Author Topic: Armors and clothing  (Read 238141 times)

Offline LagMaster

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Re: Armors and clothing
« Reply #30 on: February 16, 2011, 07:41:09 pm »
if you can only to leave a space distance from males to females? or make them paralel

Offline LagMaster

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Re: Armors and clothing
« Reply #31 on: February 16, 2011, 07:42:27 pm »
it looks awsome

Offline Lexx

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Re: Armors and clothing
« Reply #32 on: February 16, 2011, 08:06:53 pm »
Gettin kinda picky, aren't we?

If it should look like the original model, yes of course.

Offline Lexx

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Re: Armors and clothing
« Reply #33 on: February 16, 2011, 08:09:02 pm »
We can finally make the ugly mobsters in reno look like normal persons.

Offline Cryptopsy

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Re: Armors and clothing
« Reply #34 on: February 16, 2011, 08:11:02 pm »
If it should look like the original model, yes of course.

Agreed. Model looks amazing, ofcourse.

Keep up the extraordinary work

Offline Karpov

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Re: Armors and clothing
« Reply #35 on: February 16, 2011, 08:30:47 pm »
We can finally make the ugly mobsters in reno look like normal persons.

Haha, and specially walk like a normal person. The animation is really poor. Anyway, even if is not a bad idea, I won't add the suit , at least not now. I will try to add some pictures of the finished armors.

Offline Gray

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Re: Armors and clothing
« Reply #36 on: February 16, 2011, 08:43:16 pm »
+1 With PA/APA since it's a personal tank, but i think that female robe model should be made since you would expect to see the difference between a guy in robe and a chick in robe. Hmm?
There are some differences. The major one is... a head when helm is off. Head is a part or model, so it's a minimum needs to be done. I'll try to do something with proportions as well. It's tricky, but possible.

Offline Lexx

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Re: Armors and clothing
« Reply #37 on: February 16, 2011, 09:08:52 pm »
Btw. I think the combat armor still needs it's backpack. Should be done as extra model and later attached to the armor.

Offline Karpov

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Re: Armors and clothing
« Reply #38 on: February 16, 2011, 09:11:54 pm »
I thought about that too, there is even a layer for backpacks implemented already.

Offline Lexx

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Re: Armors and clothing
« Reply #39 on: February 16, 2011, 10:25:28 pm »
Yes, I have some old screens somewhere where we use the very first 3d models, with backbacks and stuff.

Offline Cryptopsy

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Re: Armors and clothing
« Reply #40 on: February 16, 2011, 10:32:23 pm »

Offline Gray

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Re: Armors and clothing
« Reply #41 on: February 16, 2011, 10:33:35 pm »
Btw. I think the combat armor still needs it's backpack. Should be done as extra model and later attached to the armor.
Backpack may be added by layer, it's not necessary to overload base model.
I've made final (I hope ::)) reshape of APA. Now I can start texturing it.


He looks silly.
« Last Edit: February 16, 2011, 10:52:57 pm by Gray »

Offline Ztormi

  • A questionable sexual device
Re: Armors and clothing
« Reply #42 on: February 16, 2011, 10:48:54 pm »
Backpack may be added by layer, it's not necessary to overload base model.
I've made final (I hope ::)) reshape of APA. Now I can start texturing it.

Go for it. I think the body armor is good compromise between talking heads and game sprite.
Can't wait to see it textured.

About the female versions of power armors. I wouldn't worry about the pose too much. Brotherhood and enclave are militaristic factions and ofcourse the female recruits are taking the same upstanding pose as males. Not the casual one.
« Last Edit: February 16, 2011, 11:49:58 pm by Ztormi »

Offline Lexx

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Re: Armors and clothing
« Reply #43 on: February 16, 2011, 10:55:12 pm »
Backpack may be added by layer, it's not necessary to overload base model.

Well, that's what I said. Backpack has to be an extra model.

Offline Luther Blissett

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Re: Armors and clothing
« Reply #44 on: February 16, 2011, 11:54:06 pm »
Here's the stichy, dirty, browner version, with less comically sized boots :

I decided the green bit could be a little pocket, not that it'll be larger than 3 greenish pixels anyway.

Combat Leather Jacket (Wings, obj, 3ds, textures)
http://www.megaupload.com/?d=WXEIN9V3
Exported obj and 3ds files are of "all" and of jacket, body and boots individually (I don't know which is easiest to work with).

Let us know if it works okay, or if any further changes are needed.

Very good! Damn, I wanted to make CLJ myself, but didn't have Karpovs model so... yeah, failed.

Sorry, I'd already started on it :-(

Anyway, all the components are in the upload above, if you want to have a look / tinker with it at all. It includes the original body if you want to work on other models too. It doesn't include the photoshop file with all the texture layers on it, but I can upload that separately if you want to mess around with it.