Jump to content

Baabaa's Cgi Art

Art

163 replies to this topic

#121 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 14 January 2014 - 04:37 PM

I have redone the Catapult model and the maps.
Here is an updated Catapult mkIII

Enjoy.

Posted Image

Edited by baabaa214, 14 January 2014 - 04:38 PM.


#122 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 17 January 2014 - 12:46 PM

I have been working on the energy and physical weapons.
This is the

Medium Laser and Muzzle Flash.

Posted Image

Here is the PPC Shot.

Enjoy

Posted Image

#123 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 20 January 2014 - 12:52 PM

I am still working on the Weapons fire; I think I am getting there.
Here a New pic of the Catapult.

Enjoy.

Posted Image

Edited by baabaa214, 20 January 2014 - 12:53 PM.


#124 zudukai

    Member

  • PipPipPipPipPipPipPipPip
  • Trinary Star Captain
  • Trinary Star Captain
  • 1,707 posts

Posted 20 January 2014 - 10:40 PM

View Postbaabaa214, on 20 January 2014 - 12:52 PM, said:

I am still working on the Weapons fire; I think I am getting there.
Here a New pic of the Catapult.

Enjoy.

Posted Image

is that thing 75tons? >.>

#125 Valcrow

    Member

  • PipPipPipPipPipPip
  • 228 posts
  • LocationCanada

Posted 21 January 2014 - 02:06 AM

looks great! Love the paintjob. Those black outlines around the muzzle flash and solid looking lasers are a bit weird though, you trying to do them all in one pass? change the blending mode to add or screen for the lasers and bullets and we have a winner!

#126 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 21 January 2014 - 08:59 AM

I am sure a few of you are tried of see the gun Cats.
Well I did missile Cat today for those of you were around in beta and remember the 6pak Cat.

Well, with the IMP (Improved Missile Pods) we have the 12pak Cat.
I even brought back the City.

enjoy.

Posted Image

#127 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 21 January 2014 - 09:02 AM

View Postzudukai, on 20 January 2014 - 10:40 PM, said:

is that thing 75tons? >.>


I am not really sure what the tonage would be.
But I would like MWO to update the Cat to these.

They have Nerfed the Cat so much that it is kewl Cat but not fun to play.

#128 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 04 February 2014 - 12:22 PM

I am back.
I have been working the Catapult and making it right.

Here is Downtown.

Posted Image

#129 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 06 February 2014 - 12:31 PM

Catapult Scouting the City.

Posted Image

#130 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 06 February 2014 - 04:30 PM

View Postbaabaa214, on 06 February 2014 - 12:31 PM, said:

Catapult Scouting the City.

He's going to get into trouble for knocking over those streetlights.... :)

#131 NautilusCommand

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 695 posts

Posted 06 February 2014 - 04:42 PM

View Postbaabaa214, on 21 January 2014 - 09:02 AM, said:


I am not really sure what the tonage would be.
But I would like MWO to update the Cat to these.

They have Nerfed the Cat so much that it is kewl Cat but not fun to play.

If you like twin Gauss it's fun to play.

#132 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 14 February 2014 - 01:45 PM

Will am starting breakout from the Catapult and I few of the mechs going in the right direction; but still have a lot to do.
So far I have the mechs and have redone the base maps. I need to work on the cockpit glass.

Well here is the Jenner.

Posted Image

#133 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 14 February 2014 - 04:24 PM

View Postbaabaa214, on 14 February 2014 - 01:45 PM, said:

Will am starting breakout from the Catapult and I few of the mechs going in the right direction; but still have a lot to do.
So far I have the mechs and have redone the base maps. I need to work on the cockpit glass.

Well here is the Jenner.

Posted Image


Ah, the infamous 6ML, 2 AMS 2 LRM5 Jenner! :)

#134 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 14 February 2014 - 04:45 PM

Well done Heffay. Thank you for ps1 script.

#135 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 19 February 2014 - 10:12 AM

Still working on getting them up to speed. Gotta a lot to do still.
Going to start on bone-ing the legs and adding controllers.

Here comes trouble.....
Posted Image

#136 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 20 February 2014 - 08:54 AM

I have rigged two of the mechs so far.
Here is the finished rig of the Jagermech.

After finishing the rigging; I will move on to the maps and camos for them.

Posted Image

Edited by baabaa214, 20 February 2014 - 08:55 AM.


#137 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 20 February 2014 - 09:44 AM

View Postbaabaa214, on 20 February 2014 - 08:54 AM, said:

I have rigged two of the mechs so far.
Here is the finished rig of the Jagermech.

After finishing the rigging; I will move on to the maps and camos for them.


Rigging is super easy if you use my script. Export the skeleton (usually \objects\mechs\<mechname>\<mechname.chr) to Collada (.dae) format. After you upload the object files into Blender, do an import -> Collada, find the .dae file, click Import Units (you may have to go to the scene and set units back to None). Rotate it 270 degrees on the X axis.

The armature should be inside the mech and scaled properly, and all the bones will match the vertex group names. Select all the mech components, then select the armature (it should be the bright orange color, the rest dark orange), Ctrl-P -> Use Empty Groups. Boom!

You'll still want to create IK rigs, but that's a bit more complicated. You should be able to use pose mode though to set the mech into any pose you want. The whole process should take about 2-3 minutes once you get familiar with it. :o

I'm almost done with my Asset Importer (aka Ass Imp...wait, no, going to stick with the long name), that will do the same thing for building and other environment objects as well. Full materials and everything.

Edited by Heffay, 20 February 2014 - 09:46 AM.


#138 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 20 February 2014 - 10:28 AM

Heffay,

I will try that.

I would be interested in the Asset Importer.

What is the current Mech Importer version now?
I saw the 1.32.

#139 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 20 February 2014 - 11:20 AM

View Postbaabaa214, on 20 February 2014 - 10:28 AM, said:

Heffay,

I will try that.

I would be interested in the Asset Importer.

What is the current Mech Importer version now?
I saw the 1.32.


1.32. Version 1.4 is in development, but it may never go live since the Collada importer doesn't work through the python console, and unless Noesis gets updated to support the latest versions of Cryengine... it's kinda stuck.

#140 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 21 February 2014 - 01:55 PM

I am working on upd..... BEEP BEEP coming through.

Posted Image





12 user(s) are reading this topic

0 members, 12 guests, 0 anonymous users