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FOnline Development => 3D Development => Topic started by: Karpov on February 16, 2011, 03:14:24 pm

Title: Armors and clothing
Post by: Karpov on February 16, 2011, 03:14:24 pm
OK, here I will Post a list of armors and the Stage of development.

(http://www.fo2238.fodev.net/wiki/images/e/e2/Spreadsheet.png)

Orange - applicable to this body type, but missing
Blue - not applicable to this body type
Green - done

If something is wrong, let me know. Note that an armor being in a stage does not mean the author is actually working on it, but what the armor model needs.

You can post your progress in armors in this topic.

Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 03:19:54 pm
I'm quite interested in making CLJ. Can you send me your male/female model, so I can correctly shape it?
Title: Re: Armors and clothing
Post by: Lexx on February 16, 2011, 03:24:06 pm
Quote
Power Armor   Female   Reshape   Gray

I don't think female power armor has to be reshaped. It's a big, massive armor after all. Wouldn't make much sense if you could see boobs through it, etc. Same with robe, which was used in the original game as androgyn model as well (though, this one might be debatable).
Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 03:27:12 pm
I don't think female power armor has to be reshaped. It's a big, massive armor after all. Wouldn't make much sense if you could see boobs through it, etc. Same with robe, which was used in the original game as androgyn model as well (though, this one might be debatable).
I can agree on that.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 16, 2011, 03:39:39 pm
I had a go at this the other day, but got a bit stuck after a while, due to difficulty in identifying parts from the sprite. The Combat Leather Jacket was visually the same as Leather Jacket in game - so the only reference image I've been able to find is the inventory one. I interpreted it as roughly the same as normal leather jacket, but with brown leather shoulders, a sort of cross over the middle, and some "stuff" on the arms.
(http://img404.imageshack.us/img404/386/cjacket2.png)

But the brown stuff - is that fur, gecko skin, dirt, brown leather, extra pockets, a painted "tribal tattoo" like design?
Is the green stuff gecko skin, grenades, painted design?

Anyway, this is the model as is, put onto Karpov's body model (and with the skin texture and approximate boot shape taken from Ztormi's Leather Armour model)
(http://img806.imageshack.us/img806/3496/cjacket.png)

In retrospect, it may make much more sense to just add extra parts to, or simply re-texture the existing leather jacket - assuming the model for this exists somewhere, but I fancied a go at it anyway, for the practice.
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 16, 2011, 03:51:31 pm
Combat Leather Jacket is here (topic forum) (http://fodev.net/forum/index.php?topic=13878.0).
Title: Re: Armors and clothing
Post by: Gray on February 16, 2011, 03:54:53 pm
Advanced Power ArmorMaleModellingGray
Texturing :P
Title: Re: Armors and clothing
Post by: TommyTheGun on February 16, 2011, 04:12:04 pm
I don't think female power armor has to be reshaped. It's a big, massive armor after all. Wouldn't make much sense if you could see boobs through it, etc. Same with robe, which was used in the original game as androgyn model as well (though, this one might be debatable).

+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?
Title: Re: Armors and clothing
Post by: TommyTheGun on February 16, 2011, 04:14:38 pm
I think those are not bullets but stitches - on the other hand i dont think you would see much of a difference  from iso view.

I think the model looks really good, but in my opinion the boots are to.. hmm massive?
Title: Re: Armors and clothing
Post by: TheGreenHand on February 16, 2011, 04:31:08 pm
Even if those are stitches, those bullets look great.  That whole combat jacket looks great.
I feel like the jacket is supposed to have a camouflaged look, hence the brown and green on it.
However, your jacket looks better than a camo one might.  Just enough different from the normal leather jacket to tell it apart.
Title: Re: Armors and clothing
Post by: avv on February 16, 2011, 04:31:43 pm
The brown stuff is hardned leather bracer.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 16, 2011, 04:38:23 pm
Brown stuff looks more like a dirt to me. Can't tell about that green thing. It might be some kind of dirt as well or kind of belt(this one on the chest)
You did very nice job here. Maybe little more dirt on pants and boots as well? :P
Title: Re: Armors and clothing
Post by: Luther Blissett on February 16, 2011, 04:42:34 pm
I think those are not bullets but stitches - on the other hand i dont think you would see much of a difference  from iso view[...]

Stitches or "tassles" was my other thought about what they could be - I've got a "stitches" version on a different photoshop layer, so can just swap that over if it's the case - but you're right, when zoomed in it's probably just two slightly yellow pixels anyway.

[...]the boots are to.. hmm massive?

Haha. Yeah. I'm well aware of that. Like a child wearing dad's boots. It's just the jacket I made new - the boots and body are a "placeholder" from the Leather Armour model (just re-textured quickly), so it could be seen "on a person" model for the screenshot.

I'm not sure whether extra boots or trousers are needed or not on the model. If there's existing trousers / boots on the current leather jacket model, it would make sense to just re-use them, if that was possible.

Brown stuff looks more like a dirt to me. Can't tell about that green thing. It might be some kind of dirt as well or kind of belt(this one on the chest)
You did very nice job here. Maybe little more dirt on pants and boots as well? :P

I'll see if anyone (probably Karpov) knows what's needed regarding legs and feet - i.e. if I need to model trousers / boots as well - then if so, I can make them all dirty quite easily.

Title: Re: Armors and clothing
Post by: Karpov on February 16, 2011, 05:14:57 pm
Very good. Can you make leather texture a bit more brown?
 The pants you can paint them in the character texture, there is no need to model them, just don't change the mapping coordinates of course. I added this to the list.
Title: Re: Armors and clothing
Post by: Karpov on February 16, 2011, 05:17:40 pm
Yes, the power armor is the only armor that works fine using the same model. The difference between the girl in PA and the man in PA is that the girl has a different Idle pose. Which looks strange, but maybe because I am not used to it.
Title: Re: Armors and clothing
Post by: Ztormi on February 16, 2011, 05:27:40 pm
She has open back now. Straps are simple plane meshes and the shirt is modeled too so skintones should work.
Made small heels on the boots and they are more feminine too. One problem though, the heels are now below the origin, as I can't edit the female mesh itself so it might be that you can never see them anyways?

(http://img517.imageshack.us/img517/882/leatherarmorfmrender.png)
Title: Re: Armors and clothing
Post by: Luther Blissett on February 16, 2011, 05:29:49 pm
Cool. That should all be straightforward. Do I need to make boots, or texture the feet as boots or anything?
Title: Re: Armors and clothing
Post by: Ztormi on February 16, 2011, 05:32:04 pm
You can texture or model the boots. We have modeled them for every armor I guess?

Nice jacket. Love it  :)
Title: Re: Armors and clothing
Post by: Lexx on February 16, 2011, 05:46:53 pm
The part on the back should look more like this:

(http://img6.imagebanana.com/img/xmr21wvy/Bild1.png)

It's more a V than ||
Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 05:55:20 pm
It's more a V than ||
This
Title: Re: Armors and clothing
Post by: Ztormi on February 16, 2011, 05:57:05 pm
(http://img98.imageshack.us/img98/9194/femalerender2.png)
Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 06:03:02 pm
Yes, very good!
Title: Re: Armors and clothing
Post by: Cryptopsy on February 16, 2011, 06:04:49 pm


It's more a V than ||

Gettin kinda picky, aren't we?
Title: Re: Armors and clothing
Post by: TheGreenHand on February 16, 2011, 06:06:44 pm
Yes, the power armor is the only armor that works fine using the same model. The difference between the girl in PA and the man in PA is that the girl has a different Idle pose. Which looks strange, but maybe because I am not used to it.

What about the environmental armor?  That probably could use the same model.
Title: Re: Armors and clothing
Post by: Karpov on February 16, 2011, 06:20:42 pm
What about the environmental armor?  That probably could use the same model.

Almost. I tested it, everything looks good but the chest part is too wide, and it overlaps with the arms, not a big deal though.
Title: Re: Armors and clothing
Post by: Karpov on February 16, 2011, 06:27:32 pm
I guess it is better to have the boots modelled, it gives a more robust look. I can hide the feet in the character, so in theory you would not be adding much polygons.
Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 06:27:46 pm
Uhm... just 1 note - you forgot the suit Mobsters wear...
Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 06:28:59 pm
Very good! Damn, I wanted to make CLJ myself, but didn't have Karpovs model so... yeah, failed.
Title: Re: Armors and clothing
Post by: Izual on February 16, 2011, 06:32:23 pm
Mobsters need a different model/skeleton, don't they? Like boxers.
Title: Re: Armors and clothing
Post by: Haraldx on February 16, 2011, 06:33:45 pm
They just are more muscled and taller, nothing more. That can be done with some easy stuff.
Title: Re: Armors and clothing
Post by: LagMaster 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
Title: Re: Armors and clothing
Post by: LagMaster on February 16, 2011, 07:42:27 pm
it looks awsome
Title: Re: Armors and clothing
Post by: Lexx 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.
Title: Re: Armors and clothing
Post by: Lexx on February 16, 2011, 08:09:02 pm
We can finally make the ugly mobsters in reno look like normal persons.
Title: Re: Armors and clothing
Post by: Cryptopsy 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
Title: Re: Armors and clothing
Post by: Karpov 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.
Title: Re: Armors and clothing
Post by: Gray 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.
Title: Re: Armors and clothing
Post by: Lexx 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.
Title: Re: Armors and clothing
Post by: Karpov on February 16, 2011, 09:11:54 pm
I thought about that too, there is even a layer for backpacks implemented already.
Title: Re: Armors and clothing
Post by: Lexx 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.
Title: Re: Armors and clothing
Post by: Cryptopsy on February 16, 2011, 10:32:23 pm
(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal)



He looks silly.
Title: Re: Armors and clothing
Post by: Gray 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.
(http://img203.imageshack.us/img203/23/karpovapa02.png)
(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal)
He looks silly.
(http://www.fo2238.fodev.net/wiki/images/4/49/Hapowraa_sw.gif)
Title: Re: Armors and clothing
Post by: Ztormi 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.
Title: Re: Armors and clothing
Post by: Lexx 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.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 16, 2011, 11:54:06 pm
Here's the stichy, dirty, browner version, with less comically sized boots :
(http://img146.imageshack.us/img146/1693/cjacket4.png)
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 (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.
Title: Re: Armors and clothing
Post by: Karpov on February 17, 2011, 01:24:25 am
Gray, if you are going to use part of the New vegas textures I think you should clean it up a bit. In New Vegas those armors belonged to the Remnants of the Enclave, and they are old and rusty. If you can manage to make it look like new, or at least in good condition, it would be great.

