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How To: Create Your Own Art Using Pgi's Mechs

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#1041 Skadi

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Posted 21 September 2014 - 09:13 PM

Just gonna leave this here as another request for a 3D rendering.
Posted Image
This time less of an abomination of my own creation and more of a canon hero.

#1042 Sparks Murphey

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Posted 21 September 2014 - 09:32 PM

View PostSkadi, on 21 September 2014 - 09:13 PM, said:

Just gonna leave this here as another request for a 3D rendering.
Posted Image
This time less of an abomination of my own creation and more of a canon hero.

You have piqued my interest. Opening 3DS Max now...

#1043 Sparks Murphey

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Posted 22 September 2014 - 04:34 AM

More work on the paint to come yet. Anyone have any particular ideas from a Hero Mech perspective? The Bremond Draconis March Militia paint scheme, where the "Tallman" unique variant comes from, is a somewhat uninspiring straight red.
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#1044 Skadi

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Posted 22 September 2014 - 01:49 PM

View PostSparks Murphey, on 22 September 2014 - 04:34 AM, said:

More work on the paint to come yet. Anyone have any particular ideas from a Hero Mech perspective? The Bremond Draconis March Militia paint scheme, where the "Tallman" unique variant comes from, is a somewhat uninspiring straight red.
Posted Image

Might be able to draw inspiration from the rank of its pilot, Mary Tallman (Lieutenant General)
http://www.sarna.net...ftenant-General
And from the Br M M, under the banner it was used.
http://www.sarna.net/wiki/Bremond_DMM

Edited by Skadi, 22 September 2014 - 01:50 PM.


#1045 zagibu

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Posted 22 September 2014 - 04:11 PM

Give it vertical stripes to make it appear "taller" :)

#1046 Tansut

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Posted 22 September 2014 - 07:43 PM

View PostSkadi, on 21 September 2014 - 09:13 PM, said:

Just gonna leave this here as another request for a 3D rendering.
Posted Image
This time less of an abomination of my own creation and more of a canon hero.

Out of curiosity, where do you make those builds? I've looked everywhere I could think to look on smurfy's mechlab.

Edited by SBDninja, 22 September 2014 - 07:43 PM.


#1047 Skadi

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Posted 22 September 2014 - 08:15 PM

View PostSBDninja, on 22 September 2014 - 07:43 PM, said:

Out of curiosity, where do you make those builds? I've looked everywhere I could think to look on smurfy's mechlab.

MSPaint.

#1048 Jacob Side

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Posted 23 September 2014 - 08:06 AM

Problem I'm having is the only file type I get when I extract everything is the .dds I can not find any .cfg for mechs

#1049 Heffay

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Posted 23 September 2014 - 08:09 AM

View PostJacob Side, on 23 September 2014 - 08:06 AM, said:

Problem I'm having is the only file type I get when I extract everything is the .dds I can not find any .cfg for mechs


You have to rename the .cga files to .cgf. The Noesis plug-in only recognizes those file types unfortunately.

#1050 Jacob Side

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Posted 23 September 2014 - 08:21 AM

Just watched the videos and got the answer.

#1051 Mech42Ace

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Posted 23 September 2014 - 06:12 PM

Hey heffay, I have a qeustion for you.
If I just wanted the files soley to 3d print them, would I need gimp? To accomplish this?

Thanks,
Ace

#1052 Sparks Murphey

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Posted 23 September 2014 - 06:23 PM

View PostMech42Ace, on 23 September 2014 - 06:12 PM, said:

Hey Heffay, I have a question for you.
If I just wanted the files solely to 3d print them, would I need gimp? To accomplish this?

Thanks,
Ace

You won't need gimp unless you're planning to 3D print the textures too (for example, Shapeways offer textured sandstone prints)

#1053 Mech42Ace

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Posted 23 September 2014 - 06:39 PM

View PostSparks Murphey, on 23 September 2014 - 06:23 PM, said:

You won't need gimp unless you're planning to 3D print the textures too (for example, Shapeways offer textured sandstone prints)


Hhm depends I may plan to 3d print the textures, but do textures count as panel lines, missile launcher port holes,or do they add different cosmetic effects like armor scrapes and things like that?

