Author Topic: Armors and clothing  (Read 275426 times)

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: Armors and clothing
« Reply #165 on: February 21, 2011, 12:00:02 am »
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.

Because its your head :P You can hide scars beneath clothes, but not if they are on your face :D

But honestly, you can protect your legs much better with cover and it might be hard to run with lots of armour on your legs/groin, your upper-body/head are always more vulnerable since you always must expose some of those parts when trying to (aim and) shoot someone.
« Last Edit: February 21, 2011, 12:05:37 am by bikkebakke »
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Offline Cola

  • Knowledge is everything.
Re: Armors and clothing
« Reply #166 on: February 21, 2011, 02:09:08 am »
That's a nice jacket you got there mate. :)
Carry on with the good work :)
My current In-game name is Colan.

Offline Luther Blissett

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Re: Armors and clothing
« Reply #167 on: February 21, 2011, 02:54:11 am »
Thanks :-)

Some other screenies :

This is the female Combat Leather Jacket, which has already been animation tested :
http://img64.imageshack.us/img64/9286/fcombattest2.png

As all the current main armours were either done or being worked on, I've also been working on a couple of "template" models, for long / short coats. Karpov had suggested I use the long coat model to make this NCR Trooper guy, which I've just finished now :
http://img526.imageshack.us/img526/6520/ncrprscreen4.png

With a couple of tiny tweaks, I should have a couple of other long coat variations shortly (i.e. military style long jacket, long western duster jacket etc). There's a short jacket one as well, which I'm currently working on a "suit and tie", but should be able to make a selection of short jackets too.

Offline Gray

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Re: Armors and clothing
« Reply #168 on: February 21, 2011, 06:32:25 am »
As all the current main armours were either done or being worked on, I've also been working on a couple of "template" models, for long / short coats. Karpov had suggested I use the long coat model to make this NCR Trooper guy, which I've just finished now :
http://img526.imageshack.us/img526/6520/ncrprscreen4.png
I'm not sure of this model. Can you show it in an isometric view?

Offline pistacja

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Re: Armors and clothing
« Reply #169 on: February 21, 2011, 10:20:06 am »
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.
It's to kick those Canadians. No one wanted to get hurt doing that, so they needed the extra protection. 

Offline Luther Blissett

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Re: Armors and clothing
« Reply #170 on: February 21, 2011, 12:37:59 pm »
No problem, here you go :

Approximate isometric views :


At approximate game resolution :


I think main problem (from my point of view) is trying to get the eyes right. I had them much darker, but apparently they're meant to glow - which I've attempted to recreate, but it loses most of the shape of the original eye, particularly at game resolution. I've given Karpov the unlit version in a photoshop file, with extra layers for the glowing, to see if he can work out what's best for it.

The other one, common with all models, is that fine details get lost easily when scaled down - the inside of the costume just looks almost entirely black - so it might be worth increasing the contrast of all the highlights, shadows, belts etc so it fits more correctly alongside original game models. The texture's also too large at the moment, so these parts would be lost further when that's scaled down too.

Anyway, if you've got any thoughts / suggestions, I'll see if I can adjust it as necessary - or if you want all the source files to change it yourself, I can give you those if you want. If it's too bad to be of any use though, I can scrap it and work on something else instead.

Offline Gray

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Re: Armors and clothing
« Reply #171 on: February 21, 2011, 12:52:19 pm »
No problem, here you go :

Approximate isometric views :
Yes, it's more clear. The gas mask is too flat and something wrong with helmet, can't say particularly. I'll try to rip this armor from FNV to have an example.
Now it's somehow caricature.

Offline Luther Blissett

  • Moderator
Re: Armors and clothing
« Reply #172 on: February 21, 2011, 01:00:21 pm »
Well, it is deliberately slightly caricature-like, to fit into the size / shape / style of the FO game universe -  but I've probably done this a bit too much on the helmet. Is the jacket / body etc okay? (other than adjusting texture contrast I mentioned before).

I can send you all the source material and reference files if you think it's fixable?