I had a problem with the leather jacket before, that's why I did not include it in the pictures. I was using an old jacket model for a newer version of the character, but I did not notice until I compared the models  >:( . Anyway, there it is. I will continue with the jacket for the woman.
Title: Re: Armors and clothing
Post by: Gray on February 17, 2011, 05:34:25 am
One more sleepless night.
(http://img6.imageshack.us/img6/5544/karpovapa03.png)
2600 tris total.
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 17, 2011, 08:28:47 am
Gray you're awesome! I love this APA!!!  :D It's fucking falloutish and I WANT SEE IT IN ACTION MOVIE (YOUTUBE) FROM DIRECTOR KARPOV! OMG!

I can't wait to play with this armor! Awesome, awesome, awesome, awesome...
Title: Re: Armors and clothing
Post by: Opera on February 17, 2011, 09:00:36 am
One more sleepless night.
*Picture of APA*
2600 tris total.

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:
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)
Title: Re: Armors and clothing
Post by: Lexx on February 17, 2011, 09:27:50 am
Not really possible, because it will give problems with the anatomy. The power armor in the original games is wrong in that point-- no human could ever wear it.
Title: Re: Armors and clothing
Post by: Opera on February 17, 2011, 09:43:47 am
Not really possible, because it will give problems with the anatomy. The power armor in the original games is wrong in that point-- no human could ever wear it.

True, that human really couldn't wear it, but if we want to make the 3D models look as original as possible, it should be tried out. Then compare with the current size and see which one is better.
Title: Re: Armors and clothing
Post by: barter1113 on February 17, 2011, 10:32:57 am
Holy shit  :o Envlave power armor looks great. Keep it good progress man.

(my avatar :D)
Title: Re: Armors and clothing
Post by: TommyTheGun on February 17, 2011, 11:54:04 am
What about other clothes/armors that are in original games? For example some gangsters in New Reno have that leather/jeans outfit with some sort of bandana etc. I asume that the new texture could do the trick, on the other hand it might not be enough.
Title: Re: Armors and clothing
Post by: Gray on February 17, 2011, 12:14:57 pm
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:
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)
Yes, that scaling is a pin in ass. Sprites of PA and APA just scaled up to 110% without any structural changes justifying this scale. This is done to emphasize their originality, but the way how it's done (it's just zoomed >:() do not allow me normal way to do it looking good in 3D. I will try anyway.
Title: Re: Armors and clothing
Post by: Haraldx on February 17, 2011, 01:00:27 pm
Awesome work!

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

Nah, it's okay, your one looks very good and it's good to have this CLJ as soon as you made it.
Title: Re: Armors and clothing
Post by: Pudzian_Koks on February 17, 2011, 01:06:32 pm
Awesome APA  ;D Gray u my master.
Title: Re: Armors and clothing
Post by: Simon on February 17, 2011, 01:12:09 pm
Please don't mess up the mobster models and don't 3d them unless it looks really good and also making the mobsters clothing to wear on character is cool idea +1.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 17, 2011, 03:04:44 pm
What about other clothes/armors that are in original games? For example some gangsters in New Reno have that leather/jeans outfit with some sort of bandana etc. I asume that the new texture could do the trick, on the other hand it might not be enough.
AFAIK we're going to model/texture fluffy stuff(Common clothes and other things) as well. That's what customization is for :D
Lexx - how about new characters? No more Vault Suit for them, ye? With 3d models we can start "naked" or whatever. ]:>
Vault suit should be an unique fluffy item! No moar hordes of bluesuits!

Edit:
That APA looks totally cool. I'm in love. :D
Title: Re: Armors and clothing
Post by: TheGreenHand on February 17, 2011, 03:43:35 pm
AFAIK we're going to model/texture fluffy stuff(Common clothes and other things) as well. That's what customization is for :D
Lexx - how about new characters? No more Vault Suit for them, ye? With 3d models we can start "naked" or whatever. ]:>
Vault suit should be an unique fluffy item! No moar hordes of bluesuits!

There's one issue with this.  Everyone runs around as a bluesuit, so then everybody would be running around naked.  Who wants to walk into NCR and see a bunch of dudes in their underwear?  The clothing should be able to be chosen at character creation, along with skin, hair, etc.  Then in game there could be a clothing shop (different than armor shop) where you could buy a different set of clothes (as your default) for, say, 250 caps or something.  Of course, the default clothes would be 0/0% for resistances.
Just an idea.
Title: Re: Armors and clothing
Post by: Lexx on February 17, 2011, 04:15:43 pm
Lexx - how about new characters? No more Vault Suit for them, ye? With 3d models we can start "naked" or whatever. ]:>

You start with pants, yes. I've also planned to add clothes to the game world that have nearly no stats and are just for look-- casual wear, etc. Stuff that the bums in the game wear and so on.
Title: Re: Armors and clothing
Post by: bikkebakke on February 17, 2011, 04:28:02 pm
You start with pants, yes. I've also planned to add clothes to the game world that have nearly no stats and are just for look-- casual wear, etc. Stuff that the bums in the game wear and so on.

That would be nice, it would also be quite easy to add a few clothes with the same model, just new textures.
Title: Re: Armors and clothing
Post by: Karpov on February 17, 2011, 04:46:00 pm
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
Title: Re: Armors and clothing
Post by: None on February 17, 2011, 04:47:52 pm
Clothing shop and clothes without stats wouldnt pass into Falloutish world it would be another step to gereric MMO to players but from Fallout as we know it, too much customization can ruin the atmosphere.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 17, 2011, 05:45:41 pm
Added the Combat Jacket. Good work Luther Blisset.

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

Wow. That's come out nicely. Seems to fit in-game really well. Excellent :-)

Should I start adjusting for the female model? If so, do you have the base model to work from available? Otherwise, anything else I can get started on, or should I just make a few models for fun and see if they are useful?
Title: Re: Armors and clothing
Post by: Crazy on February 17, 2011, 06:10:00 pm
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.
Title: Re: Armors and clothing
Post by: Lexx on February 17, 2011, 06:15:47 pm
Clothing shop and clothes without stats wouldnt pass into Falloutish world it would be another step to gereric MMO to players but from Fallout as we know it, too much customization can ruin the atmosphere.

Nobody said anything about clothing shops (We have armorer already, by the way). Also we have 160 years after the war-- people started to rebuild, so there is no reason why they shouldn't have own clothes.
Title: Re: Armors and clothing
Post by: None on February 17, 2011, 07:06:09 pm
If you mean by nobody no developer then yes nobody said anything about clothing shops. Otherwise you didnt get my point but nevermind.
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.
I agree, they need more love.
Title: Re: Armors and clothing
Post by: Lexx on February 17, 2011, 07:13:19 pm
I get your point, my point is that your point is invalid, because of given reason.
Title: Re: Armors and clothing
Post by: Gray on February 17, 2011, 08:38:21 pm
Done.
The armor is made with 110% scale of normal human. Hands position match, so there would be no troubles with animation. I hope.
(http://img641.imageshack.us/img641/4557/karpovapa04.png)
http://rapidshare.com/files/448475025/Karpov_APA.rar (http://rapidshare.com/files/448475025/Karpov_APA.rar)
Total polycount 2812 triangles with head and helmet both.
Just in case, I've included armor with both heads (male and female) unattached.
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 17, 2011, 08:50:44 pm
Exelent. I want it!
Title: Re: Armors and clothing
Post by: Solar on February 17, 2011, 08:57:33 pm
Most definitely worth the wait :)
Title: Re: Armors and clothing
Post by: ChikChik on February 17, 2011, 09:21:02 pm
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.
same thing. as for me, walking animation are alright, but something is wrong with runing.
Title: Re: Armors and clothing
Post by: manero on February 17, 2011, 11:14:50 pm
Its a pity that APA would be not available for players. It looks far better than power armor.
Title: Re: Armors and clothing
Post by: Lexx on February 17, 2011, 11:19:03 pm
The problem I see with moving is that there is some smooth connection between idle and walking / running animation. This makes the character look as if he is sliding over the ground when he starts walking. Don't know if it can be deactivated, but it should be if possible.
Title: Re: Armors and clothing
Post by: bikkebakke on February 17, 2011, 11:36:59 pm
In what range should armours polycount be in btw?

Just curious.
Title: Re: Armors and clothing
Post by: Karpov on February 17, 2011, 11:49:42 pm
Ok, here is the APA  :).

http://www.youtube.com/watch?v=vXyBDp6ea9Y

Works fine but there is an area in the upper arm that needs to be fixed,  separating that lower shoulder plates from the arm might work. Anyway , it looks great!.
Title: Re: Armors and clothing
Post by: Lexx on February 17, 2011, 11:56:24 pm
It's the bigger scalled model? Because I think he looks unnatural big. And the minigun looks strange. :p It looks still as if it doesn't have a lot power. Maybe it's due to the lack of muzzleflash and stuff, don't know.
Title: Re: Armors and clothing
Post by: TheGreenHand on February 18, 2011, 02:48:28 am
It's the bigger scalled model? Because I think he looks unnatural big.

