Jump to content

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

Art Misc

2252 replies to this topic

#321 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 06 May 2013 - 10:36 PM

View PostTekadept, on 06 May 2013 - 09:46 PM, said:

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

if only they fought as Awesome as that one looks...... ;)

View PostBishop Steiner, on 06 May 2013 - 10:35 PM, said:

if only they fought as Awesome as that one looks...... ;)

though as a critique, your decals still have a "floaty" feel, like they are still part of a separate layer.

#322 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 07 May 2013 - 12:14 AM

View PostBishop Steiner, on 06 May 2013 - 10:36 PM, said:

Though as a critique, your decals still have a "floaty" feel, like they are still part of a separate layer.

Yeh I know, Thats because they "basically" are on a separate layer ;) Once I have done all the models I will be going back to the texturing, I plain on giving it the "Spray paint Stencil" Kind of look.

#323 Sparks Murphey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,953 posts
  • LocationAdelaide, Australia

Posted 07 May 2013 - 05:14 AM

View PostDowninfire55, on 07 May 2013 - 05:05 AM, said:

Can anyone explain to me the process of actually adjusting the colors of the rgb in photoshop? I am very new to it. Thanks in advance.


Edit: Also, I have been following Spark's camo tutorial, and I'm lost at the part where you assign the mask layer. I suppose I really need to know that before even changing any colors.

I'll try to get something up for you tomorrow

#324 Downinfire55

    Member

  • PipPip
  • Big Brother
  • Big Brother
  • 37 posts

Posted 07 May 2013 - 06:03 AM

Thanks, I really appreciate your time and effort

#325 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 07 May 2013 - 08:46 PM

Trebuchet done, Once again going for speed not quality :) Did a quick patch on previous decals just so they don't look as ugly though still a draft :blink:

Posted Image

Enjoy the basic Trebuchet Rigged. Its great PGI is letting us use their models, and I hope some great fan art comes from it.
https://www.dropbox....et%20Rigged.zip

Also Below I have just finished Rigging the Cicada
Posted Image

And just finished off the Dragon Below.

Posted Image

Edited by Tekadept, 08 May 2013 - 09:27 PM.


#326 mwlue

    Member

  • PipPip
  • Knight Errant
  • 32 posts

Posted 09 May 2013 - 02:50 AM

wow these are kooool stuffs!!! Many thx with your works.

i just downloaded the rigged awsome to have try, how can i twist the torso ?? :)

#327 M-Lee

    Member

  • PipPipPip
  • 97 posts
  • LocationRussian Federation

Posted 09 May 2013 - 05:43 AM

Hello dear users. Tell me please, who can help put 3d model furs and pour them on the folder is:
Awesome
Catapult Gaus
Stalker
Raven
Cataphract

Or throw a direct link to the download.
Advance very grateful.

#328 RosannaWeyland

    Member

  • Pip
  • 16 posts
  • LocationUK

Posted 10 May 2013 - 11:41 AM

View PostKK195, on 09 May 2013 - 05:43 AM, said:

-snip-


I'll assume you meant 'which folders are the following models in?' - to which I respond with:

"Follow the instructions, and if you're too dense to do that, you're outta luck."

#329 BJJKempoMan

    Member

  • Pip
  • 17 posts
  • LocationSan Diego

Posted 11 May 2013 - 03:06 PM

Hello, can someone help me? I'm using 3dsmax, and I have figured out how to get the entire model with texture into 3ds max, no problem, but I can't figure out how to get a single part with a texture in. Could one of you gurus please do a step by step of getting a single piece, like a forearm for example, imported with texture? That would rock! Thanks!

Edited by BJJKempoMan, 14 May 2013 - 11:09 AM.


#330 Ultra-Laser

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 298 posts

Posted 11 May 2013 - 07:39 PM

View PostVapor Trail, on 04 March 2013 - 08:16 AM, said:

I'm going to need a college level technical course in texturing.

Sketchup is nice for manipulating the models... but I don't use armatures (don't think there's a system for them in Sketchup, and Blender and I don't really get along, spoiled by Sketchup). I actually have to put joint alignment components in the model so each joint moves properly...

Anyway, something that I've done, that I really should learn how to texture properly... using the basic solid color materials from Sketchup for the most part. This is great for "miniature renders"... but lacks the details necessary to make them look anything like realistic.

Posted Image

And yes, this is the model that generated my other thread... I was thinking about the design evolution that lead to the Timberwolf... and this seemed to be the obvious prototype.

Fun fact, when the inner sphere first got a good look at the Mad Cat the first thing they did was try to replicate it with their own tech base and called it the Rakshasa.

http://www.sarna.net/wiki/Rakshasa

Guess what I'm looking forward to this coming invasion.

