#101
Posted 29 January 2013 - 10:57 AM
#102
Posted 29 January 2013 - 12:12 PM
Fros7bite, on 29 January 2013 - 10:47 AM, 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.
#103
Posted 29 January 2013 - 12:54 PM
Heffay, 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
Posted 29 January 2013 - 02:01 PM
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
Posted 29 January 2013 - 02:26 PM
Heffay, on 29 January 2013 - 02:01 PM, said:
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
Posted 30 January 2013 - 07:55 AM
today i had some fun with texture-painting. After some clicking i found this Davion-Catapult .
This is what i have atm...hope you like it so far
Wip 01:
Edited by Allfex, 30 January 2013 - 07:55 AM.
#107
Posted 30 January 2013 - 08:27 AM
#108
Posted 30 January 2013 - 08:30 AM
#109
Posted 30 January 2013 - 08:58 AM
Sean Lang, on 30 January 2013 - 08:27 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.
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
Posted 30 January 2013 - 09:25 AM
#111
Posted 30 January 2013 - 09:43 AM
Allfex, on 30 January 2013 - 08:58 AM, said:
You know what you should do? Record this and upload to youtube so we can see how you did it. :-)
#112
Posted 30 January 2013 - 09:55 AM
Heffay, 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 .
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
Posted 30 January 2013 - 11:24 AM
Allfex, 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 .
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
Posted 30 January 2013 - 11:39 AM
#115
Posted 30 January 2013 - 01:14 PM
parman01, on 30 January 2013 - 11:39 AM, said:
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
Posted 30 January 2013 - 01:38 PM
The most work on the color-layout is done... "gimping" tomorrow.
Hope you like it.
#117
Posted 31 January 2013 - 06:33 AM
Cheers
#118
Posted 31 January 2013 - 06:58 AM
#119
Posted 31 January 2013 - 07:04 AM
Heffay, on 31 January 2013 - 06:58 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".
Edited by Adridos, 31 January 2013 - 07:05 AM.
#120
Posted 31 January 2013 - 07:17 AM
Adridos, on 31 January 2013 - 07:04 AM, said:
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?
12 user(s) are reading this topic
0 members, 12 guests, 0 anonymous users