Yeah, the dude definitely looks 8 feet tall.  Why are they being upscaled 110% again?  I think they look fine as the same size as normal dudes, it's more realistic and less cartoonish.  The old 2D APAs and PAs don't look like that.
Title: Re: Armors and clothing
Post by: Michaelh139 on February 18, 2011, 04:36:48 am
Another thing about it, I don't know if this matters as of now but, a Male is in the armor right?  Why is he walking like a girl?

Pay close attention at 0:07-0:11, and then when he undos the helmet a male is inside.
Title: Re: Armors and clothing
Post by: Gray on February 18, 2011, 06:18:27 am
Works fine but there is an area in the upper arm that needs to be fixed,  separating that lower shoulder plates from the arm might work.
Lower shoulders designed as a part of upper arms, just animate them together and it will be fine. The same problem has PA. I've designed lower shoulders as movable, but they are a part of shoulder mesh and not affected by upper arms. Designing the APA, I was trying to avoid that problem and made them as a part of arm, but with the same result :)
One more thing, there are strange black triangles on the inner side of the legs, near the groin. Looks like the texture has gone.

It's the bigger scalled model? Because I think he looks unnatural big.
I don't think so. Can't be sure until it will be compared with sprite APA. I've made it scaled, maybe it was scaled in the game twice?
Title: Re: Armors and clothing
Post by: Opera on February 18, 2011, 08:11:04 am
Another thing about it, I don't know if this matters as of now but, a Male is in the armor right?  Why is he walking like a girl?

Pay close attention at 0:07-0:11, and then when he undos the helmet a male is inside.

I guess thing is what Karpov said: "Works fine but there is an area in the upper arm that needs to be fixed".

If the armor looks too big, simply scale it bit smaller. But IMO, it should be bigger than other armors, as it is in original sprites. This makes the char look more powerful.

Anyway, the armor doesn't need to be much bigger, our eyes will recognize even little change in the size.
Title: Re: Armors and clothing
Post by: Haraldx on February 18, 2011, 08:27:31 am
I guess thing is what Karpov said: "Works fine but there is an area in the upper arm that needs to be fixed".

If the armor looks too big, simply scale it bit smaller. But IMO, it should be bigger than other armors, as it is in original sprites. This makes the char look more powerful.

Anyway, the armor doesn't need to be much bigger, our eyes will recognize even little change in the size.

This
Title: Re: Armors and clothing
Post by: Graf on February 18, 2011, 08:41:05 am
It seems that APA doesn't looks much worse after reducing number of polygons by 2.
It could be reduced further, but I'm not sure if the shape will stay correct.
Of course, textures should be corrected as well, if someone would use it.

(http://www.imagepost.ru/images/646/cut_APA.png)
Title: Re: Armors and clothing
Post by: Haraldx on February 18, 2011, 08:49:20 am
It seems that APA doesn't looks much worse after reducing number of polygons by 2.
Umm.... I don't even understand what happend to his helmet :/
Title: Re: Armors and clothing
Post by: Graf on February 18, 2011, 08:51:48 am
Umm.... I don't even understand what happend to his helmet :/
Helmet and everything else is ok. The only problem is that after reducing number of polygons, texture should be fixed.
(http://www.imagepost.ru/thumbs/647/cut_APA2.png) (http://www.imagepost.ru/?v=647/cut_APA2.png)
Title: Re: Armors and clothing
Post by: Gray on February 18, 2011, 09:05:28 am
If the armor looks too big, simply scale it bit smaller. But IMO, it should be bigger than other armors, as it is in original sprites. This makes the char look more powerful.
The armor is made with 110% scale of normal human.
It should be exactly 110% of human size. Not more, not less.
Comparison with sprite needed.
It seems that APA doesn't looks much worse after reducing number of polygons by 2.
In static only.
Можно хоть до 500 уменьшить, но анимация будет страшнее 100 китайцев ;)
PA has the same polycount and the half of triangles belongs to a helmet.
There's no sense in optimizing PA/APA further. They weights as much as 5 miniguns, but they are much more rarely.

P.S.
(http://img543.imageshack.us/img543/8092/combatarmor.jpg)
Belt pouches blends with pants. I made them green.
Title: Re: Armors and clothing
Post by: Doctor Eex on February 18, 2011, 09:05:38 am
Before reducing polygons, better to test is it really needed?

I have PC that handles Crysis and whatever easily for example.
Title: Re: Armors and clothing
Post by: Graf on February 18, 2011, 09:13:09 am
There's no sense in optimizing PA/APA further.
Ok, boss ;)
Title: Re: Armors and clothing
Post by: Haraldx on February 18, 2011, 09:14:18 am
I have PC that handles Crysis and whatever easily for example.

 :o My computer can run CoD4 on medium graphics with lag...
Title: Re: Armors and clothing
Post by: Ztormi on February 18, 2011, 11:59:30 am
DL link:
http://www.sendspace.com/file/ftdcqd
Title: Re: Armors and clothing
Post by: Lexx on February 18, 2011, 12:50:23 pm
Well, if we would aim for high end hardware, all this optimization work wouldn't be needed. But as we are aiming for older stuff, Crysis and CoD4 isn't really the thing to compare to.
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 12:59:36 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:
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)

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

Looks like the tin man.

(http://static.tvtropes.org/pmwiki/pub/images/tin_man.jpg)
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 01:01:20 pm
But this.........

(http://img543.imageshack.us/img543/8092/combatarmor.jpg)

........is the most amazing thing I've ever seen. I can NOT wait for this 3D era to kick in/
Title: Re: Armors and clothing
Post by: Izual on February 18, 2011, 02:04:46 pm
Sorry to play the party-breaker, but... I don't like the APA model. Don't get me wrong, it is awesome, I'd love to wear such an armor, and it is really honestly amazing. But it just doesn't look like Fallout 2's APA. Yes, it is very similar to the talking heads of APA, but I thought armors had to be like the Fo2 sprites, not Fo2 artworks. However this model is tremendous and looks more like a soldier armor. I just wanted, as I see nobody did, to express my disappointment - if all armors are changed this way, then FOnline won't look like Fallout anymore. But that's just my personal opinion and I'm not linked in any way to 3D development (nor to development :P)

P.S. PA looks so great!
Title: Re: Armors and clothing
Post by: Lexx on February 18, 2011, 02:05:29 pm
In any case, we know that there are two versions of the APA: Mk1 and Mk2 and both look slightly different.
Title: Re: Armors and clothing
Post by: Solar on February 18, 2011, 02:14:58 pm
Quote
I thought armors had to be like the Fo2 sprites

They don't *have* to be anything. This looks like the APA should (would?) have done if they'd have been able to.
Title: Re: Armors and clothing
Post by: Izual on February 18, 2011, 02:17:11 pm
This looks like the APA should (would?) have done if they'd have been able to.

Point taken :)
Title: Re: Armors and clothing
Post by: Graf on February 18, 2011, 02:31:35 pm
Yes, it is very similar to the talking heads of APA, but I thought armors had to be like the Fo2 sprites, not Fo2 artworks.
This problem was discussed many times. It was concluded, that if Gray would make APA look like in the sprites, then it would be contrary to human physiology. In simple - he/she wouldn't be able to move their arms up, hold weapon correctly and so on.
Title: Re: Armors and clothing
Post by: Izual on February 18, 2011, 02:36:51 pm
This problem was discussed many times. It was concluded, that if Gray would make APA look like in the sprites, then it would be contrary to human physiology. In simple - he/she wouldn't be able to move their arms up, hold weapon correctly and so on.
OK, that's a good reason indeed. Then I have no problems with it (And I'll gladly wear this armor! ;D).
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 18, 2011, 02:50:42 pm
Hey guys where will Karpov model done? I can't wait see it on SDK and 2238. I can't wait...

IMO, APA looks fantastic and it not need more fix about scale or something.
Title: Re: Armors and clothing
Post by: RavenWolf on February 18, 2011, 02:56:29 pm
its just me, or the guy in the CA looks a little fat?

2 suggestions id like to made:
-reduce the abdomen part.
-the armor pectorals would be higher. i think this its only a texture change. (this also for the leather and metal armor)

this picture show what am trying to say, cause i don't speak english.
(http://img262.imageshack.us/img262/7057/combatarmor2.jpg) (http://imageshack.us/photo/my-images/262/combatarmor2.jpg/)

anyway, you are doing an amazing job.
Title: Re: Armors and clothing
Post by: Gray on February 18, 2011, 04:01:39 pm
its just me, or the guy in the CA looks a little fat?

2 suggestions id like to made:
-reduce the abdomen part.
-the armor pectorals would be higher. i think this its only a texture change. (this also for the leather and metal armor)
If it will be done so, the armor will turn into green-colored vault suit. I just made it a little bulky, even not as much as a real armor.
(http://img12.nnm.ru/0/6/e/6/e/fb4d4466f0626e043b71f0f6234.jpg)
Title: Re: Armors and clothing
Post by: Karpov on February 18, 2011, 04:09:30 pm
Ok, Gray, I just though it was like the metal armor. Then I will rig those plates to the upper arm. And well, I see that triangle, it was a problem in the mesh, maybe when exporting, I fixed it in some parts, but I missed that one. You made the pouches green, I made them brown, sorry for that, but they popped out too much, and you can barely see them in the sprite. Let's make a deal, I put a tone between Green and Brown so that we are all happy.

