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

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#101 Nakamura Takeshi

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Posted 29 January 2013 - 10:57 AM

Thanks for all the research and work guys it's appreciated. It's saved me a lot of work on my own.

#102 Heffay

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Posted 29 January 2013 - 12:12 PM

View PostFros7bite, on 29 January 2013 - 10:47 AM, said:

I'll post the rigged models after I'm done with em.


I'm working on rigging the Catapult right now. One thing that is going to help a TON is setting up vertex groups. It takes about an hour per mech, but it'll pay off in the long run.

Pose libraries, walk cycles, decals... so much to do.

#103 Allfex

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Posted 29 January 2013 - 12:54 PM

View PostHeffay, on 29 January 2013 - 12:12 PM, said:


I'm working on rigging the Catapult right now. One thing that is going to help a TON is setting up vertex groups. It takes about an hour per mech, but it'll pay off in the long run.

Pose libraries, walk cycles, decals... so much to do.


Yeah, a ton of work but so much fun :)

One thing i cant get to work are morph-targets with blender. If someone knows a solution...i'm very interessted in this!

#104 Heffay

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Posted 29 January 2013 - 02:01 PM

Morph-targets? Can you explain?

We need to set up a dropbox where we can share our .blend files too. Create a minimum set of features for them, and once it's complete, upload for use by others.

#105 Allfex

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Posted 29 January 2013 - 02:26 PM

View PostHeffay, on 29 January 2013 - 02:01 PM, said:

Morph-targets? Can you explain?

We need to set up a dropbox where we can share our .blend files too. Create a minimum set of features for them, and once it's complete, upload for use by others.


Hm...in Blender it's called "shape-keys". But i can't set these up in blender for export to a engine like udk.

http://en.wikipedia....arget_animation

#106 Allfex

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Posted 30 January 2013 - 07:55 AM

Hey,

today i had some fun with texture-painting. After some clicking i found this Davion-Catapult :blink: .
Posted Image

This is what i have atm...hope you like it so far :huh:

Wip 01:
Posted Image

Edited by Allfex, 30 January 2013 - 07:55 AM.


#107 Sean Lang

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Posted 30 January 2013 - 08:27 AM

Allfex, do you have the diffuse texture maps for all the added details?

#108 Heffay

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Posted 30 January 2013 - 08:30 AM

Yup, it would be easier to use the existing map and recolor that. Then add the decals with Blender. I was actually thinking of a very similar mech numbering convention!

#109 Allfex

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Posted 30 January 2013 - 08:58 AM

View PostSean Lang, on 30 January 2013 - 08:27 AM, said:

Allfex, do you have the diffuse texture maps for all the added details?


I use this color-layout in blender for afterediting and blending in gimp. When you do this without pre-color-layout you become not happy since PGi's UV-Map is kinda confusing to me. I blend all the detail later together.

If you recolor existing map you need a hugh amount of time to control every step in 3d-app.

Second thing is i make this dif map in 2k resolution.

#110 Sean Lang

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Posted 30 January 2013 - 09:25 AM

The UV-Maps are just very tightly packed. This is a great way to use the entire texture sheet, it just takes some time and skill to pack UV's that tightly.

#111 Heffay

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Posted 30 January 2013 - 09:43 AM

View PostAllfex, on 30 January 2013 - 08:58 AM, said:

I use this color-layout in blender for afterediting and blending in gimp. When you do this without pre-color-layout you become not happy since PGi's UV-Map is kinda confusing to me. I blend all the detail later together.


You know what you should do? Record this and upload to youtube so we can see how you did it. :-)

#112 Allfex

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Posted 30 January 2013 - 09:55 AM

View PostHeffay, on 30 January 2013 - 09:43 AM, said:


You know what you should do? Record this and upload to youtube so we can see how you did it. :-)


Hm...i'm note sure if i unterstand this correct, my english is very rusty. I think you kidding me :D.

Sorry, i dont wont to say PGI's UV's are bad, no i mean when you deal with UV's from other people you must first understand how he sort the UV. For me is easyer to do the rough-colorlayout in blender because blender is great in 3d-painting and i know excactly where the faces are.

#113 Heffay

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Posted 30 January 2013 - 11:24 AM

View PostAllfex, on 30 January 2013 - 09:55 AM, said:


Hm...i'm note sure if i unterstand this correct, my english is very rusty. I think you kidding me :D.


Actually, I'm serious. If you can record your workflow on this so we can see how you merge your custom map with the game ones, I for one would find that extremely handy!

#114 parman01

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Posted 30 January 2013 - 11:39 AM

Fros7bite: Where did you get that old red texture for Atlas from closed beta? Is it still stored somewhere in the files?

#115 Adridos

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Posted 30 January 2013 - 01:14 PM

View Postparman01, on 30 January 2013 - 11:39 AM, said:

Fros7bite: Where did you get that old red texture for Atlas from closed beta? Is it still stored somewhere in the files?

Some people saved it, AFAIK it's been deleted from the new gamefiles, but if you maybe have an old instalation, then maybe they were left there. Anyway, that's just my assumption.

#116 Allfex

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Posted 30 January 2013 - 01:38 PM

Little update :)

The most work on the color-layout is done... "gimping" tomorrow.

Hope you like it.

Posted Image

#117 Allfex

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Posted 31 January 2013 - 06:33 AM

And here is the first screen ingame... maybe it should take a shower... its a little bit dirty :( on my way to the funny things...DECALS!

Cheers

Posted Image

#118 Heffay

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Posted 31 January 2013 - 06:58 AM

How did you merge the solid colors from your map to make it look all grungy like that?

#119 Adridos

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Posted 31 January 2013 - 07:04 AM

View PostHeffay, on 31 January 2013 - 06:58 AM, said:

How did you merge the solid colors from your map to make it look all grungy like that?

He loaded it up in the engine, which means it also had bump map and others applied.

At least that's my "theory".

Edited by Adridos, 31 January 2013 - 07:05 AM.


#120 Heffay

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Posted 31 January 2013 - 07:17 AM

View PostAdridos, on 31 January 2013 - 07:04 AM, said:

He loaded it up in the engine, which means it also had bump map and others applied.

At least that's my "theory".


One of the things I've been having difficulty with in Blender Cycles is figuring out how to use the node editor to apply all 3 images (normal, specular and diffuse) to the mech. The diffuse seems easy enough (image texture -> Diffuse mixer -> output), and I see spots for the normal map, but... I'm just not sure I'm doing it right.

Anyone out there know the cycles node editor and how exactly they are supposed to be set up?





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