Author Topic: Armors and clothing  (Read 242759 times)

Offline LagMaster

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Re: Armors and clothing
« Reply #120 on: February 18, 2011, 07:50:27 pm »
That looks really nice! It could be little bit darker though. Great job anyway. :)

Is it possible to make the power armors bigger than other armors? Just like they are little bit bigger in original sprites. Now it looks a bit funny:

Just what I said. That's supposed to be like the "Brotherhood" Power Armor, right?

Looks like the tin man.


how about adding some rust?

Offline Doctor Eex

  • TEE Hive Father
Re: Armors and clothing
« Reply #121 on: February 18, 2011, 08:04:24 pm »
how about adding some rust?
No rust please.

Offline Karpov

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Re: Armors and clothing
« Reply #122 on: February 18, 2011, 08:07:14 pm »
Update: Added 3 armors for the lady.
 
http://www.youtube.com/watch?v=H4TB8cun2Kc

Also changed the way the shoulder pads should be in the APA .

Offline Haraldx

  • This forum... The memories... The history...
Re: Armors and clothing
« Reply #123 on: February 18, 2011, 08:25:25 pm »
VERY GOOD!
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Offline Solar

  • Rotator
Re: Armors and clothing
« Reply #124 on: February 18, 2011, 09:38:50 pm »
Looking really good, indeed.
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Offline LagMaster

  • No. 1 Topic Starter
Re: Armors and clothing
« Reply #125 on: February 18, 2011, 10:12:36 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

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: Armors and clothing
« Reply #126 on: February 19, 2011, 12:01:08 am »
I'm in the process of test-making an outfit, IF it turns out any good I'll post a pic :P (most likely a civilian clothing, just want your opinion).

If it fails I'd want to get my hands on someones armor so I can do some cross-references, see how it's done.
« Last Edit: February 19, 2011, 12:03:45 am by bikkebakke »
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Offline Cryptopsy

  • Smoke Break Until Wipe
Re: Armors and clothing
« Reply #127 on: February 19, 2011, 12:18:50 am »
I'm in the process of test-making an outfit, IF it turns out any good I'll post a pic :P (most likely a civilian clothing, just want your opinion).

If it fails I'd want to get my hands on someones armor so I can do some cross-references, see how it's done.

This is what I've been waiting on!

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: Armors and clothing
« Reply #128 on: February 19, 2011, 12:42:59 am »
Dont get your hopes up on my stuff >_> close up looks... a bit blocky and chippy  :-X



Just took some colours that can display the model in a somewhat good way, think that clothing is actually best as either a suit (just a different texture) or as he is now, normal clothes (shirt + jeans/other material).

But he looks kinda ok far away >_> I'm mostly interested in criticism :P
« Last Edit: February 19, 2011, 12:57:20 am by bikkebakke »
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Offline Cryptopsy

  • Smoke Break Until Wipe
Re: Armors and clothing
« Reply #129 on: February 19, 2011, 01:00:06 am »
Dont get your hopes up on my stuff >_> close up looks... a bit blocky and chippy  :-X



Just took some colours that can display the model in a somewhat good way, think that clothing is actually best as either a suit (just a different texture) or as he is now, normal clothes (shirt + jeans/other material).

But he looks kinda ok far away >_> I'm mostly interested in criticism :P

Is he supposed to be modeled after such an NPC as "Jagged Jimmy J"?


Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: Armors and clothing
« Reply #130 on: February 19, 2011, 01:04:51 am »
lol, didn't even think of that :P

Nah, this model is mostly a testrun. But ofc it can be altered a bit, shorten the sleeves and make a "V" at the shirts neck, shorten the jeans to knee-height, remove the shoes (damn that jimmy must be poor) and it is kinda done (then texture ofc).
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Offline Karpov

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Re: Armors and clothing
« Reply #131 on: February 19, 2011, 02:56:36 am »
Well bikkebakke, as a test I would say it is quite good. The most important thing to make clothing work fine on the game is to keep the original model mesh structure, that means selecting the polygons from the character, duplicate them and then slightly separate them from the character. From what I see, that is what you did here, so I guess it would work fine.
 However, for shirt and pants it would be easier to paint texture directly over the character. Anyway, you could make the shirt longer and turn it into a suit maybe. But don't bother in modelling the pants and the shoes if it can be painted on the character.

Re: Armors and clothing
« Reply #132 on: February 19, 2011, 03:06:22 am »
The only way to make the Power armor bigger is to add it as a new critter with a different skeleton, and make the power armor item give you that skin when you wear it, but I am not sure how custom values for skin tones and such would work.

Added the Combat Jacket. Good work Luther Blisset.

http://www.youtube.com/watch?v=jrEI1X5xyq8

I think the Combat Jacket should be black, all black!  ;) The brown one could work as variation of Combat leather though.

Re: Armors and clothing
« Reply #133 on: February 19, 2011, 03:15:06 am »




Here, i think hands a bit too long on both. And the APA armor is not rusty i think? Its like newly manufactured. My points  8)

Offline Johnnybravo

  • Hey there!
Re: Armors and clothing
« Reply #134 on: February 19, 2011, 05:00:06 am »
good point, on sprite it looks more like polished plates and not like this.
But without any effects it might be tricky to have that.
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