I am sure most of us can run games with higher polycount models. I used the New Vegas APA directly into the game with no problem, and that one had 11,000 tris. But still, I think we should make them as low as possible, not strictly limited, but as much as we can.

Power Armor...
  There's been a lot of talk about this. If you ask me I like them when they look as a person in a suit. I already said this, but the only way I have to make them like in the sprites is changing the bone structure, it would not just need a Power Armor but a "Power Skeleton" too. That would be an extra work. It would be something like this:
(http://img7.imageshack.us/img7/2161/powerskeleton.png)

yes it looks cool, but not that wont be "Soon", more like "Later".

I have to change the texture, RavenWolf, I could raise the pectorals, maybe add some gloves too. But the waist thing... the guy wears an armor, it is thick. The one in the sprite is just painted over the model. Gray made that armor looking at the inventory sprite, but I doubt that they used it  to render the original sprites.

PS: I was just writing when Gray posted, that's what I mean.  ;)
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 04:26:35 pm
I think those are not bullets but stitches - on the other hand i dont think you would see much of a difference  from iso view.

I think the model looks really good, but in my opinion the boots are to.. hmm massive?

I think they're bullets. Especially seeing as it's a COMBAT Leather Jacket.
Title: Re: Armors and clothing
Post by: Lexx on February 18, 2011, 04:28:34 pm
I like the left version more. :p

In FNV the problem was solved with new idle animations for heavy armors. We could go a similar way.
Title: Re: Armors and clothing
Post by: Crazy on February 18, 2011, 04:29:57 pm
Well, right one is better for me ;p
And even if it's not "soon", "later" is OK as long it's not "never" ;p
Title: Re: Armors and clothing
Post by: Lexx on February 18, 2011, 04:32:26 pm
On the left one, the legs look too big compared to the upper body. That's the only thing I can nitpick on it for now. Maybe it's just the perspective, though.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 18, 2011, 04:39:50 pm
It's only just visible as a vague light-coloured area on "overzoom", and maybe a pixel or two at standard zoom, so I think ultimately we just use our imaginations :-)

Also, female combat leather jacket is currently being checked with Karpov.
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 04:44:03 pm
It's only just visible as a vague light-coloured area on "overzoom", and maybe a pixel or two at standard zoom, so I think ultimately we just use our imaginations :-)

Also, female combat leather jacket is currently being checked with Karpov.

very good. :)
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 04:45:32 pm
On the left one, the legs look too big compared to the upper body. That's the only thing I can nitpick on it for now. Maybe it's just the perspective, though.

No, I agree with you. The left and right have different upper body size but same size legs. The only difference on legs is the wider stance (right.)
Title: Re: Armors and clothing
Post by: TommyTheGun on February 18, 2011, 04:49:53 pm
I think they're bullets. Especially seeing as it's a COMBAT Leather Jacket.

I on the other hand think iits a sleeve that original leather jacket didn't have. Anyways - as i said before - i dont think it matters, since details are to small to see if these are bullets or stitches.
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 04:55:50 pm
I on the other hand think iits a sleeve that original leather jacket didn't have. Anyways - as i said before - i dont think it matters, since details are to small to see if these are bullets or stitches.

Come to think of it, they MAY be stitches afterall. Seeing as the original LJ didnt have a sleeve there and then the CLJ could've been modeled after it and they just sowed a sleeve on. :)

Not that it makes a damn. Just saying.
Title: Re: Armors and clothing
Post by: Haraldx on February 18, 2011, 05:14:50 pm
No, I agree with you. The left and right have different upper body size but same size legs. The only difference on legs is the wider stance (right.)
The power-armor is overally more bulkier - that makes it look just massive and unstoppable.
Title: Re: Armors and clothing
Post by: Gray on February 18, 2011, 05:19:40 pm
Power Armor...
  There's been a lot of talk about this. If you ask me I like them when they look as a person in a suit. I already said this, but the only way I have to make them like in the sprites is changing the bone structure, it would not just need a Power Armor but a "Power Skeleton" too. That would be an extra work.
Well, it's an intricate question. On one hand, we are trying to rebuild sprites in 3D, but on the other hand, sometimes sprites goes too far in their grotesque. If regular fallout character has 3 feet shoulders, PA/APA has all 5 feet. I think, it's really too much. We should feel the edge between following the original and blind copying.
On the left one, the legs look too big compared to the upper body. That's the only thing I can nitpick on it for now. Maybe it's just the perspective, though.
I've changed nothing since that time:
(http://img641.imageshack.us/img641/4557/karpovapa04.png)
So, most probably  it's just the perspective.
Look at this. I think, it's heroic enough. What else do we need?
Put it near the sprite APA to have something to compare after all.
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 05:21:49 pm
The power-armor is overally more bulkier - that makes it look just massive and unstoppable.
That's not my point. I understand that fact. just talking about the legs
Title: Re: Armors and clothing
Post by: Gray on February 18, 2011, 05:57:37 pm
Wait a bit...
(http://img825.imageshack.us/img825/9982/apacmp.png)
Have you changed a head? It's looks bigger then on my model. It may cause some misunderstanding of its' size.
Title: Re: Armors and clothing
Post by: Cryptopsy on February 18, 2011, 06:03:13 pm
Wait a bit...
(http://img825.imageshack.us/img825/9982/apacmp.png)
Have you changed a head? It's looks bigger then on my model. It may cause some misunderstanding of its' size.

that stance on the right just looks so much tougher and cooler.

the one on the left looks like a fat robot trying to do a jumping jack
Title: Re: Armors and clothing
Post by: Haraldx on February 18, 2011, 06:07:49 pm
that stance on the right just looks so much tougher and cooler.

the one on the left looks like a fat robot trying to do a jumping jack
The one on the left isn't an animation...
Title: Re: Armors and clothing
Post by: Eternauta on February 18, 2011, 06:12:42 pm
Come to think of it, they MAY be stitches afterall. Seeing as the original LJ didnt have a sleeve there and then the CLJ could've been modeled after it and they just sowed a sleeve on. :)

Not that it makes a damn. Just saying.

Yeah I think the same, especially because of the item description, *searches Wiki then copypaste*:

"You'll definitely make a fashion statement whenever, and wherever, you rumble."
Title: Re: Armors and clothing
Post by: Gray on February 18, 2011, 07:04:08 pm
that stance on the right just looks so much tougher and cooler.
Cryptopsy, please, stop flooding. You are everywhere and your posts are useless a bit more then completely.
Title: Re: Armors and clothing
Post by: LagMaster 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:
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)
Just what I said. That's supposed to be like the "Brotherhood" Power Armor, right?

Looks like the tin man.

(http://static.tvtropes.org/pmwiki/pub/images/tin_man.jpg)
how about adding some rust?
Title: Re: Armors and clothing
Post by: Doctor Eex on February 18, 2011, 08:04:24 pm
how about adding some rust?
No rust please.
Title: Re: Armors and clothing
Post by: Karpov 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 .
Title: Re: Armors and clothing
Post by: Haraldx on February 18, 2011, 08:25:25 pm
VERY GOOD!
Title: Re: Armors and clothing
Post by: Solar on February 18, 2011, 09:38:50 pm
Looking really good, indeed.
Title: Re: Armors and clothing
Post by: LagMaster 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
Title: Re: Armors and clothing
Post by: bikkebakke 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.
Title: Re: Armors and clothing
Post by: Cryptopsy 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!
Title: Re: Armors and clothing
Post by: bikkebakke 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

(http://img510.imageshack.us/img510/992/showcaswe.png) (http://img510.imageshack.us/img510/992/showcaswe.png)

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
Title: Re: Armors and clothing
Post by: Cryptopsy 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

(http://img510.imageshack.us/img510/992/showcaswe.png) (http://img510.imageshack.us/img510/992/showcaswe.png)

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"?

(http://images.wikia.com/fallout/images/f/f4/FO02_NPC_JaggedJimmyJ.png)
Title: Re: Armors and clothing
Post by: bikkebakke 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).
Title: Re: Armors and clothing
Post by: Karpov 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.
Title: Re: Armors and clothing
Post by: kttdestroyer 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.
Title: Re: Armors and clothing
Post by: kttdestroyer on February 19, 2011, 03:15:06 am

(http://img7.imageshack.us/img7/2161/powerskeleton.png)


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)
Title: Re: Armors and clothing
Post by: Johnnybravo 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.
Title: Re: Armors and clothing
Post by: LagMaster on February 19, 2011, 09:19:14 am
Dont get your hopes up on my stuff >_> close up looks... a bit blocky and chippy  :-X

(http://img510.imageshack.us/img510/992/showcaswe.png) (http://img510.imageshack.us/img510/992/showcaswe.png)

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
looks good, can you send it to me in .max please(if you can) so i can edit it a bit
Title: Re: Armors and clothing
Post by: bikkebakke on February 19, 2011, 11:19:02 am
Hmm, I just noticed a thing about the model >_> to put it plainly, it was fcked up inside, I used a duplicate tool, then join that messed things up inside (it slightly affected the outside vertexes as well, made them join inside weird stuff) :D

But I have an older save that I did before I joined them. I could take that save, (remove the pants + shoes?) and finish it, then send it over to you, if thats fine.

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.

Actually what I have done is that I created a box (length seg 4-5,width seg 4-5, height seg 6-8) and then moved it over the torso and then moved all the vertexes by hand (or removing them if they are not needed) so they would fit closely over the character.

