#41
Posted 08 November 2014 - 04:25 PM
#42
Posted 08 November 2014 - 04:33 PM
Edweird, on 08 November 2014 - 03:26 AM, said:
Didn't want to show it 'till it was done but I like it so much I thought I should.
Had to figure out how to work vertices cause the head was actually part of the CT prop. PGI's design team was nice enough not to put a hole under the head ^^.
Got rid of the annoying pointy bits at the back that served no purpose other than being a hitbox and flipped the Phoenix wings over so they work as armor better. Lasers in both torsos.
I agree with SgtMagor, that should be the hero Thunderbolt.
It looks absolutely amazing, only problem I see is that with an XL260, Endo and doubles, the mech has tonnage for all the weapons displayed (x2UAC5s, x2 PPCs, x4 MLas) but no spare tonnage for ammo.
#43
Posted 08 November 2014 - 04:36 PM
#44
Posted 08 November 2014 - 04:55 PM
Janitor101, on 08 November 2014 - 04:33 PM, said:
It looks absolutely amazing, only problem I see is that with an XL260, Endo and doubles, the mech has tonnage for all the weapons displayed (x2UAC5s, x2 PPCs, x4 MLas) but no spare tonnage for ammo.
The loadout is just for looks. The UACs might as well be clan weapons and the lasers may just be small lasers. I was just trying to get the mech to be symmetrical.
#45
Posted 08 November 2014 - 05:06 PM
Bishop Steiner, on 08 November 2014 - 02:01 AM, said:
First, the gentle soul. Dish as ordered. Simple and clean, right on spec. She likes it soft.
And then there's this a**hole.
Full-body Griffin pearlescent paint effect, golden trim (you can see the gold best by the Lyran fist on the left leg), The Gathering Storm + Lyran Commonwealth decals applied direct to chassis with geometry effects.
Don't mess with him.
Lemme know what features you like, Bishop so I can make you a final render.
I think I'm calling it a day after this mess (and this is just the knee with the Steiner logo):
#46
Posted 08 November 2014 - 05:09 PM
Edweird, on 08 November 2014 - 05:06 PM, said:
First, the gentle soul. Dish as ordered. Simple and clean, right on spec. She likes it soft.
And then there's this a**hole.
Full-body Griffin pearlescent paint effect, golden trim (you can see the gold best by the Lyran fist on the left leg), The Gathering Storm + Lyran Commonwealth decals applied direct to chassis with geometry effects.
Don't mess with him.
Lemme know what features you like, Bishop so I can make you a final render.
I think I'm calling it a day after this mess (and this is just the knee with the Steiner logo):
could i request 2 changes? Any way to slap the torso laser hard points up high, like a Cataphract? And the Larges over/under like your PPCs were?
Like the upper paint scheme, lower paint effect. It's called the "Golden Crusader", so it's kinda supposed to be "holy" looking.
#47
Posted 08 November 2014 - 05:21 PM
Bishop Steiner, on 08 November 2014 - 05:09 PM, said:
Like the upper paint scheme, lower paint effect. It's called the "Golden Crusader", so it's kinda supposed to be "holy" looking.
Lasers on arm horizontally or vertically above one another?
I'm not sure I understand about the paint? So just first version but with the gold effect and the decals, nothing else? No pearlescent effect?
And the cataphract lasers, where exactly do you want them? I cant put them int he shoulders, they move lol
Edited by Edweird, 08 November 2014 - 05:22 PM.
#48
Posted 08 November 2014 - 05:29 PM
Edweird, on 08 November 2014 - 05:21 PM, said:
Lasers on arm horizontally or vertically above one another?
I'm not sure I understand about the paint? So just first version but with the gold effect and the decals, nothing else? No pearlescent effect?
And the cataphract lasers, where exactly do you want them? I cant put them int he shoulders, they move lol
OK, wasn't sure about the lasers. Didn't know it was fixed locale.
The L.Lasers, side by side feels, bulky. The way you stacked the PPCs one on top the other looked awesome, would love to see the LLasers that way. Yes to the pearlescent if possible, just no to the phranken stuff.
