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

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#1681 SelectiveCape12

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Posted 20 December 2015 - 09:52 AM

View PostIacov, on 19 December 2015 - 11:35 AM, said:


thanks a lot Posted Image

only thing is, that as soon as i remove doubles and turn tris to quads, the model looks like this:
Posted Image
i guess its just a visual thing, without influencing the actual model - but does anyone know what's causing this?

best


I'm no expert when it comes to using blender, in fact I don't really know how to use blender at all. But I usually come across this problem in 3ds max and it's caused by messed up UV facing in your model. The way I would fix this, in 3ds max at least, is to just break up all the vertices and then re-weld them back together. Otherwise, you could always just try to re-import the model from scratch using slightly different import settings.

#1682 Heffay

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Posted 21 December 2015 - 06:51 AM

View PostIacov, on 19 December 2015 - 11:35 AM, said:

thanks a lot Posted Image

only thing is, that as soon as i remove doubles and turn tris to quads, the model looks like this:


I've seen a couple of people report this, but I haven't seen it myself. Did you get rid of the LOD files? Someone mentioned the ran the extractor again and it worked the second time, so not sure why it does that. Weird bug.

#1683 Gryphorim

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Posted 23 December 2015 - 11:07 PM

Quick question for thegurus here who can dissect the marauder model: Are there seperate meshes for the AC10 and the AC20?

In game they use the same model, but I'm pretty sure this is a bug.

#1684 Wonderdog

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Posted 24 December 2015 - 09:07 AM

View PostGryphorim, on 23 December 2015 - 11:07 PM, said:

Quick question for thegurus here who can dissect the marauder model: Are there seperate meshes for the AC10 and the AC20?

In game they use the same model, but I'm pretty sure this is a bug.


Nope - The model is actually labelled as an AC20 in the game files (along with AC2 + AC5 options), there is no AC10 in the game files for the marauder at present by the looks of it.

#1685 Kvazaar

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Posted 01 January 2016 - 06:47 PM

View Postspiritus infernus, on 14 December 2015 - 11:33 PM, said:

Trying to use cgf-converter, got unexpected exception and emergency closing program. converter making obj file, but this file is empty. how possible to fix it? tried to run cgf-converter from different places - from folder, with certain mech model, from outter folder on same disk, reslut is same.
Spoiler

how possible to resolve this problem?

I faced into the same problem. And I found the solution.
Change Regional settings in Control Panel to English (USA) from Russian (Russia) and try again.
Spoiler


#1686 Wonderdog

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Posted 04 January 2016 - 06:18 AM

For those who were interested, I'm gearing up to do a demo of prepping a mech for 3d printing (my new PC arrives tomorrow!)

Question - should I start from the total beginning - e.g. extracting the game files, converting with Heffay's tooling, generating scripts and importing into blender, before repairing a few parts, or just a quick video about the blender/netfabb basics? I'm not sure what would be more useful for most people these days.

#Wonderdog

#1687 Heffay

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Posted 04 January 2016 - 07:03 AM

View PostWonderdog, on 04 January 2016 - 06:18 AM, said:

For those who were interested, I'm gearing up to do a demo of prepping a mech for 3d printing (my new PC arrives tomorrow!)

Question - should I start from the total beginning - e.g. extracting the game files, converting with Heffay's tooling, generating scripts and importing into blender, before repairing a few parts, or just a quick video about the blender/netfabb basics? I'm not sure what would be more useful for most people these days.

#Wonderdog


I would start at the point where you have a Blender file with all the mech parts. I'm going to be redoing my tutorial which will cover everything about getting the models out and imported into Blender once I update my program a bit more (working on the Collada, so materials, armature and animations can be exported more easily). Mech-importer.ps1 may get tweaked in the near future as well to be more friendly, but all that should be covered by my tutorials.

Once someone has a mech in Blender, the steps necessary to make it a printable model are the missing links. That is something I'm incredibly interested in learning.

I'll have 3 tutorials: Importing the mech into Blender, getting the materials set up, and rigging and animation. For printing, only the first tutorial is really necessary. I'm guessing that getting the model ready for 3D printing is going to take a few tutorials on its own. :)

#1688 Wonderdog

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Posted 04 January 2016 - 07:42 AM

Sounds good.