But I'm gonna try your way tomorrow (maaaaybe today) or something, see how it works out for me >_<
Title: Re: Armors and clothing
Post by: bikkebakke on February 19, 2011, 04:19:52 pm
So I remade my original model a bit, scrapped the pants and shoes and only went with upper-wear, since the other can just be painted on, then I also made it a bit more like formal-wear, then I put on a fast texture to show it a bit better.
Result:
(http://img267.imageshack.us/img267/2409/formalwear.png) (http://img267.imageshack.us/img267/2409/formalwear.png)
Title: Re: Armors and clothing
Post by: Luther Blissett on February 19, 2011, 04:32:00 pm
The pointy tail is a bit odd - I've never seen a coat like this. Otherwise looks great.
Title: Re: Armors and clothing
Post by: Graf on February 19, 2011, 04:35:59 pm
The pointy tail is a bit odd - I've never seen a coat like this. Otherwise looks great.
click me (http://www.google.ru/images?um=1&hl=ru&newwindow=1&tbs=isch%3A1&sa=1&q=tail-coat&aq=f&aqi=&aql=&oq=)  ;)
Title: Re: Armors and clothing
Post by: SmartCheetah on February 19, 2011, 04:36:53 pm
I believe you can make few coats from this one (editing the tail)
Looking forward to see more work :D
Title: Re: Armors and clothing
Post by: bikkebakke on February 19, 2011, 04:38:02 pm
Hmm, think i should make it more round/flat at the bottom, very easy to fix ;)

Was mostly think of AHS-9/boxingring master when I made this :P (Tandis assistant)
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 19, 2011, 04:52:30 pm
bikkebakke, could you try make gangsta suit?

http://fodev.net/forum/index.php?topic=13876.0 check my post with screens.
Title: Re: Armors and clothing
Post by: bikkebakke on February 19, 2011, 04:56:44 pm
Could try, guess that shirt + pants can be painted on the character via texture, and the only thing needed is a jacket, possibly a hat as well.
Gonna wait a bit until some of the better modelers have something to say :P

Lagmaster, do you want me to send this to you? (also have one model that only look like a sweater, no tail).
Title: Re: Armors and clothing
Post by: Haraldx on February 19, 2011, 04:58:54 pm
Lookin great BikkeBakke!
Title: Re: Armors and clothing
Post by: Luther Blissett on February 19, 2011, 05:03:15 pm
click me (http://www.google.ru/images?um=1&hl=ru&newwindow=1&tbs=isch%3A1&sa=1&q=tail-coat&aq=f&aqi=&aql=&oq=)  ;)

I'd seen ones with a flat bottom or with two tails split in middle - but never one with one pointy bit before. Looking at those pictures, there are a couple like this though. Maybe I just never met the right people :-)

bikkebakke, could you try make gangsta suit?

I'm working on a few "generic jackets" of various lengths, which should be retexturable or easily adaptable into a variety of different types - including the ganster suits, long jackets and other generic civilian coats. Would it be useful for me to still carry on doing the "gangster" variation (so we have a couple of suit types available), or should I cancel that one and let Bikkebakke's model handle it (as his is nearly there already)?
Title: Re: Armors and clothing
Post by: bikkebakke on February 19, 2011, 05:04:26 pm
Do your model :P I want to see it at least.
Title: Re: Armors and clothing
Post by: Gray on February 19, 2011, 09:06:28 pm
Female MA is finished. I've textured only armor area to avoid any intersections with different clothes textures. If a full texturing needed - just tell me.
http://rapidshare.com/files/448828638/Karpov_MA_Female.rar (http://rapidshare.com/files/448828638/Karpov_MA_Female.rar)
(http://img88.imageshack.us/img88/7207/mafemale01.png)
1795 triangles total.
P.S. Karpov, I don't know what are you doing with the feet, so I didn't slice or wield them. As usual.
Title: Re: Armors and clothing
Post by: Lexx on February 19, 2011, 09:07:39 pm
Going by general mmo standard, this must be a 50AC / DT metal armor. :p
Title: Re: Armors and clothing
Post by: Gray on February 19, 2011, 09:13:46 pm
First version was right!
(http://img441.imageshack.us/img441/1134/larmor.png)
Title: Re: Armors and clothing
Post by: Gray on February 19, 2011, 09:36:28 pm
Going by general mmo standard, this must be a 50AC / DT metal armor. :p
This is a completely metal armor. modelling it, I was listening Heavy Metal  ;D
http://www.101.ru/?an=port_channel_mp3&channel=118 (http://www.101.ru/?an=port_channel_mp3&channel=118)
Title: Re: Armors and clothing
Post by: Cryptopsy on February 19, 2011, 09:53:39 pm
First version was right!
(http://img441.imageshack.us/img441/1134/larmor.png)
Are you referring to the "V" addition they made to the back of the leather armor for the female?
Title: Re: Armors and clothing
Post by: Karpov on February 19, 2011, 10:03:33 pm
Well... yes,  you would not be very accurate with that kind of distraction. I can add some textures to the body, but you can also do it yourself if you want, right now I am using specific clothes for the armors. I will hide the feet in the game.
Title: Re: Armors and clothing
Post by: Gray on February 19, 2011, 10:14:47 pm
And just to stop all speculations about APA's width:
(http://img291.imageshack.us/img291/5349/apaposed.png)
T-pose makes it looks more slender and that's all.

P.S. posing APA, I've noticed that I have done lower shoulders too short. They should be more dipped into upper ones. Should I reupload the model or you can manage this? It's not critical, but anyway...
Title: Re: Armors and clothing
Post by: Solar on February 19, 2011, 10:49:23 pm
Yup, you can see its really more of a U shape from that.
Title: Re: Armors and clothing
Post by: Karpov on February 19, 2011, 11:59:19 pm
Do you mean that untextured part below the big shoulder plate? That does not seem to be visible in the game, maybe because the lower plates are rigged 50% to the upper arm, and 50% to the shoulder, so when you turn the arm 90°, the plates turn 45°.
Check the picture in the first post.
 (http://img200.imageshack.us/img200/9062/apaw.jpg)


PS: I just noticed that the guy in metal armor uses a different texture. I have to change that.
Title: Re: Armors and clothing
Post by: Gray on February 20, 2011, 01:00:37 am
Do you mean that untextured part below the big shoulder plate? That does not seem to be visible in the game, maybe because the lower plates are rigged 50% to the upper arm, and 50% to the shoulder, so when you turn the arm 90°, the plates turn 45°.
Check the picture in the first post.
Awesome. I always believed in you ;)
Can you do the same with MA and PA lower shoulders, please? The design was in it.
Title: Re: Armors and clothing
Post by: Karpov on February 20, 2011, 01:44:28 am
Awesome. I always believed in you ;)
Can you do the same with MA and PA lower shoulders, please? The design was in it.

Ok, I will.
Title: Re: Armors and clothing
Post by: LagMaster on February 20, 2011, 08:06:08 am
how about we use the V shape for the MK2 and the U shape for the Mk 1, or vice versa
also the texture change too
Title: Re: Armors and clothing
Post by: Solar on February 20, 2011, 10:59:20 am
Just do whichever looks best, who cares if its slightly different to the originals?  :-\

So long as they can mix well with the originals, thats whats important to maintain the same tone of the game.
Title: Re: Armors and clothing
Post by: Gray on February 20, 2011, 06:56:33 pm
Female CA is finished. Compatibility with clothes saved (i hope :) ). Feet saved as usual.
(http://img59.imageshack.us/img59/7343/karpovcafemale01.png)
http://rapidshare.com/files/448973690/CA_female.rar (http://rapidshare.com/files/448973690/CA_female.rar)
Title: Re: Armors and clothing
Post by: Solar on February 20, 2011, 08:22:06 pm
 8)
Title: Re: Armors and clothing
Post by: Handyman on February 20, 2011, 10:07:04 pm
 ;D Keep up The GooD Job !  ;D
   ;D Really great thanks to everyone who tries and do stuff for this great project ;D

i can do shit but  at least i can say thanks
Title: Re: Armors and clothing
Post by: Haraldx on February 20, 2011, 10:09:23 pm
Very good stuff!
Title: Re: Armors and clothing
Post by: Badger on February 20, 2011, 10:44:21 pm
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.
Title: Re: Armors and clothing
Post by: bikkebakke on February 21, 2011, 12:00:02 am
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.

Because its your head :P You can hide scars beneath clothes, but not if they are on your face :D

But honestly, you can protect your legs much better with cover and it might be hard to run with lots of armour on your legs/groin, your upper-body/head are always more vulnerable since you always must expose some of those parts when trying to (aim and) shoot someone.
Title: Re: Armors and clothing
Post by: Cola on February 21, 2011, 02:09:08 am
That's a nice jacket you got there mate. :)
Carry on with the good work :)
Title: Re: Armors and clothing
Post by: Luther Blissett on February 21, 2011, 02:54:11 am
Thanks :-)

Some other screenies :

This is the female Combat Leather Jacket, which has already been animation tested :
http://img64.imageshack.us/img64/9286/fcombattest2.png (http://img64.imageshack.us/img64/9286/fcombattest2.png)

As all the current main armours were either done or being worked on, I've also been working on a couple of "template" models, for long / short coats. Karpov had suggested I use the long coat model to make this NCR Trooper guy, which I've just finished now :
http://img526.imageshack.us/img526/6520/ncrprscreen4.png (http://img526.imageshack.us/img526/6520/ncrprscreen4.png)

With a couple of tiny tweaks, I should have a couple of other long coat variations shortly (i.e. military style long jacket, long western duster jacket etc). There's a short jacket one as well, which I'm currently working on a "suit and tie", but should be able to make a selection of short jackets too.
Title: Re: Armors and clothing
Post by: Gray on February 21, 2011, 06:32:25 am
As all the current main armours were either done or being worked on, I've also been working on a couple of "template" models, for long / short coats. Karpov had suggested I use the long coat model to make this NCR Trooper guy, which I've just finished now :
http://img526.imageshack.us/img526/6520/ncrprscreen4.png (http://img526.imageshack.us/img526/6520/ncrprscreen4.png)
I'm not sure of this model. Can you show it in an isometric view?
Title: Re: Armors and clothing
Post by: pistacja on February 21, 2011, 10:20:06 am
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.
It's to kick those Canadians. No one wanted to get hurt doing that, so they needed the extra protection. 
Title: Re: Armors and clothing
Post by: Luther Blissett on February 21, 2011, 12:37:59 pm
No problem, here you go :

Approximate isometric views :
(http://img843.imageshack.us/img843/909/isometrics.png)

At approximate game resolution :
(http://img341.imageshack.us/img341/8879/isometricgameres.png)

I think main problem (from my point of view) is trying to get the eyes right. I had them much darker, but apparently they're meant to glow - which I've attempted to recreate, but it loses most of the shape of the original eye, particularly at game resolution. I've given Karpov the unlit version in a photoshop file, with extra layers for the glowing, to see if he can work out what's best for it.