#49
Posted 08 November 2014 - 05:32 PM
Bishop Steiner, on 08 November 2014 - 05:29 PM, said:
The L.Lasers, side by side feels, bulky. The way you stacked the PPCs one on top the other looked awesome, would love to see the LLasers that way. Yes to the pearlescent if possible, just no to the phranken stuff.
No, no, I can move the torso lasers - just tell me where to exactly because I can't put them in the shoulder pads - they move, they're not part of the torso. And what about the checkerboard patter on the left torso, lose that too? What about the decals? Be as specific as possible so I can get it done tomorrow.
(btw you should really empty your inbox lol)
Edited by Edweird, 08 November 2014 - 05:41 PM.
#50
Posted 08 November 2014 - 06:33 PM
Edweird, on 08 November 2014 - 05:32 PM, said:
No, no, I can move the torso lasers - just tell me where to exactly because I can't put them in the shoulder pads - they move, they're not part of the torso. And what about the checkerboard patter on the left torso, lose that too? What about the decals? Be as specific as possible so I can get it done tomorrow.
(btw you should really empty your inbox lol)
Well, Lasers are fine in the torso.
Decals are fine.
Not huge on the checkerboard.
Like the gold effect and pearlescent.
#51
Posted 09 November 2014 - 06:10 AM
Bishop Steiner, on 08 November 2014 - 06:33 PM, said:
Decals are fine.
Not huge on the checkerboard.
Like the gold effect and pearlescent.
I think I'm getting closer. I completely forgot about the PC Gamer camo. I think it looks nice on the belly.
Lemme know if the shoulders and side torsos are getting too crowded. (Also since I noticed you're looking to make some golden stuff in GIMP, the gold in this is "Old Gold" #CFB53B)
EDIT: Ok, I folded, I think the torso lines were a bit much. I think this is a bit truer to the original.
Edited by Edweird, 09 November 2014 - 07:21 AM.
#52
Posted 09 November 2014 - 08:01 AM
Edweird, on 09 November 2014 - 06:10 AM, said:
I think I'm getting closer. I completely forgot about the PC Gamer camo. I think it looks nice on the belly.
Lemme know if the shoulders and side torsos are getting too crowded. (Also since I noticed you're looking to make some golden stuff in GIMP, the gold in this is "Old Gold" #CFB53B)
EDIT: Ok, I folded, I think the torso lines were a bit much. I think this is a bit truer to the original.
wow, yeah, number 2 is one sexy beast. Only 2 thing not sure about now (feel like a woman directign a furniture move, sorry!) is the medium lasers. Can't decide if I prefer the original placement over the new. That, and the PC gamer CT removes the Crusaders Cross from the canopy. That is the one thing that I really want to stay.
*Shrugs*
Either way, tis a beauty!
#53
Posted 09 November 2014 - 11:44 AM
Bishop Steiner, on 09 November 2014 - 08:01 AM, said:
*Shrugs*
Either way, tis a beauty!
For great justice!
Do we have a winner?
#58
Posted 13 November 2014 - 12:37 PM
Custom 4th Skye Rangers T-Bolt for [SRoT] The Zipper (with the appropriate insignia...) in a sort of jumping pose.
Will post a closer-to-real 4th Skye Rangers "Albion" painted version of this later.
Noticed something with this piece.
First, normal maps on these mechs are not nearly detailed enough so much so that I have to use the specular maps to get any sort of displacement out of textures. And the specular maps are uneven for some reason. Which is fine for the game - or I'm doing something wrong but w/e.
#59
Posted 13 November 2014 - 02:01 PM
Edweird, on 13 November 2014 - 12:37 PM, said:
Are you using the .dds files natively in Blender? And do you put in a multiplier node between the image texture when it's plugged into the normal input?
#60
Posted 13 November 2014 - 02:15 PM
Heffay, on 13 November 2014 - 02:01 PM, said:
Are you using the .dds files natively in Blender? And do you put in a multiplier node between the image texture when it's plugged into the normal input?
Yes on the .dds. Using a multiplier node between the color output of any part of the string of nodes and the displacement input does nothing. The closest thing that works is using a Vector Bump node to create a bump map out of either the color output of the decal image texture or the specular image texture's color output and into one of the Diffuse shader nodes.
Like so:
Edited by Edweird, 13 November 2014 - 02:19 PM.
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