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

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#301 mwlue

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Posted 12 April 2013 - 08:54 AM

\o/

Posted Image

#302 Sentinel373

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Posted 14 April 2013 - 04:02 PM

View Postmwlue, on 12 April 2013 - 08:54 AM, said:

\o/

Posted Image


are those custom textures or the default founders ones?

#303 Adridos

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Posted 14 April 2013 - 09:07 PM

View PostSentinel373, on 14 April 2013 - 04:02 PM, said:


are those custom textures or the default founders ones?

I think it's the founders one.

#304 mwlue

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Posted 15 April 2013 - 06:04 AM

View PostSentinel373, on 14 April 2013 - 04:02 PM, said:


are those custom textures or the default founders ones?

View PostAdridos, on 14 April 2013 - 09:07 PM, said:

I think it's the founders one.


Yea, i just extracted it from Objects.pak\Objects\mechs\skins as pointed out by Tekadept.

#305 Damocles

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Posted 15 April 2013 - 10:01 AM

this just strengthens my hate of all the blur and haze in-game.

#306 Tekadept

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Posted 15 April 2013 - 03:34 PM

Can anybody who has done animations able to provide some constraints they have used for the leg and hip joints etc to make it look more "realistic" lol. I'm playing around with a few settings but would like some feedback on what people are using.

#307 Heffay

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Posted 15 April 2013 - 05:57 PM

Tekadept, if you don't mind I'd like to link your node layout in the OP.

#308 Tekadept

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Posted 15 April 2013 - 06:53 PM

View PostHeffay, on 15 April 2013 - 05:57 PM, said:

Tekadept, if you don't mind I'd like to link your node layout in the OP.

Yep no probs :D

#309 Heffay

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Posted 25 April 2013 - 07:26 AM

Ok, an interesting thing I found with Noesis: It can use material files (.mtl) to figure out which maps belong to the object files. There is an import command (-objmtl), which will read the appropriate .mtl file and assign the maps to the mesh. However, the .mtl files tend to end in .dds, where I like to convert them to .png files. I also don't see a way to specify where Noesis searches for the files, although the relative path is in the .mtl files.

What I've been doing is extracting the files, then using powershell to rename and remove the files as needed.

To rename the .cga files to .cgf (so Noesis can batch file convert them):

get-childitem -recurse -filter "*.cga" | rename-item -newname { $_.name -replace '\.cga','.cgf' }

And I get rid of the .lod files with:

get-childitem -recurse -filter "*lod*" | remove-item

Then after using the batch tool with Noesis (with -flipUV option for the .obj files, and converting .dds to .png), I can remove the old .cgf and .dds files to clean up the files.

The nice thing about the batch tool is I can easily convert all the files in one swoop (within reason; there seems to be a limit to how many it can do at once). But now I want to use the .mtl file so I'm not running around like a chump trying to find the multiple image filse for each of the objects.

My guess is that I'm going to have to modify the .mtl files and change the lines to use the .png file instead of the .dds, and possibly change some paths as well. Has anyone done this already with any success?

Some of my attempts to figure out the image files that go to certain buildings are ... humorous. ;-)

#310 Rubidiy

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Posted 25 April 2013 - 10:08 AM

Remade model of Stalker ready for 3D-printing. Played with a lighting a bit. :)
Spoiler

Edited by Rubidiy, 25 April 2013 - 10:08 AM.


#311 Sentinel373

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Posted 25 April 2013 - 05:14 PM

Perhaps there is a problem eith the crysis models plugin with the new version?

#312 BIix

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Posted 26 April 2013 - 06:56 PM

Hi,

I'm pretty amateur and have never used Blender before attempting this. So, there's much work to be done. But thought I'd share it anyways. Forgive the grid, couldn't get the render support to work it was far too zoomed in.

Front:
Posted Image

Back:
Posted Image


Let me know what you think.

#313 Nakamura Takeshi

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Posted 29 April 2013 - 08:08 AM

View PostDas, on 25 April 2013 - 02:44 PM, said:

Noesis was just updated on 4/20 and the new version can't read the .cgf file. I am just trying this for the first time today and don't have the older software version to compare.

Anyone else try it out yet?

http://oasis.xentax....ntent=downloads



I have version 4.0785 and this works fine for me, I think you may want to double check and make sure you put the crysis plugin in the right place. I always make sure to archive the older versions (even MWO mech files) just in case of situations like these.

View PostBIix, on 26 April 2013 - 06:56 PM, said:

Hi,

I'm pretty amateur and have never used Blender before attempting this. So, there's much work to be done. But thought I'd share it anyways. Forgive the grid, couldn't get the render support to work it was far too zoomed in.

Front:
Posted Image

Back:
Posted Image


Let me know what you think.


Sexy, I like it and I think that they should allow player art and submissions for new 'mech designs within the game. Hey why not and they get some game MC and/or c-bills/in-game items as well.

#314 baabaa214

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Posted 29 April 2013 - 08:31 AM

View PostBIix, on 26 April 2013 - 06:56 PM, said:

Hi,

I'm pretty amateur and have never used Blender before attempting this. So, there's much work to be done. But thought I'd share it anyways. Forgive the grid, couldn't get the render support to work it was far too zoomed in.

Front:
Posted Image

Back:
Posted Image


Let me know what you think.


very kewl....

#315 Nakamura Takeshi

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Posted 30 April 2013 - 01:52 PM

That is a damn good (Madcat) kitbash for someone who says they are "pretty amateur". I would love to pilot one of those.

Edited by Nakamura Takeshi, 30 April 2013 - 01:52 PM.


#316 Tekadept

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Posted 01 May 2013 - 07:06 PM

I have been playing around with doing decals to go over the top of the final Texture and they turned out allright for a first attempt.
Once I refine it a bit more I'll post how to do them to add to my node layout if people are interested.
Posted Image

Edited by Tekadept, 07 May 2013 - 07:23 PM.


#317 eraser

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Posted 03 May 2013 - 04:11 PM

These look great and amazing, Looking forward for someone to make fully rigged models available to us for posing or for those with the means to 3D print them.

#318 Heffay

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Posted 05 May 2013 - 09:26 AM

View Posteraser, on 03 May 2013 - 04:11 PM, said:

These look great and amazing, Looking forward for someone to make fully rigged models available to us for posing or for those with the means to 3D print them.


I have the Atlas, Catapult and Dragon all rigged out. I really should set up a dropbox to make these available. But my current priority is another UAC-20 test lab video and scripting a solution to the .mtl files.

I need a clone. And a couple of interns.

#319 Tekadept

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Posted 05 May 2013 - 05:45 PM

Here's a latest render
Posted Image

To get the ball rolling here is my rigged Centurion. Have not animated, just rigged each component, put in some movement restrictions etc. Going to work on Awesome next, Once I have a few more mechs rigged I will then working on IK and animating them.
https://www.dropbox....rion_Rigged.zip

Edited by Tekadept, 07 May 2013 - 07:36 PM.


#320 Tekadept

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Posted 06 May 2013 - 09:46 PM

Ok I streamlined my process down to under an hour for completing a mech so Going to plod along ever day or so when i can spare an hour and go through them before I continue with anything else that's fancy. If anybody happens to do animations or IK for the blender files I put up,please share them.

Here is the Awesome
Posted Image
https://www.dropbox....me%20Rigged.zip

Edited by Tekadept, 07 May 2013 - 08:20 AM.






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