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3d models development

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NastyKhan:
http://screenshooter.net/0805776/nftyixx
http://screenshooter.net/0805776/bmvidev
http://screenshooter.net/0805776/aphahlc
Harry.

"Official" mutant model reskinned and remeshed.

OBJ and PNG: http://www.sendspace.com/file/f0pzy1

Jotisz:
Something wrong the model should look different. That one was the old one.
I'm sure the current one is up somewhere but in case its missing I uploaded it to dropbox.
http://dl.dropbox.com/u/47209332/Mutant.zip
Texture should look the same though on this model too. Also it looks awesome.

NastyKhan:
I see. Thanks.

Jotisz:
For all who wish to try animating or just want to look at it here it is now for download.
Read the readme file in the zip. (it contains a blend file 2 picture and a txt)

I wish luck to anyone who gives a try. And looking forward to see some goings with the animation. Feel free to try and tweak existing ones to test things.
In case if someone needs it I will put together a small how animating should go in blender. But the ones that are already made are useful too even if they are for different software the rigging and animating is the same.

Download link:
http://db.tt/vSFkjFsp

Luther Blissett:
Had a bit of time to do a bit more with this "blended" texture thing. Looks like it should work. It's far from perfect at the moment, but with a little refining, we should easily be able to mass produce textures. There's no reason why a similar thing wouldn't work with other models / armours etc. Basically, I took the shading and colour info off the "projection painted" sprites I showed you previously and roughly painted the locations. Then I assessed the current engine lighting, and sort of deleted the equivalent from the textures, which leaves us with a sort of "shading map". It's in a primitive early version at the moment, but I think it's not far from being usable.



The grey one is this shading map. It's currently set to "overlay", then you just fill a colour (from a limited palette) underneath it and you have a texture. You can of course then add further detail and so on as necessary, but as long as the main areas are shaded roughly equivalent to these, it pretty much looks okay.

Currently, this overlay is a bit shitty, but I'll do a 2nd and 3rd pass at it, and we should be pretty much there. Legs and arms in particular need some more attention. A nice little advantage of this is that if the engine lighting changes in future, we only need to adjust this overlay layer and resave the texture. In the example above, I've literally flood-filled with a flat colour, but it should work equally with rips, zips, buttons and detail etc.



I churned out these in about 5 minutes. I don't have the right font for the 13, so you've got a "curly 3" instead of the "straight topped 3" you should have. You might also see on the close up that this is a "normal" texture, therefore easy to repaint. It's currently not very good, but you could easily add some detail in there, as long as the overall colour and tone is roughly similar. You can pretty easily make your other vaults by simply typing a different number in. I also tested a few different colours i.e. Peasant jacket green, Ian trousers, Cassidy trousers etc. Some of them work better than others. A few non-palette ones sort of work, but don't quite look right. The white, black and "Van Buren" notably look a bit off. The overlay setting works best with colours of similar brightness to "Vault Suit blue", but similar layers set of "multiply" or "soft light" might cover the rest of them.

Once I've fixed a few bits and named all my layers properly, I'll upload it for everyone to use /adapt / improve.

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