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

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#421 Devil Fox

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Posted 20 July 2013 - 02:14 AM

So I wanted to use a posed Victor in idea of mine. So I followed the OP, now I understand how to do it all, but I came across a barrier. So I thought might as well ask, it has to do with the <mech name>_scale.cgf, whilst the majority of older models (the first 8) have such a file to extract to blender, is the only way to reconstruct any of the newer models by changing all the .cga to .cgf for the mech components then exporting and reassembling them in Blender?

Oh and Leafia, that might explain the Quickdraw a little bit too much! :P

#422 Leafia Barrett

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Posted 20 July 2013 - 05:46 AM

View PostApostal, on 20 July 2013 - 02:14 AM, said:

So I wanted to use a posed Victor in idea of mine. So I followed the OP, now I understand how to do it all, but I came across a barrier. So I thought might as well ask, it has to do with the <mech name>_scale.cgf, whilst the majority of older models (the first 8) have such a file to extract to blender, is the only way to reconstruct any of the newer models by changing all the .cga to .cgf for the mech components then exporting and reassembling them in Blender?

Oh and Leafia, that might explain the Quickdraw a little bit too much! :P
Yes, that is indeed the only way. Godspeed, man. I just finished doing that for the Spider, and...
Posted Image
oh god so many pieces

It's worth noting, though, that all pieces can be assembled with only 90 degree rotation increments; one leg can just have its pieces' positions mirrored over to the other; the main torso parts (left, left-back, center, center-back, right, right-back) will always start in the exact right position; they just have to be rotated; the torso pieces, arm pieces, leg pieces, and foot pieces have the same rotation within their respective groups, but different amongst the different groups.

The rotations I've found to work:

Torso
x: 180
y: -90
z: 0

Arm (straight down)
x: 0
y: 90
z: 0
To get the arms facing sideways like in the Spider image, add 90 to the right arm and -90 to the left; you'll have to readjust positioning unless you rotate them as a group (dunno how that's done in Blender).

Leg
x: 180
y: 90
z: 0
The part labeled "foot" counts as part of this; the model part "toe0" is the actual foot, or at least it was for the Spider and the template mech.

Right Foot
x: -90
y: 180
z: 90

Left Foot
x: 90
y: 0
z: -90

Weapons usually use the "_variant_" texture, not the "_body_" texture, and the window for the cockpit uses its own texture, "_window_".

Hopefully this helps out. If it's a little confusing, well... I don't entirely understand it myself yet... I'm just saying what I think I've figured out with my admittedly limited experience.

#423 Leafia Barrett

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Posted 20 July 2013 - 05:43 PM

Without further ado...

Posted Image

The Abomination ABM-F7.

#424 Nakamura Takeshi

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Posted 23 July 2013 - 11:26 AM

Laefia Barrett, I imported part of the torso of a catapault into C4D and your latest instructions worked like a charm, the pieces are fitting together seemlessly. Thanks so much to everyone who has contributed the absolute goodness within this thread ;).

Edited by Nakamura Takeshi, 23 July 2013 - 12:13 PM.


#425 Devil Fox

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Posted 24 July 2013 - 04:20 AM

Shout out to Tekadept for letting me grab his Victor Blender object file. So with that and armed with no knowledge I went to town playing randomly and figuring out the program, and after 4 hour's of testing, messing about and generally going "ooohhhhh so that's how it works!" I came out with this:

Posted Image

Just put the Tiger Camo onto the model assets and changed the camo colour to my personal scheme, following that I messed about with posing etc. The fun came with setting up a new camera then lighting for the rendering shots, so with more time might even knock out more. Must say it is very interesting to play with the game models!

#426 Leafia Barrett

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Posted 24 July 2013 - 01:17 PM

Something I want to point out, as it's kinda easy to overlook.

Posted Image
See the shoulderpad? (Commando used for example)

Posted Image
The shoulderpad's not one solid lump. This bit here is a flap, meaning it can swing out of the way of the arm without moving the entire shoulderpad.

Posted Image
Same deal for the back. When rigging/posing arms and shoulders, make sure to take any flaps into consideration. For example...

Posted Image
That bit there can swing outwards to make room for the arm to move.

#427 Leafia Barrett

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Posted 24 July 2013 - 05:15 PM

So, you know how I did that big guide on assembling the mechs? Well, I wanna go on record as saying...
Posted Image
The fingers are a different beast entirely. They start out as just connected to the forearm in one big lump, so each piece of each finger (usually at least 3: lower finger, joint, upper finger - joint and upper finger get connected back together later in the process) has to be individually detached and posed. If you plan on doing that, expect to spend about 3-4 hours minimum sorting it out. And that's not even taking the actual rigging into consideration.

#428 Rubidiy

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Posted 24 July 2013 - 11:06 PM

View PostLeafia Barrett, on 20 July 2013 - 05:43 PM, said:

Without further ado...