Offline Gray

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Re: Armors and clothing
« Reply #173 on: February 21, 2011, 01:09:00 pm »
« Last Edit: February 21, 2011, 01:41:29 pm by Gray »

Offline Luther Blissett

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Re: Armors and clothing
« Reply #174 on: February 21, 2011, 01:57:13 pm »
This one http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg was what I was shown to do the eye glow (but I think my attempt didn't work very well).

http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png
and that's the one I was working from for the model, which, if you look the helmet seems rounder and flatter compared to the other images you've just posted - unless it's just the angle it's taken from, it looks like there's some inconsistency or variation between the designs

i.e.
Wide helmet, rounded flatter face, small backpack
http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png
Thinner head, angular corners, "nose" sticks out further, large backpack
http://estb.msn.com/i/3D/BB9FAA6BC19B6B73A4E0605DE9F33.jpg
This one has pockets on the back
http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg

Should I assume the 2nd one is correct and work from that?

If so, main changes would be
- larger "nose circle"
- larger eyes
- "nose" sticks out further
- angular, not rounder
- larger fan on side of mask
- thinner, taller helmet
- extra pipes & radio to be added

Probably need to remake mask entirely, but helmet section could just be adjusted. Is the rest of it okay, if I brighten up the texture a bit?

Offline Alvarez

  • Forget the past, go outside and have a blast
Re: Armors and clothing
« Reply #175 on: February 21, 2011, 02:40:56 pm »
i made some sort of "start" for Solar's sugeston
is  an reinforced american-shoulder-pad, something like the legionire top part of the armor and it has a cape

but it has some problems with triunghiulation(i can resolve them in UDK, but not in 3DsMax) you can see in the vid

http://www.youtube.com/watch?v=ySfG4uwPrbg

PM me if you are interested in modify-ing it

I'd select a few faces from a original mesh, duplicate and upscale them - it's the best way to make clothing, imho, rather than build it around the mesh from scratch.

Offline Luther Blissett

  • Moderator
Re: Armors and clothing
« Reply #176 on: February 21, 2011, 04:52:31 pm »
Newer version 3 orthographic and "approx in game size":


Increased the leather texture layer opacity, increased brightness of body inside jacket, increased contrast on a lot of the shadows / highlights and adjusted helmet and mask.

I think the legs in particular still come out too dark when resized, but I think it's getting nearer to okay. Probably need to reshape the shoulders a bit - as they look too much like "shoulder pads" from diagonal orthographic, and not like the overhanging cloth section they're meant to be.

Any thoughts? Getting better?

[edit] Just noticed the shadow near the waist line on the coat is too dark, and makes the coat look like two separate pieces instead of one. Shouldn't be hard to fix.

« Last Edit: February 21, 2011, 04:54:46 pm by Luther Blissett »

Offline Gray

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Re: Armors and clothing
« Reply #177 on: February 21, 2011, 05:01:47 pm »
Much better *thumbs up*
The only moot point is a vest. Maybe you should make it gray (not me, but color :) ) as on the screen:
http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png
Black texture is a poor choice for game model anyway.
If you want the original texture - I'm installing FNV now.

P.S. Maybe it will be better to wield sleeves with hands as on the concept. It's more brutal.
« Last Edit: February 21, 2011, 05:06:13 pm by Gray »

Offline Luther Blissett

  • Moderator
Re: Armors and clothing
« Reply #178 on: February 21, 2011, 05:36:09 pm »
Cool.

Yeah, the whole of the inside is too dark. The vest is meant to be grey with shadows, but instead looks like black with highlights :-)

Karpov has sent me the model and texture extracted from New Vegas, so I'll have a look and see if I can use the vest section as a guideline. It won't copy straight over, because the internal UV setup is so different (the brown diagonal belt across the chest on my model is a zig-zag shape, fat at the bottom and very thin in the middle). I should be able to fix that all quite easily though.

Regarding hands etc, I assume you mean like in this image Concept Art 11? It does look much better than having separate gloves. I might try and redo the wrapped bottom of sleeve section completely in that style. Should still show up at game size if I get it right.

Offline pistacja

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Re: Armors and clothing
« Reply #179 on: February 21, 2011, 06:02:03 pm »
Tribal?


Not all is perfect, but I'd rather not spend too much time on it.