Author Topic: Armors and clothing  (Read 275425 times)

Offline Karpov

  • Moderator
  • Come Together
Re: Armors and clothing
« Reply #180 on: February 21, 2011, 07:04:36 pm »
The UV Set

It won't copy straight over, because the internal UV setup is so different.


Yeah, the UV mapping is a mess, that's my fault. But somehow you managed to work with it very good.


I think this one is going to look very nice in the game.  ;)


Offline Gray

  • Moderator
Re: Armors and clothing
« Reply #181 on: February 21, 2011, 11:29:54 pm »
Karpov has sent me the model and texture extracted from New Vegas
I hadn't enough patience to reach the Vegas through all these bugs and crashes >:( Deleted the game after 4 hours. My ripper can grab models only from memory.
I want the model too  ::) I can make an inventory icon
« Last Edit: February 21, 2011, 11:34:12 pm by Gray »

Offline Luther Blissett

  • Moderator
Re: Armors and clothing
« Reply #182 on: February 22, 2011, 04:01:58 am »
Nearly done, I think :


I'm quite happy with how it's going, but needs a bit more work on texture for helmet, gloves, mask, trousers and shoes - and maybe the chest plate could be even lighter grey still - but I think I'm nearly there. Unless anyone can spot anything else which needs fixing, I'll see about finishing it tomorrow.

[edit]

I want the model too  ::) I can make an inventory icon

I've sent you this through.

The UV Set
Yeah, the UV mapping is a mess, that's my fault. But somehow you managed to work with it very good.

I think this one is going to look very nice in the game.  ;)

I've been using the "texture paint" on CrackArt to paint basic lines onto the 3D model (in an MSPaint style), which mark out where different sections are - then doing the rest in photoshop - it really helps with drawing sections across strangely shaped bits of UV map, or crossing between different sections. Used it for the belts and the shoulder covering.

Also, thanks to both of you for your help on this one.
« Last Edit: February 22, 2011, 04:07:36 am by Luther Blissett »

Offline Gray

  • Moderator
Re: Armors and clothing
« Reply #183 on: February 22, 2011, 11:14:05 am »
Why not to use the original texture?


P.S. note the eyes shape.
« Last Edit: February 22, 2011, 11:16:23 am by Gray »

Offline Lexx

  • Rotator
  • Mexican Apple Thief
Re: Armors and clothing
« Reply #184 on: February 22, 2011, 11:16:19 am »
I'd like to use as less FNV content as possible. We aren't living in taiwan, Bethesda could send us love-letters.

Offline Gray

  • Moderator
Re: Armors and clothing
« Reply #185 on: February 22, 2011, 11:17:52 am »
I'd like to use as less FNV content as possible.
We are attempting to use this armor already :)

Offline Lexx

  • Rotator
  • Mexican Apple Thief
Re: Armors and clothing
« Reply #186 on: February 22, 2011, 11:18:19 am »
Yes, new created, but not ripped 1:1. I personally don't care about minor things, etc. But starting to rip everything out of it is really something we should not do.

Offline Luther Blissett

  • Moderator
Re: Armors and clothing
« Reply #187 on: February 22, 2011, 11:28:46 am »
Why not to use the original texture?
P.S. note the eyes shape.

I had looked at the possibility of doing so, but a few problems were :

1) Possible dodgy legal issues (stealing content directly from a new game from a large company).
2) The UV maps are so radically different, it couldn't be used without changing the UV stuff for Karpov's base model - which may cause problems with other models and customisation.
3) The texture is designed for a high poly full screen model, based on a perspective-based realistic human body, with lighting and shadows and specular shinyness from the engine - rather than an isometric caricature-like figure that's 1 inch tall and should look like a 1990s Fallout sprite, and needs such highlights / shadows to be "painted on" (think the difference between a costume from Lord of the Rings films vs a small painted "Games Workshop" model). Basically, shrunk down it just looks like a grey blob.

Offline Gray

  • Moderator
Re: Armors and clothing
« Reply #188 on: February 22, 2011, 03:46:19 pm »
OK, I'm not insisting. As for me, I never lose an opportunity to use something better then I can do, no matter entire or partially. But it's your choice.

Offline Luther Blissett

  • Moderator
Re: Armors and clothing
« Reply #189 on: February 22, 2011, 05:52:37 pm »
No worries - I appreciate your point - we all want the models to be as good as possible. I suppose the final choice goes to the game devs, if they want it in the game, and if they have any preference on how it's done.

Anyway, I'll finish this off in the way I have been working, but there's no reason the texture / model can't be modified, changed or improved in the future. I mean, once we've re-done all the sprites we need to in 3D, there's nothing to stop people continuing working on them, making them increasingly better.
« Last Edit: February 22, 2011, 05:57:51 pm by Luther Blissett »

Offline Ztormi

  • A questionable sexual device
Re: Armors and clothing
« Reply #190 on: February 23, 2011, 01:42:40 am »
Looks badass
I would love to see that armor ingame

Offline Solar

  • Rotator
Re: Armors and clothing
« Reply #191 on: February 23, 2011, 01:14:22 pm »
Yes, very impressive :)
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Offline Ztormi

  • A questionable sexual device
Re: Armors and clothing
« Reply #192 on: February 23, 2011, 02:42:15 pm »
Leather armor MK2


Offline Graf

  • Moderator
  • "Next Day" developer
Re: Armors and clothing
« Reply #193 on: February 23, 2011, 02:45:35 pm »
Leather armor MK2
Wow, Ztormi! Awesome!

Re: Armors and clothing
« Reply #194 on: February 23, 2011, 03:08:01 pm »
Better if you use orginal texture with some changes.