Author Topic: 3d models development  (Read 677118 times)

Re: 3d models development
« Reply #1200 on: February 26, 2011, 03:20:10 pm »
Can't wait for these damn 3D modells so I can finally make nude mod.Also you should make the boobs bigger and maybe more round :P

ATM base female texture is nude, as far as I know :P But I'm almost sure some kind of underwear will be added. Or there will be two versions. One for perverts and second for sub-normal people :P
« Last Edit: February 26, 2011, 03:22:00 pm by SmartCheetah »
Don't call me your brother
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We fell from different cunts,
and your skins an ugly color!

Offline pistacja

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Re: 3d models development
« Reply #1201 on: February 26, 2011, 04:16:43 pm »


I was aiming at this but didn't get the tint quite right (it is a greenish brown, but not that green).

Acceptable?

Offline barter1113

  • New Vegas fanatic =)
Re: 3d models development
« Reply #1202 on: February 26, 2011, 04:20:11 pm »
Sugestion for making Miss Kitty (or Bishop lady) image

Re: 3d models development
« Reply #1203 on: February 26, 2011, 04:25:36 pm »
ATM base female texture is nude, as far as I know :P But I'm almost sure some kind of underwear will be added. Or there will be two versions. One for perverts and second for sub-normal people :P

Yes but the texture is shitty.

Offline Haraldx

  • This forum... The memories... The history...
Re: 3d models development
« Reply #1204 on: February 26, 2011, 04:27:48 pm »

Umm... looks awesome! But more light brown pants please?
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 pistacja

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Re: 3d models development
« Reply #1205 on: February 26, 2011, 04:30:46 pm »
Sugestion for making Miss Kitty (or Bishop lady) image

I've got that I my personal to do list ;)
But first the generic yellow npc and a hooker outfit

The tribal is also done, I've just left it simple



..and what's wrong with the nude texture?


Re: 3d models development
« Reply #1206 on: February 26, 2011, 04:49:39 pm »
*Cries.*

One Mississipi, two Mississipi, three Mississipi (...)

We can always improve things without a problem. It doesn't matter. If you know how - make it better, ye.
Don't call me your brother
'cause I ain't your fucking brother.
We fell from different cunts,
and your skins an ugly color!

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: 3d models development
« Reply #1207 on: February 26, 2011, 05:20:23 pm »


I was aiming at this but didn't get the tint quite right (it is a greenish brown, but not that green).

Acceptable?

It's good but I think the white t-shirt should cover the body a bit more (zoom in at the gif).
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Offline pistacja

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Re: 3d models development
« Reply #1208 on: February 26, 2011, 05:43:13 pm »
Did you even see how teh nipples are made I mean really...
Maybe this will suite you?
(nude-like pixels warning!)
http://img576.imageshack.us/g/nudeq.jpg/

Re: 3d models development
« Reply #1209 on: February 26, 2011, 06:12:35 pm »



WiP Normal CA in SPRITE-like colours (to better fit da' world)

I can make it JUST like in inventory icons but I believe it will look little dull and pretty bad. Should it stay that way or more "inventory-like" ? Other CA's will be totally based on inventory colours just because default sprite was the same for all of 'em.
Don't call me your brother
'cause I ain't your fucking brother.
We fell from different cunts,
and your skins an ugly color!

Offline Lexx

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Re: 3d models development
« Reply #1210 on: February 26, 2011, 06:20:15 pm »
In my opinion, it should look more like the critter than the inventory image. If both can be combined, it would be even better.

Re: 3d models development
« Reply #1211 on: February 26, 2011, 06:28:58 pm »
i think the texture of the combat armor would have to be more opaque

i think

No le temo a nada....solo a la paz mundial. Sledge Hammer

Re: 3d models development
« Reply #1212 on: February 26, 2011, 06:32:07 pm »
In my opinion, it should look more like the critter than the inventory image. If both can be combined, it would be even better.
Colour would be very similiar to critter while you will find little more details from inventory icon. I believe it will work fine that way.
CA MK2, Brotherhood CA will be more teal and Enclave one will be just black/dark grey.

What 'bout pants and that grey "under-CA" blouse? Should I make it another colour in any of other CA's? I believe in Enclave one black pants will fit much better(And will be easier to make :P)
Can try makin' grey pants in MK2 and "blueish" in brotherhood one - Like paladin talking-head coif:
http://gfx.gaminator.tv/data/screen/561/686/2385-2.jpg

It's easy to change anyway.

@Up: Opaque? "High tech armor, made out of advanced defensive polymers" but I can make it little less shiny. More like in original sprites.
« Last Edit: February 26, 2011, 06:35:17 pm by SmartCheetah »
Don't call me your brother
'cause I ain't your fucking brother.
We fell from different cunts,
and your skins an ugly color!

Offline Lexx

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Re: 3d models development
« Reply #1213 on: February 26, 2011, 06:33:53 pm »
The blue thing on cabbots head is some armin cap and it works like a helmet. We have such an item already ingame from VB power armor. It just needs to be adjusted to the new head.

Offline Surf

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Re: 3d models development
« Reply #1214 on: February 26, 2011, 06:34:06 pm »
Imo the CA now looks really good Cheetah. Could you maybe give an ingame screenshot to have a bit more context how it looks?