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

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#281 Sparks Murphey

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Posted 04 April 2013 - 11:42 PM

View Postmwlue, on 04 April 2013 - 11:26 PM, said:

Err...btw, lets take catapult for example, only the C4 variant have the "full" model. so let say i want a K2,

i have to assemble all the L/R legs, Center torso & K2 L/R arms myself??

and the full normal still apply to those L/R legs parts?? K2 arms i assume it was mapped to those "variant" textures of course.

To be certain, yes. You can take the _scale file and delete the bits you don't want, then add the K2 bits on top, but there's always the risk that you'll delete something you shouldn't have.

Also, be aware that the gauss and ac parts for the K2 deviate a little from the regular naming scheme, and are called "catapult_torso_right_mod_ac.cga" or variants there of. They're mapped onto the variant textures too.

#282 mwlue

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Posted 05 April 2013 - 12:40 AM

View PostSparks Murphey, on 04 April 2013 - 11:42 PM, said:

To be certain, yes. You can take the _scale file and delete the bits you don't want, then add the K2 bits on top, but there's always the risk that you'll delete something you shouldn't have.

Also, be aware that the gauss and ac parts for the K2 deviate a little from the regular naming scheme, and are called "catapult_torso_right_mod_ac.cga" or variants there of. They're mapped onto the variant textures too.


Thank you for clarification. o7

#283 Heffay

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Posted 05 April 2013 - 05:40 AM

View PostTekadept, on 04 April 2013 - 10:50 PM, said:


I Re read it again.. nope no answer there as an official "It's ok" unless I have gotten selective reading syndrome.


It's in the second sentence of my OP. ;-)

If you want clarification, you can open a ticket to support, which is how I got permission in the first place.

#284 Tekadept

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Posted 05 April 2013 - 08:26 AM

Yeh sorry I read that, but i was after something from a PGI employee not you trying to sell me dodgy tvs out of your truck saying its ok bro Not that I dont trust you :angry: I will Send them a message to clarify that before I do anything so then im covered. Love the guide the OP has.

#285 Oreic

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Posted 05 April 2013 - 09:45 PM

Anyone have a whole Highlander I can play with? I'm too tired to piece it all together. lol

#286 Peter von Danzig

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Posted 06 April 2013 - 12:51 AM

First time I suggest that a thread should be sticky!

#287 Tekadept

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Posted 06 April 2013 - 01:12 AM

Cool got my clarification direct from PGI so I'm happy now :) Just wondering if anybody has shared any blender files as yet? I'm happy to do my own, but figured I'd ask if anybody has shared the hardwork they have already put into tweaking the models etc before i start :rolleyes:

#288 Tennex

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Posted 06 April 2013 - 07:47 PM

View Postmwlue, on 04 April 2013 - 11:59 AM, said:

ok, finally got it working. \o/ and quick work of my raven template.

Posted Image


wow that looks like the concept and not big feeted like the ingame raven.

did you make any changes to the extracted model?

#289 Tennex

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Posted 06 April 2013 - 07:59 PM

View PostSparks Murphey, on 08 March 2013 - 02:38 AM, said:

Another Jenner, this one based off Ironhawk's Atlas Hunters scheme over at the Repainted Concept Art thread.
Posted Image


cool stuff i hope PGI's decal system comes out this good

#290 The Cheese

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Posted 07 April 2013 - 05:27 PM

I wish I could like this more than once.

#291 Tekadept

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Posted 08 April 2013 - 08:15 PM

I have been having a quick play with the centurion, I am noticing something wierd whether anybody can help, I have applied the Materials and when in 3d view and have it set to "Material" it shows fine like below
Posted Image
However When i set it to Rendered, or do a render you will see below the textures go black on certain areas, ie Missile tubes, Knees etc. At first i thought it was shadows somehow but that isnt it, has anybody got any ideas on this they can point me in the right direction?
Posted Image

#292 Sparks Murphey

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Posted 08 April 2013 - 08:37 PM

View PostTekadept, on 08 April 2013 - 08:15 PM, said:

I have been having a quick play with the centurion, I am noticing something wierd whether anybody can help, I have applied the Materials and when in 3d view and have it set to "Material" it shows fine like below
(snip)
However When i set it to Rendered, or do a render you will see below the textures go black on certain areas, ie Missile tubes, Knees etc. At first i thought it was shadows somehow but that isnt it, has anybody got any ideas on this they can point me in the right direction?
(snip)

Not quite sure what program you're using, but it seems very similar to a problem I described in 3DSMax earlier. It's to do with the alpha channel being interpreted as an opacity channel when it's meant to be something else (paint zones possibly). I described the fix for it in 3DS Max below (you'll have to find a similar button in your program, I'm afraid):

View PostSparks Murphey, on 28 February 2013 - 03:54 AM, said:

There's two things I can think of that might be the cause.

