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

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#1701 Hitman85

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Posted 09 January 2016 - 11:37 AM

View PostPeter Overheater, on 09 January 2016 - 10:26 AM, said:

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.


Thanks for reply, but I've got one more problem, for example - there are two heads on Jenner, normal land founders, when I delete normal head, founders head don't appear on the model :(

#1702 Mcgral18

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Posted 10 January 2016 - 12:40 AM

So, I've ran into an issue, but I think I have a solution (which I haven't quite gotten around to trying yet).
I'm trying to import both the Hunchback and Hunchback IIC into the same instance...to interesting results:
Posted Image

I dub thee SupaHunch

Other way around also gets weird:
Posted Image

Pretty sure the problem is that they share the same name (ex: hbk_center_torso.cga/obj is the same for both mechs). So, while the first import works fine, when I go grab the second Hunch (either), it grabs the first Torso, then applies the same changes to it. That results in the 90 deg alignment issues, and I guess the colour too.


For a solution, I guess I could just append iic_* sort of thing, giving them unique names. I gave it a try...then realized I would have to do the same to the .CDF as well (which I may or may not need guidance with...make a program that reads X, and for each instance of, add Y).

I want to make a comparison to the current Nova to the resize Nova, but I realize I'll have the same issue I'm having with the Hunch, and might as well try to resolve it now.


Alright, tried a Light version...which involved in nothing being imported. The Import.txt was still listing the old name.
I removed all the weapons before importing it, then changed the Import items individually...
Result was successful!
Posted Image

Well...kinda. I forgot to remove the LODs, which generally fixes that texture issue...but the torso relocation was fixed (though, some weapons move upon import of another mech, as seen with the LRM5 to the left)


So...I've written all this and might as well leave it. New question:

What's the best way to change the Import.txt text to reflect iic_Hunch parts instead of just referring to Hunch parts (and soon, Nova, along with all the IICs)?
Just do things normally (confirmed to work) then edit the .OBJ files and Import.txt to whatever I need them to be? Above proof of concept proves that works, but might not be the most time efficient.

My RegEx could certainly use some practice.

#1703 Sparks Murphey

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Posted 10 January 2016 - 06:50 AM

View PostMcgral18, on 10 January 2016 - 12:40 AM, said:

So, I've ran into an issue, but I think I have a solution (which I haven't quite gotten around to trying yet).
I'm trying to import both the Hunchback and Hunchback IIC into the same instance...to interesting results:
Posted Image

I dub thee SupaHunch

Other way around also gets weird:
Posted Image

Pretty sure the problem is that they share the same name (ex: hbk_center_torso.cga/obj is the same for both mechs). So, while the first import works fine, when I go grab the second Hunch (either), it grabs the first Torso, then applies the same changes to it. That results in the 90 deg alignment issues, and I guess the colour too.


For a solution, I guess I could just append iic_* sort of thing, giving them unique names. I gave it a try...then realized I would have to do the same to the .CDF as well (which I may or may not need guidance with...make a program that reads X, and for each instance of, add Y).

I want to make a comparison to the current Nova to the resize Nova, but I realize I'll have the same issue I'm having with the Hunch, and might as well try to resolve it now.


Alright, tried a Light version...which involved in nothing being imported. The Import.txt was still listing the old name.
I removed all the weapons before importing it, then changed the Import items individually...
Result was successful!
Posted Image

Well...kinda. I forgot to remove the LODs, which generally fixes that texture issue...but the torso relocation was fixed (though, some weapons move upon import of another mech, as seen with the LRM5 to the left)


So...I've written all this and might as well leave it. New question:

What's the best way to change the Import.txt text to reflect iic_Hunch parts instead of just referring to Hunch parts (and soon, Nova, along with all the IICs)?
Just do things normally (confirmed to work) then edit the .OBJ files and Import.txt to whatever I need them to be? Above proof of concept proves that works, but might not be the most time efficient.

My RegEx could certainly use some practice.

My solution would have been to import the Hunchback, save it to a blender file, start a new scene, import the Hunchback IIc, save that to a blender file, import the original Hunchback parts into the scene with the IIc.

#1704 zagibu

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Posted 10 January 2016 - 08:04 AM

View PostHitman85, on 09 January 2016 - 11:37 AM, said:


Thanks for reply, but I've got one more problem, for example - there are two heads on Jenner, normal land founders, when I delete normal head, founders head don't appear on the model Posted Image


If you are working with my blender file, it's because I put the founder parts on a different layer. You can move it back by first going to the layer where it's at (probably 3), then select it, hit M and click on the first layer.

#1705 Rabtar

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Posted 10 January 2016 - 10:35 AM

I'm having trouble with the Crab now. It's center torso and upper arms are torn and derp as if I did not delete the .lod files. ONLY these parts have issues and everything else is fine. I have tried multiple conversion attempts all with the same results.

Posted Image

#1706 Mcgral18

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Posted 10 January 2016 - 11:29 AM

View PostSparks Murphey, on 10 January 2016 - 06:50 AM, said:

My solution would have been to import the Hunchback, save it to a blender file, start a new scene, import the Hunchback IIc, save that to a blender file, import the original Hunchback parts into the scene with the IIc.


