(wip)Lancer Armor thread 2

Post » Fri Jan 21, 2011 5:36 am

http://www.gamesas.com/bgsforums/index.php?showtopic=958801&st=0&start=0


This is thread 2 for another power armour I was working on, this was being built right after I had completed the Titan Armour. During this model being made I felt like I needed to work on something else to test some theories I had. This caused the mod to be put on hold for a while so I could complete the deep eyes armour. The deep eyes armour showed that I could save quite a bit of space on the uv map by essentially chopping the armour in half.


The armour was based on a scanned image I was sent by rator1261999 and It shows what the armour was initially going to be like. http://i237.photobucket.com/albums/ff195/honkhonkthealien/armor2.jpg

Of course I had to make adjustments because some of the things in the concept art either didn't agree with me or were not possible to re create.



This is the current situation of the model.

Model completed

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

In Game Test

http://i2.photobucket.com/albums/y7/tyokio/IMAGE-2.jpg

Concept showing how I would want to go about working the texture.

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

Uv Map began

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


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

now I have a new theory I want to test out, If you've seen any mods in Nifskope they will normally be pretty consistent in the different pieces that are displayed.

Normally you have

UpperBody
Arms
Pipboy on
Pipboy off

This can actually make rigging the model a nightmare if you have lots of different pieces put together and can often end up with a poor result. So the thing I want to find out (and perhaps people may know the answer already) is how separating the model into more pieces then the general format will effect the way the game handles the model (for example VATS, Dismemberment etc)

so instead I have something like this

Upperbody (has to be called this so the model gets removed in first person)
UpperLegs
Lower Legs
Upper Arms
Lower Right arm
Pipboy on
Pipboy off

If I wanted to I could (if it worked) have separate textures for each piece, but I'm not going to because it makes things more efficient if I use only 1 texture for this. Has any one really looked into that or is it a bit of an unknown area at the moment?
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Damian Parsons
 
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Joined: Wed Nov 07, 2007 6:48 am

Post » Thu Jan 20, 2011 4:53 pm

Great work, keep it up :D

I have to work on the rifle though :(
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Hussnein Amin
 
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Joined: Sun Aug 05, 2007 2:15 am

Post » Thu Jan 20, 2011 9:03 pm

now I have a new theory I want to test out, If you've seen any mods in Nifskope they will normally be pretty consistent in the different pieces that are displayed.

Normally you have

UpperBody
Arms
Pipboy on
Pipboy off

This can actually make rigging the model a nightmare if you have lots of different pieces put together and can often end up with a poor result. So the thing I want to find out (and perhaps people may know the answer already) is how separating the model into more pieces then the general format will effect the way the game handles the model (for example VATS, Dismemberment etc)

so instead I have something like this

Upperbody (has to be called this so the model gets removed in first person)
UpperLegs
Lower Legs
Upper Arms
Lower Right arm
Pipboy on
Pipboy off

If I wanted to I could (if it worked) have separate textures for each piece, but I'm not going to because it makes things more efficient if I use only 1 texture for this. Has any one really looked into that or is it a bit of an unknown area at the moment?

Have a look at one of the armours from this:
http://www.fallout3nexus.com/downloads/file.php?id=4651

MeatCapsArms
MeatCapsLegs
MeatCapBody
meatneck
meathead
Upperbody01:0 (R Shoulder pad)
Upperbody02:0 (L Shoulder pad)
Upperbody
LegLeft
LegRight
ArmRight
ArmLeftUpper
Upperbody03:0 (unused I think)

Dismembers exactly like it should too.
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Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Thu Jan 20, 2011 8:45 pm

Have a look at one of the armours from this:
http://www.fallout3nexus.com/downloads/file.php?id=4651

MeatCapsArms
MeatCapsLegs
MeatCapBody
meatneck
meathead
Upperbody01:0 (R Shoulder pad)
Upperbody02:0 (L Shoulder pad)
Upperbody
LegLeft
LegRight
ArmRight
ArmLeftUpper
Upperbody03:0 (unused I think)

Dismembers exactly like it should too.

Wow, I had completely forgotten about that mod, thanks for the link :D

I can't wait for the Lancer armor either, I hope you'll be able to release it soon :)
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barbara belmonte
 
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Joined: Fri Apr 06, 2007 6:12 pm

Post » Thu Jan 20, 2011 7:38 pm

I'm sad that the armor wound up without the metal plate. :(

That said this is still cool. Looking forward to it.
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Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri Jan 21, 2011 5:44 am

Have a look at one of the armours from this:
http://www.fallout3nexus.com/downloads/file.php?id=4651

MeatCapsArms
MeatCapsLegs
MeatCapBody
meatneck
meathead
Upperbody01:0 (R Shoulder pad)
Upperbody02:0 (L Shoulder pad)
Upperbody
LegLeft
LegRight
ArmRight
ArmLeftUpper
Upperbody03:0 (unused I think)

Dismembers exactly like it should too.