The only real question now is... which mech?

#1689 Heffay

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Posted 04 January 2016 - 08:05 AM

View PostWonderdog, on 04 January 2016 - 07:42 AM, said:

Sounds good.

The only real question now is... which mech?


2 possible answers here:

Urbanmech, because URBANMECH!

Marauder, because MARAUDER!

#1690 Ovion

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Posted 04 January 2016 - 09:54 AM

View PostWonderdog, on 04 January 2016 - 07:42 AM, said:

Sounds good.

The only real question now is... which mech?
I would say 2.
One 'old style' mech, that is poorly optimised and needs more work, and one 'new style' mech that's easier to work with, to give people an idea of both sides.

A common classic would likely be the Catapult.
Marauder for new isn't a bad idea.

#1691 Rabtar

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Posted 04 January 2016 - 06:38 PM

from looking at almost all of the IS side mechs in Blender I think I can say that the Hunchback is one of, if not the worst mech, model wise, in game. All the open spots, the fact that the arms, lower legs and feet do not actually touch any other part of the model, the almost complete lack of detail on the torso beyond the hunch. It really is bad. And Urbanmech because Lord Urbie demands to be brought into this world in his new, more glorious form.


I'm still having trouble with the Enforcer. No .cgf converter I have found will even function on it. While working on everything else.

Edited by Rabtar, 04 January 2016 - 06:40 PM.


#1692 zagibu

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Posted 07 January 2016 - 11:25 AM

View PostRabtar, on 04 January 2016 - 06:38 PM, said:

I'm still having trouble with the Enforcer. No .cgf converter I have found will even function on it. While working on everything else.


Do you mean for 3d printing or can't you get it into blender at all? I didn't have problems extracting it into blender with Heffay's tools.

#1693 Rabtar

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Posted 07 January 2016 - 02:52 PM

Can't get it into blender at all. Or to even get it through a .cgf converter. It's just kinda stuck. I'm willing to trade what I have for the extracted Enforcer though. I have every other IS mech converted over to blender to offer. No textures though.

#1694 zagibu

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Posted 07 January 2016 - 03:19 PM

Here's my blend file for the enforcer: [Link removed] The weapons are on layer 2 and there might be hero variant geometry on other layers.

I already have all the other mechs extracted, too Posted Image

Edited by zagibu, 11 January 2016 - 02:17 PM.


#1695 0NEHALF

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Posted 07 January 2016 - 03:53 PM

View PostIacov, on 19 December 2015 - 11:35 AM, said:


thanks a lot Posted Image

only thing is, that as soon as i remove doubles and turn tris to quads, the model looks like this:
Posted Image
i guess its just a visual thing, without influencing the actual model - but does anyone know what's causing this?

best

this is because u turn tris to quads automaticly - all topology usualy geting ****** this way, plus all uvw and smoothing groups.
Dude u have problems with smoothing groups:
IN 3DS MAX
1- u can try drop edit poly modyfier on top and than convert to edit poly(some time works in max)- probably wont hlp this time
2- drop edit normals modifier, selec all normals, reset normals, convert to editble poly and then in edit poly use auto smoothing groups with tolerance 30 -45 deg

#1696 Iacov

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Posted 08 January 2016 - 05:25 AM

thanks!

so if i understand the issue - it's only a problem, if i want to use textures, right?
can i simply "drop" the topology and edit it as "naked" model?

#1697 Rabtar

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Posted 08 January 2016 - 09:22 AM

Thank you zagibu!

#1698 Peter Overheater

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Posted 09 January 2016 - 03:50 AM

Today i received my three invasion Ebon Jags ;) Now i will paint them in my Unit's colors (Mountain Line, Light Grey, Maroon, Camo Black)

Posted Image

Posted Image

Posted Image

Posted Image

#1699 Hitman85

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Posted 09 January 2016 - 10:21 AM

Can someone explain me? When I have full mech model in blender with all parts and configs etc. how to select only parts that I want to export model without rest of the unneeded parts?

#1700 Peter Overheater

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Posted 09 January 2016 - 10:26 AM

on the upper right you have a list with some dotted orange triangels, those are the single components, you have to select and delete them one by one.





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