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

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#121 Allfex

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Posted 31 January 2013 - 07:54 AM

Hm...i dont use the noteeditor within blender for normal Materials.

In therms of the cata: It comes with 3 Vertexgroups (windows, body ans so on)...assign 3 materials. One for each group. Put in each material your textures...diff, specc, normal. coordinates on all set to uv. Check under Influence in textures for dif: color, for spec: specular and for the normalmap: normal.

This is a fast "Render in Blender"
Posted Image

Edit: The yellowish color in the ingamepic comes from ingame-lightning set to midday.

Edited by Allfex, 31 January 2013 - 07:57 AM.


#122 Allfex

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Posted 31 January 2013 - 02:17 PM

So...

still a little bit more to do but its already finished. Have to fix some little texture errors and want to do some more detail.

1k Dif, 1k Spec and 2k normal.

I like this result so far, hope you like it too?

Posted Image

#123 Sean Lang

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Posted 01 February 2013 - 05:51 AM

Very nice Allfex!

#124 Heffay

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Posted 01 February 2013 - 06:00 AM

Got the Dragon all rigged up with a basic walk cycle.

If you look closely, you'll see how the cockpit isn't firmly attached to the mech. ;-) I applied some constraints so that it can open & close, but apparently it took those constraints *very* literally. ;-)



#125 Argoboat

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Posted 01 February 2013 - 06:06 AM

This is pretty great, thanks for this

#126 Allfex

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Posted 01 February 2013 - 06:14 AM

Yeah...

nice job on the walkcycle Heffay...like the none human but very robotish movement!

What do you plan with this?

Edit: Btw Heffay...

would like to show you how i have layer'd the "dirt-look" on top of the diffuse but my gimp is in german...try to start it in eng so i can tell you correctly how i have done it.

Edit 2: @ Heffay, would try to do a "death's hand brigade" texture for your dragon if you want it. Want to try my technic on these camo :)

Edited by Allfex, 01 February 2013 - 06:50 AM.


#127 Argoboat

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Posted 01 February 2013 - 11:00 AM

Ok, I'm a little lost because the OP wasn't specific enough on what I do with 7-Zip and because I'm inept at this kind of stuff. Can I get a dumbed down version? Am I the only one having this problem :T

#128 Heffay

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Posted 01 February 2013 - 11:12 AM

View PostAllfex, on 01 February 2013 - 06:14 AM, said:

Edit 2: @ Heffay, would try to do a "death's hand brigade" texture for your dragon if you want it. Want to try my technic on these camo :wub:


That would be great! Painting is my weak spot.

#129 Adridos

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Posted 01 February 2013 - 12:34 PM

View PostDustMonkey, on 01 February 2013 - 11:00 AM, said:

Ok, I'm a little lost because the OP wasn't specific enough on what I do with 7-Zip and because I'm inept at this kind of stuff. Can I get a dumbed down version? Am I the only one having this problem :T


You go into the game directory, open up "GAME" file, then locate "Objects".PAK and open that too. It should open up in 7-Zip/WinRar and you'll get a new "Objects" directory. Open that one and extract whichever piece you want (most likely "mechs" folder), right click it and extract.


And Heffay, if you're oing to further enhance that walk animation, I'd suggest doing something with the gun arm, as it's movement animation appears to always run into some barrier that keeps the gun in the same place while the rest of the mech is moving and dragging it along, ultimately warping it foward once the new cycle starts.

Edited by Adridos, 01 February 2013 - 12:37 PM.


#130 Allfex

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Posted 02 February 2013 - 04:43 AM

View PostHeffay, on 01 February 2013 - 11:12 AM, said:


That would be great! Painting is my weak spot.


Ok...will try it. For this time i use 2k instead of 1k textures ;)

Btw, i see your dragon has no windows. You can find these in the body-folder. Simple change the format of "dragon_torso_cockpit.cga" to ".cgf" and you should get it. I use only the windows not the frame from these file.

#131 Allfex

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Posted 02 February 2013 - 09:47 AM

@Heffay

Are these red detail's ok? Still can change anything!

Edit: For those off you who asking: This is still a rough color-layout...the fun part begin's within gimp :)

Posted Image

Edited by Allfex, 02 February 2013 - 11:28 AM.


#132 Allfex

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Posted 02 February 2013 - 04:19 PM

@Haffey

second step :(

adding decals and camo tomorow...maybe some color-corrections too :P

Some wishes for decal's, number's and so on?

cheersPosted Image

#133 Heffay

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Posted 02 February 2013 - 05:44 PM

Your work is top notch! I can't thank you enough for this!

#134 Allfex

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Posted 03 February 2013 - 04:48 AM

View PostHeffay, on 02 February 2013 - 05:44 PM, said:

Your work is top notch! I can't thank you enough for this!


Thanks but this is quite easy... the biggest part is time not skill :). You can do these things also.

Btw dont liked the way the cockpit looked...have changed it :lol:

Hope you like this!

Posted Image

#135 Sparks Murphey

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Posted 04 February 2013 - 03:33 PM

Okay, so I'm still just a recruit in the DHB, but I've got my ride all painted up...
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Thanks to all those before me for their tips, and PGI for their wonderful art!

#136 Allfex

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Posted 05 February 2013 - 01:34 AM

Looks nice!

Hope you do some more!?

#137 Bishop Steiner

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Posted 06 February 2013 - 09:29 PM

anyone who has rendered teh Cat up for a challenge? Wanna produce a proper Gauss-A-Pult? I have crudely gimped one together from the mech lab... I would like a little more meat connecting the back of the barrels to the shoulder joint, but otherwise am almost there.....
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#138 Allfex

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Posted 07 February 2013 - 01:57 AM

View PostBishop Steiner, on 06 February 2013 - 09:29 PM, said:

anyone who has rendered teh Cat up for a challenge? Wanna produce a proper Gauss-A-Pult? I have crudely gimped one together from the mech lab... I would like a little more meat connecting the back of the barrels to the shoulder joint, but otherwise am almost there.....
Posted Image


Hm...sounds interessting to me :P ... i have allready think about a second catapult. My first one has low texture-sizes and i find it...hm...not so good. First in wanted to do a a k2 but your idea sound challenging :).

Must it come with the same colorlayout?

Edited by Allfex, 07 February 2013 - 02:00 AM.


#139 Sparks Murphey

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Posted 07 February 2013 - 03:08 AM

I could probably put the K2 for you. I've been working on throwing together my own customised Centurion with a UAC (coming soon [TM]), and I reckon I could put together a Gaussapult. I'll have a look at it tomorrow (it's 10pm here as I'm posting). Would the apparently unused triangular gauss barrel from the AS7-K work for you?
Posted Image

#140 Bishop Steiner

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Posted 07 February 2013 - 05:42 AM

View PostAllfex, on 07 February 2013 - 01:57 AM, said:


Hm...sounds interessting to me :( ... i have allready think about a second catapult. My first one has low texture-sizes and i find it...hm...not so good. First in wanted to do a a k2 but your idea sound challenging :).

Must it come with the same colorlayout?

Not at all dude, I was just playing in the mechlab trying to come up with Lyran Guards skins. I would just love to see the basic model make it. I got a few mods I am hoping to implement on the thing this afternoon still, too.

The "arms" on that model, since it looks so weird without any, are just armored ammo hoppers. I plan to add something of a bulge behind the barrels for a breech mechanism and maybe upscale the barrels a little bit. But I think any larger will look odd.

Edited by Bishop Steiner, 07 February 2013 - 05:45 AM.






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