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Mechwarrior Online Asset Art

Art

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#441 Koniving

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Posted 24 February 2015 - 05:56 AM

View PostWhite Bear 84, on 12 November 2014 - 08:30 PM, said:

Holy Gargantuan Batman! This is hilarious... ..did this seriously happen??

Find that spot of that video, and you'll have small nukes. Video name is on the upper left of the image, time is near the bottom right.

#442 Amro One

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Posted 24 February 2015 - 11:29 PM

@haruko I'm modeling the Locust out of LEGO, to mini-figure scale.

Posted Image

Was wondering if you could do some more Locust renderings.
Like brake down of the components for a better understanding of the MWO model.

The wire frame pict have been helpful.

#443 Nightshade24

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Posted 25 February 2015 - 12:33 AM

View PostJazriel, on 24 February 2015 - 11:29 PM, said:

@haruko I'm modeling the Locust out of LEGO, to mini-figure scale.

Posted Image

Was wondering if you could do some more Locust renderings.
Like brake down of the components for a better understanding of the MWO model.

The wire frame pict have been helpful.


I love you and how much does it cost for me to buy that? (Note: can you make a slight variation where it's only the 4 lasers and instead of 4 mediums could it be 2 mediums and 2 smalls? I bet some lore or TT fans would love that...)

#444 Rina Fujimoto

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Posted 25 February 2015 - 01:14 AM

View PostJazriel, on 24 February 2015 - 11:29 PM, said:

@haruko I'm modeling the Locust out of LEGO, to mini-figure scale.

Posted Image

Was wondering if you could do some more Locust renderings.
Like brake down of the components for a better understanding of the MWO model.

The wire frame pict have been helpful.

Yeah I can do that, I have the Locust fully assembled and ready to go on hand so I'll try to PM you some stuff tommorow.

#445 Amro One

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Posted 25 February 2015 - 04:32 AM

@nightshade24 I plan to make the locust, so it interchangeable between the different variants. So the wings and CT guns can be added/or changed to missiles and more lazors.

@Haroku Thanks =)

#446 Thanatos31

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Posted 25 February 2015 - 04:48 AM

great topic/thread!

Never seen it before.
Thanks OP !

#447 Johnny Z

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Posted 25 February 2015 - 07:12 PM

View Postharuko, on 17 February 2015 - 06:46 PM, said:

Hello everyone, with the release of the Panther, of course, I had to import the model and eyeball it completely.
Here's the entry hatch as usual:
Posted Image


Size comparison:
Posted Image


And fun fact, the Panther has a camel pack on a rack in the cockpit (on the right):
Posted Image


Thats all for now.


Amazing. Glad I didnt miss this, really nice.

Edited by Johnny Z, 25 February 2015 - 07:49 PM.


#448 Amro One

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Posted 26 February 2015 - 05:46 PM

On the catapult, I figure the back is the door and take the pilot walks from the rear to the cockpit?
Or no all together and he gets in from the front?

An idea to get the shape of the Catapult in Lego came to me and I'm trying to figure out the scale.

#449 Thanatos31

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Posted 27 February 2015 - 12:54 AM

Have you done more work with the Clan mechs?
I'd love to see how the bigger Mechs actually are setup cockpit wise;

Ive always had the feel that even though the cockpits are huge, you sit pressed up towards the cockpitglass....

#450 Koniving

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Posted 01 March 2015 - 10:57 AM

So yeah.. Haruko, got another scale-thing for ya again.

This time rather than ammo, I was kinda curious if you could shrink a copy of the Shadowhawk to match this scale (best comparison is in the second part).
Posted Image
Images are from issue 101 of Battletechnology, 1987 with FASA's originally intended BT scale for the Shadowhawk.
(When looking at this scale, the Shadowhawk's poor armor makes a LOT of sense...)

I'd like to see a Shadowhawk copy scaled to this size (remove any parts you need to in order to make it work I know some programs won't be able to shrink everything perfectly) with your figures posed as in the second picture. Beside that, the Crysis tank you used in previous comparisons. And beside that, MWO's Shadowhawk.

Just because I'm morbidly curious.

Edited by Koniving, 01 March 2015 - 10:58 AM.


#451 MATRAKA14

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Posted 02 March 2015 - 02:49 PM

Nice thread haruko, also cool name.

I was thinking about, what if we had mechanics or engineers in the hangar doing random stuff, we could see and compare the scale of the mechs in game meanwhile we make stuff in the menus.
Maybe you could make a picture of the ingame hangar with a mech, all the same as ingame but with scaled tiny people walking around? we could show that to pgi if it looks good.

#452 Koniving

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Posted 03 March 2015 - 05:11 AM

In issue 102, on page 11 I discovered an image of a Wolverine lifting a tank. In comparison, the Wolverine looks slightly taller than the Shadowhawk (the opposite is true in MWO).
Posted Image
But, clearly this is the reason that Battlemechs don't go flipping tanks with incredible ease as would be easily possible with Haruko's demonstrations of PGI's scales.

