hope thats been fixed with the exporters is the random flipping of faces, something which nearly put me off modding all together. I wish there was a solid way of fixing it, but so far I dont really have a solid answer to it. Perhaps export from blender is better then export from 3ds max?

so yeah just thought I'd post a long over due update(ish) : D!!

its ok we understand but if you decide you cant finish it can you release it as a resource?
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Lakyn Ellery
 
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Post » Thu Jan 20, 2011 9:38 pm

Tyokio lives! I knew he was immortal.....:D

I hope that animation turns out well for you! Besides, after the gifts you've graced us with, we kind of owe you some time off ;). Good luck on your projects!
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Andrew
 
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Post » Fri Jan 21, 2011 12:44 am

Just bumping this back up to the top. Hopefully this will be released soon.
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Life long Observer
 
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Post » Thu Jan 20, 2011 11:24 pm

Choice between Metal plate covering the groin area or no metal plate. No metal plate was chosen.

http://i2.photobucket.com/albums/y7/tyokio/nondong.jpg

omg, killer! :D

i cant wait.
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Helen Quill
 
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Post » Thu Jan 20, 2011 9:15 pm

You always did come out with some sixy armor Tyokio, this one is no different. I'm drooling with anticipation :P

For anyone that missed them...
http://www.fallout3nexus.com/downloads/file.php?id=4143
http://www.fallout3nexus.com/downloads/file.php?id=5342
and http://www.fallout3nexus.com/downloads/file.php?id=3255 :P

EDIT: because I predict potential confusion, those links are Tyokio's work, not mine or anyone elses ^_^
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Megan Stabler
 
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Post » Fri Jan 21, 2011 6:16 am

I think I'm ready to get back on with this now : D, the Don Bluth thing has been and gone, was a fantastic experience. I practiced some 3d on the side so I could become more efficient, I also learned how to take rigged stuff from Maya to 3ds max which will not only help the lancer armor but I could fix some issues I have with the Deep Eyes armor too. Gotta remember where I left off on this armor now LOL! really sorry its taken this long to make 1 armor ahah.
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Marie
 
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Post » Thu Jan 20, 2011 8:44 pm

It's been a long time, huh? I thought this project was dead, and I was really looking forward to it. To know that you will finish it is excellent news.
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Rhiannon Jones
 
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Post » Thu Jan 20, 2011 9:22 pm

heh, Its not going as smoothly as I hoped though, when exporting the file in the FBX format from max to maya the bones add a "_" where there should be spaces. So when taking it back from maya to max all the bones have to be re named with out the "_" in the bone names in order for it to rig correctly. It takes a good while to rename all the bones on the Skeleton.NIF and its all because maya cant have a space in the bone names.

Another problem I have is that when I import back into 3ds max some of the combined meshes seem to split up which makes things that bit more trickier. To fix that I would either have to play around with exporting the mesh again and find out how to import the mesh with all of them combined. Which means I would have to re name all the bones again because of the "_" thing. Or I would have to one by one select each piece, export its rigging information then unrig the whole model and combine the meshes in max and the re apply the rigging information of all the pieces, which has the chance of messing up the rigging information.

Either way I'm faced with quite a lengthy process :C.
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Nick Pryce
 
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Post » Thu Jan 20, 2011 7:05 pm

Right, were back in business! tested in game again to re introduce myself to the process adding the additional stuff I know, some great screen shots came out of it c:

http://img262.imageshack.us/img262/1174/lancerarmor.jpg

Used the deep eyes helmet to test this with(a version I was trying to make a while back for people with out HDR lighting which is why the eyes aren't glowing). Proper rig this time, works like a charm, I notice a few extra things I'm gonna need to add to the model here and there but overall I like the results so far.
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Sweets Sweets
 
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Post » Fri Jan 21, 2011 1:53 am

OH YES YES YES.

Good to see you back and working on this, man. WOOOO.
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Lily Something
 
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Post » Fri Jan 21, 2011 4:44 am

Man, I can't wait for this to finish. Good luck with it!
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jenny goodwin
 
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Post » Thu Jan 20, 2011 10:59 pm

That looks so sweet man! love it keep it up don't turn it into TDA's armory for Oblivion where it stayed in beta for like a year and had no work done at all because of real life in the way :P, if this gets turned into a silmilar armour pack though i would be the first to download :P
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Adam Baumgartner
 
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Post » Fri Jan 21, 2011 4:53 am

I was looking at ur concept art, and I was like "Oh my god" . I looks way better that the original enclave power armor. Good to see this work in progress. :>
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Antonio Gigliotta
 
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Post » Fri Jan 21, 2011 1:08 am

thanks, I'm most definitely gonna finish this. I've come this far so I might as well go on and finish it : D

I worked on the high poly version of the whole leg today, some of which I will bake onto the low poly models.
http://i2.photobucket.com/albums/y7/tyokio/LegWIPhighpoly.jpg

other changes include the waist, decided it looked bare and I feel it looks better now, I also made the feet less square.
http://i2.photobucket.com/albums/y7/tyokio/lancermodifications.jpg
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REVLUTIN
 
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Post » Fri Jan 21, 2011 8:01 am

thanks, I'm most definitely gonna finish this. I've come this far so I might as well go on and finish it : D

I worked on the high poly version of the whole leg today, some of which I will bake onto the low poly models.
http://i2.photobucket.com/albums/y7/tyokio/LegWIPhighpoly.jpg

other changes include the waist, decided it looked bare and I feel it looks better now, I also made the feet less square.
http://i2.photobucket.com/albums/y7/tyokio/lancermodifications.jpg


Looking good =) maybe when it comes to textures there should be a pristine version and a rusted version? one in a stasis chamber like the T51b and one somewhere else?
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Krista Belle Davis
 
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Post » Fri Jan 21, 2011 4:13 am

Any new updates?
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Rachyroo
 
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Post » Thu Jan 20, 2011 5:20 pm

I haven't played Fallout 3 in MONTHS.


When this comes out, I will be unable to stop. Tyokio, you are absolutely amazing in all aspects of armor modding. Please, please, finish this.
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REVLUTIN
 
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Post » Fri Jan 21, 2011 4:03 am

When this comes out, I will be unable to stop. Tyokio, you are absolutely amazing in all aspects of armor modding. Please, please, finish this.

I must agree. What I've seen so far on this looks incredible -- can't wait to see an awesome, detailed suit of PA like this (that fits closer to the actual Fallout aesthetic than so many others based on other games, etc)
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Rachell Katherine
 
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