Thats great : D I wouldnt need to cut it up into that many parts though, left and right lower leg can be combined into 1 mesh etc etc. So that comfirms that it works then, wish I had known that for the deep eyes armor lol.
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Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Thu Jan 20, 2011 9:17 pm

wow nice! tracking this.
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Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Thu Jan 20, 2011 10:56 pm

Keep Up The Good Work :tops:
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Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Thu Jan 20, 2011 9:39 pm

Can't wait to see more updates on this. Must be patient though, good things come to those who wait.
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Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Fri Jan 21, 2011 5:27 am

http://www.gamesas.com/bgsforums/index.php?showtopic=958801&st=0&start=0


This is thread 2 for another power armour I was working on, this was being built right after I had completed the Titan Armour. During this model being made I felt like I needed to work on something else to test some theories I had. This caused the mod to be put on hold for a while so I could complete the deep eyes armour. The deep eyes armour showed that I could save quite a bit of space on the uv map by essentially chopping the armour in half.


The armour was based on a scanned image I was sent by rator1261999 and It shows what the armour was initially going to be like. http://i237.photobucket.com/albums/ff195/honkhonkthealien/armor2.jpg

Of course I had to make adjustments because some of the things in the concept art either didn't agree with me or were not possible to re create.



This is the current situation of the model.

Model completed

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

In Game Test

http://i2.photobucket.com/albums/y7/tyokio/IMAGE-2.jpg

Concept showing how I would want to go about working the texture.

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

Uv Map began

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


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

now I have a new theory I want to test out, If you've seen any mods in Nifskope they will normally be pretty consistent in the different pieces that are displayed.

Normally you have

UpperBody
Arms
Pipboy on
Pipboy off

This can actually make rigging the model a nightmare if you have lots of different pieces put together and can often end up with a poor result. So the thing I want to find out (and perhaps people may know the answer already) is how separating the model into more pieces then the general format will effect the way the game handles the model (for example VATS, Dismemberment etc)

so instead I have something like this

Upperbody (has to be called this so the model gets removed in first person)
UpperLegs
Lower Legs
Upper Arms
Lower Right arm
Pipboy on
Pipboy off

If I wanted to I could (if it worked) have separate textures for each piece, but I'm not going to because it makes things more efficient if I use only 1 texture for this. Has any one really looked into that or is it a bit of an unknown area at the moment?



good stuff my man

hopefully the waiting will pay off :fallout:
User avatar
Ben sutton
 
Posts: 3427
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Post » Thu Jan 20, 2011 4:41 pm

Update time!

Been working on the High poly pieces of the leg, heres what I have so far.

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

I also made a uv map of the thigh to test the transfer process, its ok but needs a little improvement here and there.

http://i2.photobucket.com/albums/y7/tyokio/lowpolhighpol.jpg
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sam
 
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Post » Fri Jan 21, 2011 4:39 am

**drools**
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Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Thu Jan 20, 2011 6:59 pm

Update time!

Been working on the High poly pieces of the leg, heres what I have so far.

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

I also made a uv map of the thigh to test the transfer process, its ok but needs a little improvement here and there.

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



:drool:
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Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Thu Jan 20, 2011 4:18 pm

This looks absolutely fantastic! Do you have any plans for the gloves?
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STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Fri Jan 21, 2011 12:16 am

It looks great! although I was hoping you could get those energy pipe things that are sticking out of the armor's back on the model

Note:not to nag you or anything but where's the gloves???
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Lew.p
 
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Post » Thu Jan 20, 2011 9:34 pm

I am speechless once again.
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Betsy Humpledink
 
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Joined: Wed Jun 28, 2006 11:56 am

Post » Fri Jan 21, 2011 4:27 am

This is definitely looking good.

I love the package you've made for the Deep Eyes Armour (I mean the GO model), do you have any idea for that one?
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Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Thu Jan 20, 2011 11:33 pm

The reason you don't see gloves in these renders is because they are applied as Armor Addons in the GECK, so the left and right gloves are rendered seperate from the armor, and added later as a FormList. I'm sure he'll add the gloves to the ingame model when he gets that far.
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Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Fri Jan 21, 2011 3:12 am

things like gloves I do right at the end because they are the simplest thing to deal with as far as modding for fallout 3 is concerned. They dont really require any rigging, just re-skinning of vanilla models.
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Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Thu Jan 20, 2011 6:03 pm

Sound enough reasoning.

Just a reskin then? Well, whatever works. I have faith enough that you very well know what you're doing. Kudos.
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Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Thu Jan 20, 2011 4:24 pm

absolutely fantastic mesh work, I'm looking forward to seeing the high-poly ingame in all its glory.
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Lil'.KiiDD
 
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Post » Thu Jan 20, 2011 5:37 pm

Are you still working on this?
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Izzy Coleman
 
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Post » Fri Jan 21, 2011 1:17 am

Maybe 'life' came up. I still hope, though.
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Kat Ives
 
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Post » Thu Jan 20, 2011 6:06 pm

Wow. Almost 3 weeks with no update. I really wanted this one finished. Oh well. Here's to hoping.
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Dean Ashcroft
 
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Post » Thu Jan 20, 2011 4:19 pm

:cryvaultboy:
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i grind hard
 
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