The other one, common with all models, is that fine details get lost easily when scaled down - the inside of the costume just looks almost entirely black - so it might be worth increasing the contrast of all the highlights, shadows, belts etc so it fits more correctly alongside original game models. The texture's also too large at the moment, so these parts would be lost further when that's scaled down too.

Anyway, if you've got any thoughts / suggestions, I'll see if I can adjust it as necessary - or if you want all the source files to change it yourself, I can give you those if you want. If it's too bad to be of any use though, I can scrap it and work on something else instead.
Title: Re: Armors and clothing
Post by: Gray on February 21, 2011, 12:52:19 pm
No problem, here you go :

Approximate isometric views :
(http://img843.imageshack.us/img843/909/isometrics.png)
Yes, it's more clear. The gas mask is too flat and something wrong with helmet, can't say particularly. I'll try to rip this armor from FNV to have an example.
Now it's somehow caricature.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 21, 2011, 01:00:21 pm
Well, it is deliberately slightly caricature-like, to fit into the size / shape / style of the FO game universe -  but I've probably done this a bit too much on the helmet. Is the jacket / body etc okay? (other than adjusting texture contrast I mentioned before).

I can send you all the source material and reference files if you think it's fixable?

Title: Re: Armors and clothing
Post by: Gray on February 21, 2011, 01:09:00 pm
Maybe this will help
(http://beefjack.com/files/2010/11/concept-art-11.jpg)
(http://estb.msn.com/i/3D/BB9FAA6BC19B6B73A4E0605DE9F33.jpg)
Too big pictures :) next ones URL
http://img20.imageshack.us/img20/7247/screenshot26w.jpg (http://img20.imageshack.us/img20/7247/screenshot26w.jpg)
http://i55.tinypic.com/33v1cvo.jpg (http://i55.tinypic.com/33v1cvo.jpg)
http://www.theengineeringguild.co.uk/temp/NCREliteRanger01.jpg (http://www.theengineeringguild.co.uk/temp/NCREliteRanger01.jpg)
http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg (http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg)
http://images.wikia.com/fallout/images/5/55/VeteranRanger.png (http://images.wikia.com/fallout/images/5/55/VeteranRanger.png)

About texture, do less daubs. Find good leather texture. Or give me saves for FNV with this armor and I'll rip it.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 21, 2011, 01:57:13 pm
This one http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg (http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg) was what I was shown to do the eye glow (but I think my attempt didn't work very well).

http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png (http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png)
and that's the one I was working from for the model, which, if you look the helmet seems rounder and flatter compared to the other images you've just posted - unless it's just the angle it's taken from, it looks like there's some inconsistency or variation between the designs

i.e.
Wide helmet, rounded flatter face, small backpack
http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png (http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png)
Thinner head, angular corners, "nose" sticks out further, large backpack
http://estb.msn.com/i/3D/BB9FAA6BC19B6B73A4E0605DE9F33.jpg (http://estb.msn.com/i/3D/BB9FAA6BC19B6B73A4E0605DE9F33.jpg)
This one has pockets on the back
http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg (http://images.wikia.com/fallout/images/1/12/FNV_NCR_Armor.jpg)

Should I assume the 2nd one is correct and work from that?

If so, main changes would be
- larger "nose circle"
- larger eyes
- "nose" sticks out further
- angular, not rounder
- larger fan on side of mask
- thinner, taller helmet
- extra pipes & radio to be added

Probably need to remake mask entirely, but helmet section could just be adjusted. Is the rest of it okay, if I brighten up the texture a bit?
Title: Re: Armors and clothing
Post by: Alvarez on February 21, 2011, 02:40:56 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

I'd select a few faces from a original mesh, duplicate and upscale them - it's the best way to make clothing, imho, rather than build it around the mesh from scratch.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 21, 2011, 04:52:31 pm
Newer version 3 orthographic and "approx in game size":
(http://img208.imageshack.us/img208/3778/ncrprscreen8.png)

Increased the leather texture layer opacity, increased brightness of body inside jacket, increased contrast on a lot of the shadows / highlights and adjusted helmet and mask.

I think the legs in particular still come out too dark when resized, but I think it's getting nearer to okay. Probably need to reshape the shoulders a bit - as they look too much like "shoulder pads" from diagonal orthographic, and not like the overhanging cloth section they're meant to be.

Any thoughts? Getting better?

[edit] Just noticed the shadow near the waist line on the coat is too dark, and makes the coat look like two separate pieces instead of one. Shouldn't be hard to fix.

Title: Re: Armors and clothing
Post by: Gray on February 21, 2011, 05:01:47 pm
Much better *thumbs up*
The only moot point is a vest. Maybe you should make it gray (not me, but color :) ) as on the screen:
http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png (http://images3.wikia.nocookie.net/__cb20101029001517/fallout/images/a/af/NCRRangerCombatArmor.png)
Black texture is a poor choice for game model anyway.
If you want the original texture - I'm installing FNV now.

P.S. Maybe it will be better to wield sleeves with hands as on the concept. It's more brutal.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 21, 2011, 05:36:09 pm
Cool.

Yeah, the whole of the inside is too dark. The vest is meant to be grey with shadows, but instead looks like black with highlights :-)

Karpov has sent me the model and texture extracted from New Vegas, so I'll have a look and see if I can use the vest section as a guideline. It won't copy straight over, because the internal UV setup is so different (the brown diagonal belt across the chest on my model is a zig-zag shape, fat at the bottom and very thin in the middle). I should be able to fix that all quite easily though.

Regarding hands etc, I assume you mean like in this image Concept Art 11 (http://beefjack.com/files/2010/11/concept-art-11.jpg)? It does look much better than having separate gloves. I might try and redo the wrapped bottom of sleeve section completely in that style. Should still show up at game size if I get it right.
Title: Re: Armors and clothing
Post by: pistacja on February 21, 2011, 06:02:03 pm
Tribal?
(http://img541.imageshack.us/img541/4033/tribalscr.jpg)

Not all is perfect, but I'd rather not spend too much time on it.
Title: Re: Armors and clothing
Post by: Karpov 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.  ;)

Title: Re: Armors and clothing
Post by: Gray 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
Title: Re: Armors and clothing
Post by: Luther Blissett on February 22, 2011, 04:01:58 am
Nearly done, I think :
(http://img600.imageshack.us/img600/805/ncrprscreen9.png)

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 (http://www.crackart.org) 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.
Title: Re: Armors and clothing
Post by: Gray on February 22, 2011, 11:14:05 am
Why not to use the original texture?
(http://img141.imageshack.us/img141/4307/combatranger.png)

P.S. note the eyes shape.
Title: Re: Armors and clothing
Post by: Lexx 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.
Title: Re: Armors and clothing
Post by: Gray 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 :)
Title: Re: Armors and clothing
Post by: Lexx 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.
Title: Re: Armors and clothing
Post by: Luther Blissett 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.
Title: Re: Armors and clothing
Post by: Gray 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.
Title: Re: Armors and clothing
Post by: Luther Blissett 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.
Title: Re: Armors and clothing
Post by: Ztormi on February 23, 2011, 01:42:40 am
Looks badass
I would love to see that armor ingame
Title: Re: Armors and clothing
Post by: Solar on February 23, 2011, 01:14:22 pm
Yes, very impressive :)
Title: Re: Armors and clothing
Post by: Ztormi on February 23, 2011, 02:42:15 pm
Leather armor MK2

(http://img813.imageshack.us/img813/2769/lamk2render.png)
Title: Re: Armors and clothing
Post by: Graf on February 23, 2011, 02:45:35 pm
Leather armor MK2
Wow, Ztormi! Awesome!
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 23, 2011, 03:08:01 pm
Better if you use orginal texture with some changes.
Title: Re: Armors and clothing
Post by: Karpov on February 23, 2011, 03:22:52 pm
I don't think we should use the original textures. First, they are too detailed and a big part of that would be lost when resizing. Also , we need a texture that can be seen from far, like the Fallout perspective, and the New Vegas textures ar not prepared for that. I used for the NCR trooper a texture from NV, but when the zoom was not active it looked really flat. And, last but not least,  just as Lexx said, we would not want some lawyer to come try to screw up our work  :P.
Title: Re: Armors and clothing
Post by: ChikChik on February 23, 2011, 05:57:50 pm
Leather armor MK2

(http://img813.imageshack.us/img813/2769/lamk2render.png)
Yes, very well, but i think pant should have a different color with armor, maybe green.
Title: Re: Armors and clothing
Post by: Karpov on February 23, 2011, 06:30:37 pm
Could you make it look like the leather was smooth and shiny? I think the MK2 should have some kind of "premium" leather.

pistacja made some robes for the woman model. I think they blend quite good into the environment.