And I have to get a 3d printer before moving further to. :P

Again thanks for your help,
rgds,
Ace

#1054 Valcrow

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Posted 24 September 2014 - 11:49 PM

Textures include panel lines, decals, colour etc. They will not print unless you're using a very specific 3D printing process. (sandstone-full colour as sparks has mentioned)

Textures will not print on virtually any other 3D printing process including all standard FDM (plastic filament extrusion) SLS, SLA etc.

A lot of the panel line details is created through the normal map, which doesn't translate to either geometry that prints, or textures. So you'll need to convert that information somehow to geometry or texture (in the case of sandstone)

You don't need to own a 3D printer, you can always outsource it to shapeways, 3dhubs or similar service.

#1055 Mech42Ace

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Posted 25 September 2014 - 05:53 AM

Thanks man, that answered all my qeustions.

#1056 hansdampf2k

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Posted 29 September 2014 - 10:38 AM

View PostHeffay, on 15 September 2014 - 06:43 AM, said:


Note that I have NO idea if this will work, but...

Could you take one of the parts, duplicate it (shift D), scale it down (S, then mouse it down), and set the normals to face in? You could probably make a decent hole in the object that way.



Unfortunately I didn't make it work. The boolean modifier drives me crazy. I try to create an escape hole by applying a "difference" boolean modifier to the model and a cylinder.
Look at the pictures:
1. No modifier.
2. Modifier preview => model fails

Do I miss something important?
Because sometimes it works, sometimes it doesn't.

And by the way: model clean up by hand is very time consuming... ^_^

http://i1204.photobu...zps7ec7f10a.jpg

http://i1204.photobu...zps93c84982.jpg

Edited by hansdampf2k, 29 September 2014 - 10:42 AM.


#1057 Ra-ul

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Posted 29 September 2014 - 11:42 AM

View Posthansdampf2k, on 29 September 2014 - 10:38 AM, said:



Unfortunately I didn't make it work. The boolean modifier drives me crazy. I try to create an escape hole by applying a "difference" boolean modifier to the model and a cylinder.
Look at the pictures:
1. No modifier.
2. Modifier preview => model fails

Do I miss something important?
Because sometimes it works, sometimes it doesn't.

And by the way: model clean up by hand is very time consuming... ^_^

http://i1204.photobu...zps7ec7f10a.jpg

http://i1204.photobu...zps93c84982.jpg


The procedure in Blender is as follows:
select the object where you want to cut your escape hole into. Add the boolean modifier and select the cylindrical object which should serve as the "drill" in the "Object" input field. Hit the apply button and it should be done. Delete or hide the drill to see the hole you just created. Note that it is important to have the normals set correctly in order to make it work. I recommend to just try it with a simple cube and a cylinder first, in order to get familiar with how it works.

Posted Image
Posted Image

Hope that helps :)

Edited by GraySho, 29 September 2014 - 11:53 AM.


#1058 Mech42Ace

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Posted 29 September 2014 - 08:00 PM

Hey guys, Im back with another question for you, are any of the assets from the 2012 Mwo release video avalable? Specifically the crane harness the atlas is resting in, and maybe some of the catwalks?
Any help in this would be great.
Thank you for your time,
Ace

#1059 Heffay

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Posted 30 September 2014 - 02:42 PM

View PostMech42Ace, on 29 September 2014 - 08:00 PM, said:

Hey guys, Im back with another question for you, are any of the assets from the 2012 Mwo release video avalable? Specifically the crane harness the atlas is resting in, and maybe some of the catwalks?
Any help in this would be great.
Thank you for your time,
Ace


Yup, they are all there. I can't remember where off the top of my head though.

#1060 Gryphorim

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Posted 30 September 2014 - 08:39 PM

Could someone do me a solid and upload a blender model for the cataphract-3D right arm and legs?





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