Spoiler

Edited by IDG, 11 May 2013 - 07:42 PM.


#331 Warge

    Member

  • PipPipPipPipPipPipPipPip
  • 1,027 posts
  • LocationKiyiv

Posted 16 May 2013 - 06:48 PM

Is there any possibility to change the view from the cockpit? Cause on most Hunchbacks right shoulders shown incorrectly...

#332 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 19 May 2013 - 05:57 PM

Been busy with other stuff, just quickly whipped up the hunchback, also played with a few mechbay assets for a different scenery and to help provide scale.

I have greatly streamlined my texture nodes, looking at my originals i think i was smoking something when I came up with them. Will post new screenshots of nodes once I tweak a bit more.
Posted Image

#333 Agent Cooper

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 437 posts
  • Locationbottom left of canaduh

Posted 19 May 2013 - 11:46 PM

Sparks, I need to ask for your help one more time.
Can you give me some shots of the head and its collar? This is the last item I need to finish this model and I cant get the head right.
thanx

#334 Sparks Murphey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,953 posts
  • LocationAdelaide, Australia

Posted 20 May 2013 - 05:09 AM

View PostAgent Cooper, on 19 May 2013 - 11:46 PM, said:

Sparks, I need to ask for your help one more time.
Can you give me some shots of the head and its collar? This is the last item I need to finish this model and I cant get the head right.
thanx

Sure can. Stock or Founder head?

#335 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 20 May 2013 - 05:56 AM

Guys, does any of you know how can be textures recreated to HD quality? Of course, simple scaling up won't work and I don't expect to find perfect shots of mech armor to simply replace the current textures. ;)

#336 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 21 May 2013 - 06:17 AM

If you want an easier method (by that I mean quicker) for converting the game files, here is my work-flow on converting the game files in batch mode.

I'm still working on finding a way to get the material files incorporated. That will probably involve a script to modify the actual .mtl files after Noesis converts them to .pngs. But if I can get that done, it will make importing assets *dramatically* easier.


1) Copy all *.pak files from game directory to Objects.<month><year> directory
2) Use 7-zip to extract all
3) Convert cga files to cgf:
get-childitem -recurse -filter "*.cga" | rename-item -newname { $_.name -replace '\.cga','.cgf' }
4) Remove lod files
get-childitem -recurse -filter "*lod*" | remove-item
5) Use Noesis to convert all cgf files to .obj and dds to .png
input: cgf, output: obj, output path: $inpath$\$inname$.$outext$, additional parameters: -flipUV (-objmtl too?), recursive
input: dds, output: png, recursive, output path: $inpath$\$inname$.$outext$

*** note it doesn't seem to recurse properly. Max file limit? You may have to select individual subdirs ***

6) Remove old cfg and dds files
get-childitem -recurse -filter "*.cgf" | remove-item
get-childitem -recurse -filter "*.dds" | remove-item

The directory should now have all the material files and .objs that you need to work with.

#337 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 21 May 2013 - 05:54 PM

Ok I have finished of the last few mechs and this morning just whipped up the blackjack Below.

Posted Image

View PostHeffay, on 21 May 2013 - 06:17 AM, said:

5) Use Noesis to convert all cgf files to .obj and dds to .png
input: cgf, output: obj, output path: $inpath$\$inname$.$outext$, additional parameters: -flipUV (-objmtl too?), recursive
input: dds, output: png, recursive, output path: $inpath$\$inname$.$outext$


Just be careful using Noesis for the DDS I have found on a few it stuffed up the Diffuse and Spec maps by missing pieces(Perhaps interpretating alpha wrong) in the conversion, that is where DDSViewer is handy to fixup the few that corrupted.

#338 Agent Cooper

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 437 posts
  • Locationbottom left of canaduh

Posted 21 May 2013 - 06:59 PM

stock head please, Sparks. i really need to see the whole assembly around the neck really, you know, like the back of the head. how the whole thing attaches to the body.

#339 Liquid Leopard

    Member

  • PipPipPipPipPipPipPip
  • 659 posts
  • LocationChesapeake, VA

Posted 21 May 2013 - 08:39 PM

View PostAdridos, on 20 December 2012 - 12:50 PM, said:

Ok, here's the fixed one:

Posted Image

Upgraded one:

Posted Image

And the side one:

Posted Image


Perhaps you could bestow upon us a new scale with the Blackjack added in.
Pretty please? :P

#340 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 22 May 2013 - 01:51 AM

Sure, once I kick myself to finally rip the Blackjack an dHighlander models from the game. :D





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users