(http://desmond.imageshack.us/Himg403/scaled.php?server=403&filename=robepurple.jpg&res=crop) (http://img403.imageshack.us/img403/588/robepurple.jpg)
(http://desmond.imageshack.us/Himg64/scaled.php?server=64&filename=robeholy.jpg&res=crop) (http://img64.imageshack.us/img64/816/robeholy.jpg)
Title: Re: Armors and clothing
Post by: pistacja on February 23, 2011, 06:45:21 pm
pistacja made some robes for the woman model. I think they blend quite good into the environment.

(http://desmond.imageshack.us/Himg403/scaled.php?server=403&filename=robepurple.jpg&res=crop) (http://img403.imageshack.us/img403/588/robepurple.jpg)
(http://desmond.imageshack.us/Himg64/scaled.php?server=64&filename=robeholy.jpg&res=crop) (http://img64.imageshack.us/img64/816/robeholy.jpg)


Looks good, I think I see some texture tinkering but only for the better, and I don't remember doing the purple texture^^ 
Title: Re: Armors and clothing
Post by: Lexx on February 23, 2011, 07:00:27 pm
The robe looks good. But maybe the face should be covered more? Looks a bit like a nun right now.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 23, 2011, 07:19:59 pm
The robe looks good. But maybe the face should be covered more? Looks a bit like a nun right now.
Yeah, thought about the same thing. Hood should be little more deeper to cover greater part of face.
(http://images.wikia.com/fallout/images/1/1f/Hubologist_robe.gif)
As you can see, this dude face is almost entirely covered by hood and its shadow.
Title: Re: Armors and clothing
Post by: Alvarez on February 23, 2011, 08:40:24 pm
Could someone give my NCR trooper model a decent texture? I'm plain bad at texturing right now and i have currently really no time to tinker with correct seams, which are a great pain in the ass.

Artist credits are guaranteed.

The Robes look really good, btw, i remember a MetalArmor/Robes combination somewhere on NMA, that looked pretty cool.
Title: Re: Armors and clothing
Post by: TommyTheGun on February 23, 2011, 09:26:48 pm
You mean Metal Armor worn on Robes? That sounds nice and i guess it wouldnt be a problem to "connect" those two models?
Title: Re: Armors and clothing
Post by: Karpov on February 24, 2011, 12:26:24 am
That would require having the robes as clothing. However that is not even implemented, I could not tell you how it is going to be. :-\

Gray, I'm sorry, I missed the female combat armor before, I'm downloading it now.
Title: Re: Armors and clothing
Post by: Gray on February 24, 2011, 01:36:33 am
Gray, I'm sorry, I missed the female combat armor before, I'm downloading it now.
My fault. I've relaxed since I've finished it. I've forgot to PM you as usual.

Attention, guys. I repeat, my own textures a horrible. If you want CA MK2 and BoS CA - you should find somebody to paint that textures. Even CA texture require some love. From now I am totally away from armors. Call me if there will be any bugs.
Title: Re: Armors and clothing
Post by: Karpov on February 24, 2011, 03:35:51 am
Alright Gray, you did a great job with those armors  ;). I'll take your name for that pending texturing work off the list. Maybe I will be retouching your textures myself some day.
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 24, 2011, 09:02:30 am
I don't think we should use the original textures. First, they are too detailed and a big part of that would be lost when resizing. Also , we need a texture that can be seen from far, like the Fallout perspective, and the New Vegas textures ar not prepared for that. I used for the NCR trooper a texture from NV, but when the zoom was not active it looked really flat. And, last but not least,  just as Lexx said, we would not want some lawyer to come try to screw up our work  :P.

Oh, I don't know but this model need lots of work with texture. We can refer to the Fallout NV textures and try make something like this or better :) Anyway how many animations are done and when can we use 3D models? :)
Title: Re: Armors and clothing
Post by: Izual on February 24, 2011, 01:23:45 pm
Do we really need to have brand new robes? It could be another version (changed color or small details), right? Just a texture difference. Same for having two robes, one for male and one for female: original game had just one, in my opinion it should stay like this. My two cents, as always :P
Title: Re: Armors and clothing
Post by: TommyTheGun on February 24, 2011, 01:37:01 pm
But then why bothering with 3D if we wont add any diversity? Just to make everything in 3d so it looks the same anyway?
Title: Re: Armors and clothing
Post by: Solar on February 24, 2011, 01:47:22 pm
Exactly, down with Clones ;)
Title: Re: Armors and clothing
Post by: Izual on February 24, 2011, 02:33:23 pm
But then why bothering with 3D if we wont add any diversity? Just to make everything in 3d so it looks the same anyway?
They won't look the same if you change the texture or color. But adding numerous new differently-shaped armors for every NPC will eventually result in us playing a Fallout-like, looking more like Tactics, not an online Fallout. I like 3D and what it makes possible, but I think the sprites inherited from Fallout should be rendered in 3D as they were in 2D. I wanted to highlight that by changing deeply (more than just the color) for example the BoS scribes' robes, then you also cut the link they had with Fallout - and one day n the future, maybe we'd look around and realize that only the sceneries remind you of Fallout, and we are playing characters and talking to characters that we never met, even in a little different version, in none of the first Fallout games.
Title: Re: Armors and clothing
Post by: TommyTheGun on February 24, 2011, 02:42:08 pm
Yes, thats why its very important to make good models (resambling the ones from the game) and be careful about adding new.

But what you were writing about isnt a reason to stay ONLY with what we already have. I mean - they didnt make that ammount of chars cause that was all what should be in game, more cause they didn't have time, were to lazy etc. I wouldnt really see adding new chars and models as cutting the link. Also - if that was true, devs shouldnt actually add ANYTHING new to fonline, like train station, NCR Military Base etc. They also shouldn't add a hatchet, since it wasnt there in original Fallout.

All Im saying is that we need a little changes and diversity, the important thing is to be 100% sure that our ideas fit to the G'Old Fallout setting and not just stay with what we have. At least i think so.
Title: Re: Armors and clothing
Post by: Lexx on February 24, 2011, 02:50:25 pm
I don't think male / female robes aren't a that big problem. First I thought like Izual, but after seeing the actual robes for females, it doesn't look that bad and unfallouty. At least you can see now if it's a male or a female in front of you. :>
Title: Re: Armors and clothing
Post by: SmartCheetah on February 24, 2011, 02:53:41 pm
Yes, thats why its very important to make good models (resambling the ones from the game) and be careful about adding new.

But what you were writing about isnt a reason to stay ONLY with what we already have. I mean - they didnt make that ammount of chars cause that was all what should be in game, more cause they didn't have time, were to lazy etc. I wouldnt really see adding new chars and models as cutting the link. Also - if that was true, devs shouldnt actually add ANYTHING new to fonline, like train station, NCR Military Base etc. They also shouldn't add a hatchet, since it wasnt there in original Fallout.

All Im saying is that we need a little changes and diversity, the important thing is to be 100% sure that our ideas fit to the G'Old Fallout setting and not just stay with what we have. At least i think so.

We can preserve "old fallout feel" and add new things to some degree, so I see no problem. If someone is a damn purist who wants only Fallout1&2 stuff - well, no point here as I can just play original games. I want to play it online? There are other FOnline projects with normal sprites.
Sandbox mmo's have one thing in common - they totally need customization and many different things and options. In "Typical" mmo's you have content patches once every few months to make sure people will not get bored. It applies to sandboxes as well. Some people must realize that customization and new options enables/are great addition to other kinds of gameplay(eg. role playing. And I mean serious role playing.)
Title: Re: Armors and clothing
Post by: TommyTheGun on February 24, 2011, 02:57:40 pm
Thank you, Cheetah, that was a part of my point, I just got a bit retarded when it comes to writing in english.
Title: Re: Armors and clothing
Post by: barter1113 on February 24, 2011, 03:00:54 pm
Karpov's model are great and lots of falloutish. I love it and it must be implement in 2238 server and SDK.

If someone prefer old 2D - he should select other server etc.
Title: Re: Armors and clothing
Post by: TommyTheGun on February 24, 2011, 03:02:03 pm
Karpov's model are great and lots of falloutish. I love it and it must be implement in 2238 server and SDK.

If someone prefer old 2D - he should select other server etc.

Please, stop writing about SDK in every post.
Title: Re: Armors and clothing
Post by: Izual on February 24, 2011, 03:03:34 pm
To Tommy: I'm not saying there shouldn't be new things added. I said in my previous post that the problem was in modifying the current sprites. I personally don't want our robed scribes to be replaced by new ones with visible head or very different model, for example. I however have no problem in adding new locations, new features, new NPC/graphics, etc., as long as these new things do not change drastically the parts of the game that still remind us about Fallout.
Also for the robes I liked that you could be talking to women or men and had to actually talk to the NPC to see his gender. Robes added mystery to these discrete men and women and their large robes :>

To sum up all my posts: add any new content to the game, but don't change that much the sprites inherited from Fallout 1 & 2 :P (Make them 3D, change them a bit but don't change silhouette of the known NPCs - I'll gladly welcome any other 3D change or addition!).
Title: Re: Armors and clothing
Post by: TommyTheGun on February 24, 2011, 04:45:41 pm
I see. So i guess we disagree in one thing only. I believe that female robes were actually supposed to be made in original Fallout. Also, if theres gonna be a version of brotherhood robes, which would fit the setting, I think it would be good to add them. In my opinion it doesnt ruin the Fallout climate at all.
Title: Re: Armors and clothing
Post by: Karpov on February 24, 2011, 05:07:46 pm
I also like looking behind the scenes. The process of rendering of the NPCs , turn them to sprites and divide the animations must have been very difficult and slow. Also the size of all  these sprites toghether was already too big, if they had added more NPCs , then they could not have put the game in one CD. So perhaps, many of NPC concepts were discarded, like the shady sands costume, or the tire armor, and who knows, maybe the scribes were meant to have another shape.  I think that now, we have the opportunity to do all the things that the original developers wanted to do in Fallout, but could not achive for any reason. Of course, we can't know exactly what were these things, or if they discarded for some other reason.