First off, when 3DSMax imports the Atlas_scale file, it comes in as several separate objects. You might think you've put the material on "the Atlas" but have actually only put it on a single mesh. Selecting all, then clicking the "Assign material to selection" button is the easiest way to deal with that.

The second likely cause is an oddity in the texture files themselves. Some of the textures, mainly the older ones, have alpha channels in them, which results in blank spots on the model. You'll need to open the settings for the texture and change the Alpha Source settings to "None" rather than 3DSMax's default of "Image Alpha" - the areas with full alpha otherwise appear in 3DSMax default grey.
Posted Image

Edit: After playing around with the settings, I'm pretty sure you're facing the second problem, as I've pretty much exactly duplicated it on my end. The Catapult does the same thing, which is how I stumbled across it. Not sure what PGI are using that alpha channel for, but it ain't transparency.


#293 Tekadept

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Posted 08 April 2013 - 08:51 PM

I'm using blender, I'll have a look and see what I can find.

Thanks for the tip, dunno what happened, but i converted the DDS to png again and it seemed to work now yay :)

Also if anybody is interested, the way I NOW use to extract DDS to png is via a free DDS viewer/converter
http://ddsviewer.com/

Saves having to use gimp.

Edited by Tekadept, 08 April 2013 - 10:04 PM.


#294 mwlue

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Posted 09 April 2013 - 02:00 AM

View PostTennex, on 06 April 2013 - 07:47 PM, said:

did you make any changes to the extracted model?


Nope, straight out from noesisv4065.

But then I'm hitting a thick wall when trying to work out a clean template for atlas....

And making other variants is real pain in the @$$ :)

#295 Tekadept

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Posted 09 April 2013 - 05:37 AM

I have followed the instructions from Sparks Murphy on doing the stuff for Camos, I'm fine with following those instructionss.. But I'm damned if i know how to use them in any way to help change some of the colours or how to use it with masks etc:) If anybody can help out that would be appreciated :D Ive always been good at modelling and animating but textures are always a fail for me :P

Also Ive pulled out the PC Gamer Skin RGB texture and im trying to find an easy way to replace all REd with 1 colour, all blue with another, etc to make it match my in game came, obviously it can be done as the game does it but i dont know how to do it in photoshop as colour replace doesnt get "ALL" the colour red etc..

#296 Heffay

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Posted 09 April 2013 - 08:50 AM

There are usually a few meshes associated with each mech. I know the Catapult has that issue, and you can either assign the materials to each mesh, or possibly you can join (alt-J I think) them and then they may work.

If you look in the outliner, you should see a few objects that start like 0000_catapult_scale and 0001_catapult scale. Some imports have up to 8 of those. If you have the material assigned to just one of those, you may have the issues you're seeing.

This is just a guess though.

#297 Tennex

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Posted 09 April 2013 - 08:54 AM

View Postmwlue, on 09 April 2013 - 02:00 AM, said:


Nope, straight out from noesisv4065.

But then I'm hitting a thick wall when trying to work out a clean template for atlas....

And making other variants is real pain in the @$$ :ph34r:


ah alright. the feet looks bigger in PGI's. but that might just be because the in game model has the feet splayed out

Edited by Tennex, 09 April 2013 - 08:55 AM.


#298 mwlue

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Posted 10 April 2013 - 11:09 PM

View PostTekadept, on 09 April 2013 - 05:37 AM, said:

Also Ive pulled out the PC Gamer Skin RGB texture



Oh, where did you pull that?? and, where are those default skin saved??

Thank you.

#299 Tekadept

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Posted 11 April 2013 - 07:21 AM

If anybody wants other skins they are Objects.pak\Objects\mechs\skins

If anybody can point me on a tutorial on the web of how to actually do somethign with them easily that would be appreciated :ph34r:

Okies I have done some playing around with blender and the RGB Maps, What i have done is apply the Diffuse Spec and Norm maps riiight.. Then i have then loaded in the RGB camo Maps, Split it into channels, then basically I "replace" the colours with what i want, then it gets remerged back in, then i combine with the original diffuse map to get the details that arent in the camo RGB images.. Below is the node if people can make sense. Basically this allows me to easily change the colours from within blender without having to play with a paint program.

One problem I have is when i combine the original diffuse map with my ne wcolourised, there is a bit of washout, does anybody know a way in blender where i can use a map somehow to only load the parts that i need so there no conflict between the two?(That probably made no sense, maybe I'll rewrite later if needed)

Posted Image

Below is an example of a centurion
Posted Image

Edited by Tekadept, 11 April 2013 - 10:14 PM.


#300 mwlue

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Posted 12 April 2013 - 12:40 AM

Thx Tekadept. orz

errrr that blender rgb mappings......@#%!%^@$%&





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