Author Topic: NEW armors/clothes suggestions  (Read 144404 times)

Re: NEW armors/clothes suggestions
« Reply #360 on: December 19, 2011, 10:57:28 pm »
And the Kings in Freeside. Yeah they were lucky to find an Old World place full hair gel, but my point is that such hairstyles wouldn't be that crazy if we're talking about sedentary gangs established in urban places, especially with Pre War ruins.

You know how such haircuts were done by punks in 80's and 90's festivals or similar? They used sugar, mobile oil or even eggs. But nevermind this is suggestion only :)

ohhh sorry I didn't understood You first time ;)
Yeah, ruins gangs may use some prewar subculture ideas founded in magazines, or even create it by themselves, also this is quite similar to raiders haircuts (green cheerokez for example)
« Last Edit: December 19, 2011, 11:08:47 pm by baaelSiljan »
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Offline foad

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Re: NEW armors/clothes suggestions
« Reply #361 on: December 19, 2011, 11:17:48 pm »
what about this concept art? :)

this guy looks like ghoul-raider, dressed in a patched jacket and broken biker helmet, with some crust-punk-black metal things
http://www.myrevelations.de/bilder/interviews/d/darkthrone2009_05.jpg
http://1.bp.blogspot.com/_uCROJt8rp6U/SN7mCPxgJKI/AAAAAAAABrA/mBug-M2TsXg/s400/darkthrone_small.jpg

in this picture the same guy, but dressed in a tribal bone armor
http://www.roadrunnerrecords.com/blabbermouth.net/reviewpics/darkthronecirclenew.jpg

tribal face paint would be cool

 
« Last Edit: December 19, 2011, 11:23:58 pm by foad »

Re: NEW armors/clothes suggestions
« Reply #362 on: December 19, 2011, 11:26:27 pm »
I'm not sure what You think, but my idea is that when You make some item or item is created as ingame element with all attributes, there may be some random factor in attaching model.

For example: let's say gas mask have 3 or more models, when You craft one, it gets random model so same masks may have 3 different looks, players would not be looking same and wastelands will be more junkie, same thing with armors, hats etc so I think only problem is to make such models and ask our developers to apply such thing. One more advantage: some people would be searching for custom look and barter will be more interesting ;)

Similar mechanism works well in Aion, there also everyone is looking different, but our wastelands may be much easier and this randomnes is exactly what You get on wastelands searching for junk and stuff - You never know what You find.

@foad why not :) if someone have enough time to do such thing, it may be nice for raiders
« Last Edit: December 19, 2011, 11:35:38 pm by baaelSiljan »
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Offline Surf

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Re: NEW armors/clothes suggestions
« Reply #363 on: December 20, 2011, 03:34:16 am »
Some "armor" I'd find cool:











At best, all mixed up with annoracs like seens here:



:P

Offline Lexx

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Re: NEW armors/clothes suggestions
« Reply #364 on: December 20, 2011, 10:53:44 am »
I always imagined vinnie to only have mohawk hair and black colored eyes / skull painting on his face. I've made a (more or less fitting) talking head based on him once.



Color conversion was bad back then.

Re: NEW armors/clothes suggestions
« Reply #365 on: December 22, 2011, 10:44:32 am »
Cute.

White looks weird und unfitting by the way. Needs more yellowish tint.
Wasteland is a tricky business.

Re: NEW armors/clothes suggestions
« Reply #366 on: December 22, 2011, 11:48:19 am »
Cute.

White looks weird und unfitting by the way. Needs more yellowish tint.

Agree, I need to find way to keep it visible in 100% zoom and not so white :) Lexx extraordinary talking head!
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Re: NEW armors/clothes suggestions
« Reply #367 on: January 03, 2012, 12:50:10 am »
I do not know how this thing is called, but it seemed very funny) Maybe this is helmet for protection against chemical weapons, or as something to do with energy weapons.

PS I understand that someone has learned to use the alpha channel. So I used for textures and the model.



http://www.mediafire.com/?1338x6c68cw83wx   3ds, max, obj, mlt

« Last Edit: January 03, 2012, 12:53:42 am by White tiger »

Offline Surf

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Re: NEW armors/clothes suggestions
« Reply #368 on: January 03, 2012, 02:53:45 am »
Hah, very good! :D Now it only needs the armor for it. ;P



Looks almost the same, good job!

Re: NEW armors/clothes suggestions
« Reply #369 on: January 03, 2012, 03:37:56 pm »
In order not to make a new rig, I just modified the CA in this armor. And cut off the bottom of the helmet, so it can be used with other armor that have shoulder pads. I really do not know what to do with tanks on their backs: Do I have to cut them off to have a backpack? Or it could be part of the helmet \ armor itself?



http://www.mediafire.com/?2mcnatdq122m82u 3ds, obj, mlt, max2010

PS I think it looks like a suit pilot, then a rocket bomber that flies in the stratosphere. Perhaps for this, and oxygen tanks and a massive helmet able to compensate for overdrive during the flight
« Last Edit: January 03, 2012, 06:14:44 pm by White tiger »

Re: NEW armors/clothes suggestions
« Reply #370 on: January 03, 2012, 07:38:38 pm »
Hmm... If Im guessing correctly, leaving those tanks as a part of helmet may be problematic. Let's say someone puts a helmet (with tanks attached) and a backpack, right? Unless, ofcourse, theres a way to block the backpack slot when particular sort of helmet/armor is active(?)

Offline Luther Blissett

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Re: NEW armors/clothes suggestions
« Reply #371 on: January 03, 2012, 07:53:56 pm »
Exactly what I was wondering, Tommy - though I had a think about it and I'm pretty sure it won't be a problem. If you look at the bit about "hats and helmets" in the 3D testing tutorial thing there's a few lines written about "DisableLayer 7", which removes the hair when adding a hat. I would assume we could to the same with any other layer, so something like "DisableLayer 15" (15 is the layer currently used for backpacks) should allow us to remove a backpack model when wearing this helmet. I've not tested it, but I don't see why it wouldn't work.

Note that it probably wouldn't stop the wearing of a backpack as an inventory item (i.e. any effect on the gameplay), it would just cover up the graphic.

Also, White Tiger - this model is beautiful.

Re: NEW armors/clothes suggestions
« Reply #372 on: January 03, 2012, 09:08:44 pm »
Finally decided to try to make clothing hunter. Do not know about the barn, but I think the thread under the sleeves can be divided into several separate entities. Or I can combine them into a plane.
  Maybe somebody will try to make this rig? =)
In general, this model can be done very different textures, to shorten the \ stretch dress, make holes in it, or texture-mesh (like fishing). Oh my God! I hope the last sentence of at least a little bit understandable )))))









http://www.mediafire.com/?ksx9hl5xccemz6v   3ds, obj, mlt, max2010

Offline Lexx

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Re: NEW armors/clothes suggestions
« Reply #373 on: January 03, 2012, 09:34:56 pm »
Yea, that's pretty good. This allows a lot different clothes with the same base model.

Re: NEW armors/clothes suggestions
« Reply #374 on: January 04, 2012, 02:36:14 am »
@WT

Im amazed.

I've tried 3d modelling - its not that hard to do just anything - but to jump from the level of "some model + some texture - yeah... lets say it works" to the level of preparing the object very well done as a whole thing (you dont have to know alot about 3d modelling to see that the texture and the model itself is very good when it comes to White Tiger's work) is something beyond me. But I've seen a great deal of talented people in here. Some of them I even bothered, asking for help with 3d stuff. What amazes me when it comes to your work, is how fast you're posting new files and screens. Kudos.