Considering the typical Wolverine has nearly 2 to 3 times the armor of most Shadowhawks, being a bit larger and bulkier is to be expected.

On a side note, the Thunderbolt is QUITE a bit larger, and the Marauder... it's disturbingly long yet uber thin limbs and such makes an awful lot of sense, as evidently the Marauder's original design is (slightly) taller than an Atlas.

Edit: (Specifically it says that the Marauder has "maybe a quarter of a meter over an Atlas.")

Edited by Koniving, 03 March 2015 - 05:15 AM.


#453 DaveRatters

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Posted 04 March 2015 - 06:50 AM

View PostJazriel, on 24 February 2015 - 11:29 PM, said:

@haruko I'm modeling the Locust out of LEGO, to mini-figure scale.

Posted Image

Was wondering if you could do some more Locust renderings.
Like brake down of the components for a better understanding of the MWO model.

The wire frame pict have been helpful.


LEGO Digital Designer! Can you put the LXFML file some place public, or do you want to keep it private? (don't blame you if you want to keep it private - great work!)

Edited by DaveRatters, 04 March 2015 - 06:53 AM.


#454 AkoolPopTart

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Posted 14 March 2015 - 08:17 AM

Where do you get these models!? Are you making them?

#455 Koniving

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Posted 14 March 2015 - 08:31 AM

View PostAkoolPopTart, on 14 March 2015 - 08:17 AM, said:

Where do you get these models!? Are you making them?

http://mwomercs.com/...ing-pgis-mechs/
o.O; Is her starting point.

#456 AkoolPopTart

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Posted 14 March 2015 - 08:40 AM

Woot! Can't wait to try and make these into poser figures

#457 Koniving

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Posted 14 March 2015 - 08:49 AM

View PostAkoolPopTart, on 14 March 2015 - 08:40 AM, said:

Woot! Can't wait to try and make these into poser figures

Does Poser have an export to 3dsMax option that includes skeletons/bones/what-have-you? Other methods I tried leave it as a mess that I can't separate the parts of to do on skeletons, and if I do it as one piece it's treated as organic and fleshy... so yeah. And Blender is very user unfriendly to learn.

I'm fairly 3D capable, but I prefer to make my things in the ultra user friendly Wings 3D and export 'em into 3dsmax for animations.

And sadly, Wings won't handle anything I can use that program on Heffey's thread to convert them into, and Blender does that quads thing that can never be recovered from.

#458 AkoolPopTart

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Posted 14 March 2015 - 09:37 AM

View PostKoniving, on 14 March 2015 - 08:49 AM, said:

Snip


Brace yourself, this is my method of converting models into poser figures

I can't speak for Poser, but I know DAZ 3D doesn't have one. For me, I generally work with .3ds, .fbx, .skp, and .obj files. Since most 3D models in these formats are whole models when opened in a poser software like DAZ, I use Blender to separate the individual pieces and convert them into a .obj which I can then load into DAZ and move around more freely.

Depending on the figure I'm trying to make, I look for an existing poser figures that have some of the same features as the model. For example, my Mad Cat figure uses an AT-ST figure from Star Wars as its base. After I find the right base figure, I then load the individual pieces and position them onto the base figure and parent them it (so the thigh part of the model goes onto the thigh part of the figure). Once they are all in place, I'll move the parts of the base figure around a bit and adjust the model parts so that there are no weird clippings or displacements.

When all that is done, disable the base figures visibility in render mode and save.

Also, Save. SAVE A TON! If your computer is not spec-ed for 3D programs like mine is, DAZ WILL CRASH and you'll have to start over (Made a Halo spartan and had to start from scratch twice because of this).

Not sure if this answers your question, I hope it does. And if the parts are inseparable in Blender, the only option is to manually delete every vertexes which takes forever, even with group select, and it makes you question how much you really want this model.

#459 Koniving

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Posted 14 March 2015 - 09:45 AM

View PostAkoolPopTart, on 14 March 2015 - 09:37 AM, said:

Not sure if this answers your question, I hope it does. And if the parts are inseparable in Blender, the only option is to manually delete every vertexes which takes forever, even with group select, and it makes you question how much you really want this model.

There's an automatic separation thingy in Blender thanks to Heffey's little tidbit that'll do most of that for you. But I have yet to be brave enough to go that far.

I've received a few models but all of them are before separations so they're no good to me. So I might try to bum the separates parts off of you. Otherwise, I'll just continue my little project of taking the mechs and building them from scratch as a hybrid between BT's art and newer styles to include MWO's. Either way in a few years I hope to make little non-profit vids showing how I wish a BT/MW game was built.

#460 AkoolPopTart

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Posted 14 March 2015 - 09:51 AM

I'll have to check that video out, thanks for the fyi. And feel free to contact me if you need help or advice. Not sure if I'll be able to answer your question, but I can certainly try.





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