Save both as .Blend
Append the objects you want (ex: weapons or no weapons), Shift+F1
for bulk selection, Click+Drag (shift click doesn't work for bulk, but Shift+Click does for individual)
Done (well, the mech is imported to the same place, but everything is highlighted, so an easy move, no pre-moving necessary)


Thanks. That's much faster.
Posted Image

And I can anecdotally confirm that removing the LODs fixes the MW4-like textures. I think there were a few exceptions (Grasshopper and HGN?), but largely that fixes the issue.

Edited by Mcgral18, 10 January 2016 - 09:05 PM.


#1707 mad kat

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Posted 13 January 2016 - 05:41 AM

This has taken far too long working periodically on it for ages but its probably best i just share it than fiddle around with it anymore.
Posted Image
turns out making your own environment is harder than i thought....

#1708 SelectiveCape12

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Posted 13 January 2016 - 01:18 PM

View Postmad kat, on 13 January 2016 - 05:41 AM, said:

This has taken far too long working periodically on it for ages but its probably best i just share it than fiddle around with it anymore.

turns out making your own environment is harder than i thought....

This is why I stick to simple backgrounds for my renders Posted Image

But you did a nice job making the scene

#1709 Wonderdog

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Posted 15 January 2016 - 10:17 AM

View PostRabtar, on 10 January 2016 - 10:35 AM, said:

I'm having trouble with the Crab now. It's center torso and upper arms are torn and derp as if I did not delete the .lod files. ONLY these parts have issues and everything else is fine. I have tried multiple conversion attempts all with the same results.

Posted Image


Yeh, I have the same issue with the crab export. Some of the gubbins are all twisted around.

In other news, I've decided to use the Highlander for a tutorial video, as I've been asked to make up some action figure sized prints of it to stick on trophies for a forthcoming tabletop tournament :)

#1710 Peter Overheater

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Posted 18 January 2016 - 06:24 AM

What do we have here? Posted Image

https://youtu.be/5cJKLZg53qw

Edited by Peter Overheater, 18 January 2016 - 06:25 AM.


#1711 Wonderdog

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Posted 18 January 2016 - 06:36 AM

Nice!

Definitely encourages more people to give it a go, glad Jacky called out that model cleanup is the biggest bit of the work - great to show people what you can achieve with some time and effort though :)

I haven't really touched on ball joints yet myself - very cool to see them (to copy the design :P)

#Wonderdog

Edited by Wonderdog, 18 January 2016 - 06:41 AM.


#1712 Seijin Dinger

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Posted 18 January 2016 - 07:21 PM

Did they change how the files were stored in the last 6+ months? or am I that rusty at this?

#1713 Heffay

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Posted 18 January 2016 - 08:31 PM

View PostSeijin Dinger, on 18 January 2016 - 07:21 PM, said:

Did they change how the files were stored in the last 6+ months? or am I that rusty at this?


They moved the mech files to a subfolder (the pak files that is) when extracting, but aside from that everything is the same.

Edited by Heffay, 18 January 2016 - 08:31 PM.


#1714 Seijin Dinger

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Posted 19 January 2016 - 04:46 AM

thats what I thought
well gonna figure out if the script I have from here is still new enough to handle them or if I need to update things

#1715 Wonderdog

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Posted 20 January 2016 - 10:08 AM

Big ol' Orion print, ~6" tall @ 200 micron layer height (for speed) to test out my new printer. I'm going to reprint at 100 micron to paint :)

Posted Image

#1716 zagibu

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Posted 20 January 2016 - 10:21 AM

For some reason, the Warhammer's body exported without a material applied.

#1717 Seijin Dinger

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Posted 20 January 2016 - 06:22 PM

Played around with the Marauder, the AC on 1 side vs the older look of the unseen with it in the center seemed off balance, SOOOO I did one up with Dual ACs and Dual RACs (also have stat sheets for them)
Posted Image
Posted Image
Posted Image

#1718 mad kat

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Posted 21 January 2016 - 10:16 AM

Posted Image
(Again NOT my background)... Sourced from Deviantart.

Edited by mad kat, 08 February 2016 - 07:35 AM.


#1719 Wonderdog

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Posted 22 January 2016 - 05:54 AM

I got a hands on demo of a proper Polyjet 3d printer running at 16micron layer height the other week. The ease of use + output quality was unreal. Like holding an injection moulded part from Games Workshop in my hand. God I want one so bad, but $40,000 + $500/kg for the consumables is a bit much for the average hobbyist :P

#1720 zagibu

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Posted 26 January 2016 - 01:02 PM

View PostWonderdog, on 22 January 2016 - 05:54 AM, said:

I got a hands on demo of a proper Polyjet 3d printer running at 16micron layer height the other week. The ease of use + output quality was unreal. Like holding an injection moulded part from Games Workshop in my hand. God I want one so bad, but $40,000 + $500/kg for the consumables is a bit much for the average hobbyist Posted Image


I think you could easily get back a significant part of that money by (illegaly?) selling mech models to the guys on this forum.





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