#1281
Posted 24 January 2015 - 12:09 AM
#1282
Posted 24 January 2015 - 03:37 AM
GraySho, on 23 January 2015 - 03:09 PM, said:
When you make a new CryEngine project, it builds a folder structure for all the .pak files you'll be using (somewhere, anyway). If you drag one of MWO's .pak files into that directory, CryEngine assumes it put them there and opens them as prefabs. It's not quite as simple as drag and drop, since PGI have written their own custom shaders and scripts and so forth, but it's a decent starting point.
#1283
Posted 24 January 2015 - 04:35 AM
Sparks Murphey, on 24 January 2015 - 03:37 AM, said:
Getting some of the mwo assets into the cryengine is pretty easy. But i would appreciate if any one could lead me the way to import a rigged mech into the cryengine!
#1286
Posted 25 January 2015 - 11:20 PM
Cimarb, on 25 January 2015 - 03:03 PM, said:
Thanks, getting the model posed and rendered is only half the story getting it through gimp with a few layers makes it although I'm not that happy with the scale, the awesome needs to be bigger. It is a barn after all.
Edited by mad kat, 25 January 2015 - 11:33 PM.
#1287
Posted 26 January 2015 - 07:57 AM
mad kat, on 25 January 2015 - 11:20 PM, said:
I was thinking the same thing, actually, though it might not be too bad. Here is why:
The tallest mech was the Atlas, at 18 meters high.
Using the calculator at http://www.ctbuh.org...GB/Default.aspx, that is about as tall as a 3-story mixed-use building, which looks like what is in that background.
Since the Awesome is slightly shorter than the Atlas, I think that may be a pretty good scaling...
#1289
#1290
Posted 27 January 2015 - 08:29 AM
Scale: In this pic it really looks to small, like twice the height of a car.
AC: I would smooth the faces of the AC barrel.
Other than that, top notch. The motion blur gives it a nice touch.
#1291
Posted 27 January 2015 - 09:18 AM
GraySho, on 27 January 2015 - 08:29 AM, said:
I disagree. If you look at the shadow, the Cent is a little past the two-story building, which is 14-16m tall, according to ctbuh.org. Accounting for foreshortening, that would make the Centurion about the same height as that building, which is actually taller than it should be, since battle mechs "stand eight to fourteen meters tall" (Total Warfare, p20).
#1292
Posted 27 January 2015 - 12:57 PM
Glad folks spotted the blurred legs .
Edited by mad kat, 27 January 2015 - 01:00 PM.
#1293
Posted 27 January 2015 - 01:08 PM
Maybe next one have people in it, cowering in terror or running away?
#1294
Posted 27 January 2015 - 01:20 PM
Or did I just export them improperly.
#1295
Posted 27 January 2015 - 01:22 PM
mad kat, on 27 January 2015 - 12:57 PM, said:
Glad folks spotted the blurred legs .
And the left arm. Is it a blur applied based on distance from the center, or user selected areas? I know there are motion blur tools in Blender and I think GIMP, but never tried them out.
Mcgral18, on 27 January 2015 - 01:20 PM, said:
Or did I just export them improperly.
I think I managed to get it imported with the latest version of the script. What problems are you having?
Edited by Heffay, 27 January 2015 - 01:22 PM.
#1296
Posted 27 January 2015 - 02:24 PM
Heffay, on 27 January 2015 - 01:22 PM, said:
And the left arm. Is it a blur applied based on distance from the center, or user selected areas? I know there are motion blur tools in Blender and I think GIMP, but never tried them out.
Blurs were all done in Gimp by roughly selecting around the limbs then copying and pasting them back over themselves. Then blurring them with motion blur then using the erase tool with fuzzy edge to erase the blur at the top of the legs and using an opacity layer to ensure some sharp detail from base image legs shows through. Same for the arm so local Blurring.
Edited by mad kat, 27 January 2015 - 02:25 PM.
#1298
Posted 28 January 2015 - 11:39 AM
But great color matching and lighting!
#1300
Posted 28 January 2015 - 01:50 PM
Iqfish, on 28 January 2015 - 11:39 AM, said:
But great color matching and lighting!
Depends on the mech and the speed, imo. A tank can easily leave the ground while driving at top speed, though it is not designed to handle that type of shock. Fortunately, a Battletech IS designed to handle that! It is the whole reason for legs instead of tracks, actually.
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