The Abomination ABM-F7.


now horns are the only thing left :(

#429 Leafia Barrett

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Posted 26 July 2013 - 09:48 AM

View PostRubidiy, on 24 July 2013 - 11:06 PM, said:

now horns are the only thing left ;)

...horns?

#430 DirePhoenix

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Posted 27 July 2013 - 11:46 AM

View PostRubidiy, on 24 July 2013 - 11:06 PM, said:


now horns are the only thing left :D

Please say they play "La Cucaracha"

#431 StarscreamDolf

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Posted 28 July 2013 - 05:16 AM

My twin gauss version of the Abomination ;)

Posted Image

Uploaded with ImageShack.us

#432 Leafia Barrett

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Posted 29 July 2013 - 09:00 AM

View PostStarscreamDolf, on 28 July 2013 - 05:16 AM, said:

My twin gauss version of the Abomination :)

I would've sent you the original model if you'd asked, maybe save you some trouble. Very nicely done. I was thinking of making an AC/2 variant - 9AC/2 in each arm and 2 in the torso. Reasonable? Not in the slightest. But the dakka would be simply glorious.
Oh, and good on you for adding the proper legs- I wasn't good enough to do that.

Edited by Leafia Barrett, 29 July 2013 - 09:01 AM.


#433 Leafia Barrett

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Posted 31 July 2013 - 05:03 AM

So, uh, has anyone figured out where the Jenner-S's camo textures are?

#434 Heffay

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Posted 31 July 2013 - 05:51 AM

View PostLeafia Barrett, on 31 July 2013 - 05:03 AM, said:

So, uh, has anyone figured out where the Jenner-S's camo textures are?


Objects\Mechs\skins\specialmechs\sarah.

#435 Leafia Barrett

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Posted 01 August 2013 - 08:26 AM

Alright, next question: does anyone know the camo colors?

EDIT: I don't mean for Sarah's mech in particular, I mean just in general, what are the colors used for camos?

Edited by Leafia Barrett, 01 August 2013 - 09:04 AM.


#436 Leafia Barrett

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Posted 01 August 2013 - 04:36 PM

...!!!
Posted Image

In objects/mechs/<mechname>/, open <mechname>.cdf to get this. This tells you all the translations and rotations of all the mech pieces. Oh my god, this makes things so much easier.

EDIT: Note - for the X and Y translations, multiply them by -1

Edited by Leafia Barrett, 02 August 2013 - 03:21 PM.


#437 Heffay

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Posted 01 August 2013 - 05:18 PM

View PostLeafia Barrett, on 01 August 2013 - 08:26 AM, said:

Alright, next question: does anyone know the camo colors?

EDIT: I don't mean for Sarah's mech in particular, I mean just in general, what are the colors used for camos?


Not sure I follow. There was a post earlier by Sparks Murphey about how to use the RGB skins to create your own camo patterns, but somehow I don't think that is what you mean. Can you clarify?

#438 Tennex

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Posted 01 August 2013 - 08:11 PM

View PostLeafia Barrett, on 16 July 2013 - 05:46 PM, said:

Posted Image
What am I doing wrong? To clarify: It only does that in the render; it looks fine while modeling, as seen here:
Posted Image


absolutely nothing. that looks awesome

#439 Leafia Barrett

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Posted 02 August 2013 - 06:54 AM

View PostHeffay, on 01 August 2013 - 05:18 PM, said:

Not sure I follow. There was a post earlier by Sparks Murphey about how to use the RGB skins to create your own camo patterns, but somehow I don't think that is what you mean. Can you clarify?


What are the RGB (0-FF) values does the game use for each of the purchasable paint colors? Like:

Posted Image
  • 1958B8
  • 25 red, 88 green, 184 blue
  • 216 hue, 86 saturation, 72 value
Posted Image
  • c2c416
  • 194 red, 196 green, 22 blue
  • 61 hue, 89 saturation, 77 value

Those kinds of colors.


In other news, until proven otherwise, I'm declaring matching the cockpit inside with the head to be impossible for the Spider without remaking the entire cockpit from scratch. I have spent the last 20 non-sleeping hours trying to fit them together with every variation of rotation, translation, and scaling, and nothing ****ing works.

#440 DirePhoenix

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Posted 02 August 2013 - 08:42 AM

View PostLeafia Barrett, on 02 August 2013 - 06:54 AM, said:

In other news, until proven otherwise, I'm declaring matching the cockpit inside with the head to be impossible for the Spider without remaking the entire cockpit from scratch. I have spent the last 20 non-sleeping hours trying to fit them together with every variation of rotation, translation, and scaling, and nothing ****ing works.

I'm fairly certain the Commando cockpit interior also cannot be matched up with the exterior. And the Atlas as well (most telling because the POV from the cockpit is actually from the center of the 'mech instead of canted off to the side).

Edited by DirePhoenix, 02 August 2013 - 08:46 AM.






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