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

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#1281 mad kat

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Posted 24 January 2015 - 12:09 AM

I couldn't get the textures and manipulation to work with the .obj format so i tried the .3ds format and bingo. My armature Didn't work too well so i posed it manually each limb at A time by removing the doubles. Hitting 'p' and splitting by loose components then by using 'b' to group select components and joining them into each limb and torso. The dds skins also work with that format.
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#1282 Sparks Murphey

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Posted 24 January 2015 - 03:37 AM

View PostGraySho, on 23 January 2015 - 03:09 PM, said:

This is great news. Do you remember anything? I'm not so much into the in's an out's of CryEngine, more of an environment artist, but any hint would be great.

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 Andreas80

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Posted 24 January 2015 - 04:35 AM

View PostSparks Murphey, on 24 January 2015 - 03:37 AM, 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.


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!

#1284 mad kat

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Posted 25 January 2015 - 02:44 PM

Getting there.
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Scene only from nacho3 on deviantart

Edited by mad kat, 25 January 2015 - 11:13 PM.


#1285 Cimarb

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Posted 25 January 2015 - 03:03 PM

View Postmad kat, on 25 January 2015 - 02:44 PM, said:

Getting there.
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Background from nacho3 on deviantart

Very nice color matching. Looks very integrated into the background, which is not easy.

#1286 mad kat

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Posted 25 January 2015 - 11:20 PM

View PostCimarb, on 25 January 2015 - 03:03 PM, said:

Very nice color matching. Looks very integrated into the background, which is not easy.


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 Cimarb

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Posted 26 January 2015 - 07:57 AM

View Postmad kat, on 25 January 2015 - 11:20 PM, said:

the awesome needs to be bigger. It is a barn after all.

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...

#1288 mad kat

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Posted 27 January 2015 - 07:19 AM

I was bored so here's another one.

Posted Image


Right i really need to get onto the stalker scene for my unit.

Edited by mad kat, 27 January 2015 - 07:44 AM.


#1289 Cimarb

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Posted 27 January 2015 - 08:29 AM

View Postmad kat, on 27 January 2015 - 07:19 AM, said:

I was bored so here's another one.

Posted Image


Right i really need to get onto the stalker scene for my unit.

Amazing lighting, again. The blur effect on the moving legs is a great touch, as well...

Too bad the Centurion looks a little too much like a stop light in that street, lol

#1290 Ra-ul

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Posted 27 January 2015 - 08:29 AM

Really well done, the lighting fits very well. Just two little things I noticed:
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 Cimarb

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Posted 27 January 2015 - 09:18 AM

View PostGraySho, on 27 January 2015 - 08:29 AM, said:

Scale: In this pic it really looks to small, like twice the height of a car.

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 mad kat

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Posted 27 January 2015 - 12:57 PM

Also depending on monitor the aspect ratio seems squiffy the mech seems too tall in relation to its girth think the perspective may need adjusting. :wacko:

Glad folks spotted the blurred legs :D.

Edited by mad kat, 27 January 2015 - 01:00 PM.


#1293 Cimarb

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Posted 27 January 2015 - 01:08 PM

I would have to say, in general, the issue with scaling in your images is the same as that of a lot of PGI's promo photos: shot from ground level, looking up, with no people in the image for frame of reference. It creates a difficult to register scale issue in the viewers head.

Maybe next one have people in it, cowering in terror or running away?

#1294 Mcgral18

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Posted 27 January 2015 - 01:20 PM

I'm having trouble getting the Vindicator into Blender...anyone else having that issue?

Or did I just export them improperly.

#1295 Heffay

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Posted 27 January 2015 - 01:22 PM

View Postmad kat, on 27 January 2015 - 12:57 PM, said:

Also depending on monitor the aspect ratio seems squiffy the mech seems too tall in relation to its girth think the perspective may need adjusting. :wacko:

Glad folks spotted the blurred legs :D.


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.

View PostMcgral18, on 27 January 2015 - 01:20 PM, said:

I'm having trouble getting the Vindicator into Blender...anyone else having that issue?

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 mad kat

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Posted 27 January 2015 - 02:24 PM

View PostHeffay, 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.


#1297 Mcgral18

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Posted 27 January 2015 - 02:33 PM

View PostHeffay, on 27 January 2015 - 01:22 PM, said:

I think I managed to get it imported with the latest version of the script. What problems are you having?


It seems to be giving me missing files; rather FileNotFound errors.

For the LT AMS and the 3rd missile hardpoint.

#1298 Iqfish

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Posted 28 January 2015 - 11:39 AM

Very nice Artwork! But Giant War Machines weighing multiple tons shouldn't jump while walking fast. Just feels wrong for me.

But great color matching and lighting!

#1299 mad kat

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Posted 28 January 2015 - 12:49 PM

Slight variation on the Awesome pic with added Cicada and some subjective use of weapon effects.

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#1300 Cimarb

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Posted 28 January 2015 - 01:50 PM

View PostIqfish, on 28 January 2015 - 11:39 AM, said:

Very nice Artwork! But Giant War Machines weighing multiple tons shouldn't jump while walking fast. Just feels wrong for me.

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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