 About the known NPCs. Well, It's true that you empathise with the characters, of any game, and specially this one, of course, because we all love it. But, if you think about the new NPCs in Fallout 2, you realize it is just a matter of getting used to it. First time play FO2 and you see those ( Mobsters, Vic, San Fransisco people), you think "what? they are ugly!", but after years and years of playing it over and over again they start to blend and you end up not noticing them at all.

That's what I think.
And I can't make the girl turn into a man when she wears the robes, so don't ask me to do that.  ;)
Title: Re: Armors and clothing
Post by: Izual on February 24, 2011, 07:10:09 pm
(I'm replying but only to correct one thing :P I think it's all settled, as I had the opportunity to explain my point of view etc. ; but this is quite on-topic as this is the "armors" thread.)

About the known NPCs. Well, It's true that you empathise with the characters, of any game, and specially this one, of course, because we all love it. But, if you think about the new NPCs in Fallout 2, you realize it is just a matter of getting used to it. First time play FO2 and you see those ( Mobsters, Vic, San Fransisco people), you think "what? they are ugly!", but after years and years of playing it over and over again they start to blend and you end up not noticing them at all.

Hehe, I quite agreed with everything you said, except this: as I keep repeating, I'd love to see new armors, new models, new versions of existing armors or even totally new stuff like this tire armor. However, I think a huge part of FOnline's awesomeness is in the fact that you recognize some known places, you walk inside Sierra and say: "I've been there!", you walk into Lost Hills bunker and you are amazed by being able to go here, in a multiplayer game, and see NPCs as if you just had left them 10 minutes ago in Fallout 2. I'm not saying nothing should change, but removing current look of NPCs to add a new one would be, in my humble opinion, removing at the same time a little part of FOnline's charm. Doing this only because "otherwise they are clones" is not good, I think. On the other hand, if new models are amazing too it's only a matter of getting used to it.

tl;dr: go make another friggin' tremendous model instead of reading my useless paragraph :P
Title: Re: Armors and clothing
Post by: runboy93 on February 24, 2011, 07:34:51 pm
It just look ugly if only player got 3D model and NPCs got old ones.
And i understand very well that it take too much time to change NPCs/Critters 3D, but.. it would look much better than 2D/3D mix.
Title: Re: Armors and clothing
Post by: barter1113 on February 24, 2011, 07:37:20 pm
Please, stop writing about SDK in every post.
I'm really bored play 2D sprites players for ~11 years so I want 3D players. Why you don't like it? huh?
Title: Re: Armors and clothing
Post by: runboy93 on February 24, 2011, 07:42:26 pm
Why you don't like it? huh?
He is just old Fallout fan like i do, but i want to see some changes.
Title: Re: Armors and clothing
Post by: Gray on February 24, 2011, 07:53:40 pm
I think a huge part of FOnline's awesomeness is in the fact that you recognize some known places, you walk inside Sierra and say: "I've been there!", you walk into Lost Hills bunker and you are amazed by being able to go here, in a multiplayer game, and see NPCs as if you just had left them 10 minutes ago in Fallout 2. I'm not saying nothing should change, but removing current look of NPCs to add a new one would be, in my humble opinion, removing at the same time a little part of FOnline's charm.
AFAIK, true-Fallout multiplayer mode is TLA. 2238 is positioned as a Fallout-style MMO. It's only a server admin's choice: to use or not to use 3D critters. As for me, I like to play with some zoom-in (160-200%) and I'm bored to see that pixelized figures.
Title: Re: Armors and clothing
Post by: Alvarez on February 25, 2011, 11:26:02 am
It just look ugly if only player got 3D model and NPCs got old ones.
And i understand very well that it take too much time to change NPCs/Critters 3D, but.. it would look much better than 2D/3D mix.

Why not start to make some unique models for NPCs, based on look of old ones, then?
Title: Re: Armors and clothing
Post by: TommyTheGun on February 25, 2011, 12:08:43 pm
I'm really bored play 2D sprites players for ~11 years so I want 3D players. Why you don't like it? huh?

I was supporting this idea since the beggining, this doesn't change a fact, that *just* asking about SDK in every thread won't change anything.
Title: Re: Armors and clothing
Post by: Karpov on February 25, 2011, 04:56:14 pm
I need to ask you one thing.

Do you see any ammo pouch in the original female Combat Armor? I could see them in the male, even though they were small, but not here.

(http://img815.imageshack.us/img815/4945/combatgirl.png)

First, I tried to move them up, because they were too low for the high waist pants. But, should I remove them?
Title: Re: Armors and clothing
Post by: Lexx on February 25, 2011, 04:59:12 pm
I think they are ok and could stay, even though it might have been not on the female 2d critter.
Title: Re: Armors and clothing
Post by: Karpov on February 25, 2011, 05:24:57 pm
Ok, I made them smaller anyway. Also added a belt.

(http://img843.imageshack.us/img843/4945/combatgirl.png)

PS. is anyone getting an error on the images I post? I could upload them somewhere else.
Title: Re: Armors and clothing
Post by: Doctor Eex on February 25, 2011, 06:13:35 pm
images ok. I wonder, why belt is not black? And on male version too.
Title: Re: Armors and clothing
Post by: Karpov on February 25, 2011, 06:30:47 pm
I'll add it to the male version as well. I made it brown, a bit darker, but brown. But yes, maybe black would be more visible.
Title: Re: Armors and clothing
Post by: Doctor Eex on February 25, 2011, 06:34:37 pm
I'll add it to the male version as well. I made it brown, a bit darker, but brown. But yes, maybe black would be more visible.

Definitely black will be more visible and closer to original 2D look.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 25, 2011, 06:35:18 pm
Hmmm...What about those blue lining on chest. Aren't those supposed to be on the Brotherhood CA only(It should be more teal)?

Check out the colour shemes:

Normal CA
(http://images.wikia.com/fallout/images/c/c7/CBTARMOR.gif)

CA MARK II
(http://images.wikia.com/fallout/images/8/80/CBTARMR2.gif)

Brotherhood CA
(http://images1.wikia.nocookie.net/__cb20050502002615/fallout/images/f/f3/COMBA2A.gif)

Oh, yeah. And I've made Enclave Combat Armor Icon just while ago :P
(http://i52.tinypic.com/2dt692r.gif)


@Down:
Will be little hard with rotating it as it's pixelated as hell but will try to do my best :)
Title: Re: Armors and clothing
Post by: Karpov on February 25, 2011, 06:49:22 pm
Hmm, you are right. I could use this one as BOS armor, with a darker green tone and those bolts in the shoulder pads.
Title: Re: Armors and clothing
Post by: Lexx on February 25, 2011, 06:50:26 pm
Your enclave combat armor inventory item looks great. I'd say we could definitive use it.
Title: Re: Armors and clothing
Post by: Surf on February 25, 2011, 06:52:51 pm
Yeah it looks good, I'd only turn the "E" symbol a few degreeds, as it looks perspectivly wrong a bit, imo.
Title: Re: Armors and clothing
Post by: Solar on February 25, 2011, 06:55:43 pm
Could we not do with making BoS look a little more different than the CA? Even CA II if we are using that as Enclave CA.
Title: Re: Armors and clothing
Post by: Lexx on February 25, 2011, 06:59:53 pm
Every big change on the armor has to be reflected on the inventory image. Also a combat armor is a combat armor, they have the same name, they (nearly) look the same. :>
Title: Re: Armors and clothing
Post by: SmartCheetah on February 25, 2011, 07:02:15 pm
Working on little .gif's like that is pretty harsh thing as you can't use most of the colours/can't really paint anything special on it 'couse of total pixeloze. Still - recolouring is pretty easy. I might try making some kind of "camouflage" or shit. Turning the "E" thing is very tricky :-/ Believe me - it's made just of few pixels so I don't believe it's possible to change it's pos.
Title: Re: Armors and clothing
Post by: Gray on February 25, 2011, 07:05:47 pm
Hmmm...What about those blue lining on chest. Aren't those supposed to be on the Brotherhood CA only(It should be more teal)?
The texture wasn't finished. Honestly, I haven't even care about it. I've need it only for the UVW mapping and preview renders.
And... I've notified it a half-year ago. Nobody cares.
Just make better texture and it will improve model's appearance dramatically.
Title: Re: Armors and clothing
Post by: Graf on February 25, 2011, 07:13:51 pm
Yeah it looks good, I'd only turn the "E" symbol a few degreeds, as it looks perspectivly wrong a bit, imo.
Something like this? ;)
(http://www.imagepost.ru/images/684/3265356.png)
Title: Re: Armors and clothing
Post by: Izual on February 25, 2011, 07:19:16 pm
Now that's too much I think :P
Title: Re: Armors and clothing
Post by: SmartCheetah on February 25, 2011, 07:21:39 pm
Something like this? ;)
(http://www.imagepost.ru/images/684/3265356.png)
Wee! Looks way better. How did ye do that? I've found the way to work with whole pallette of colours, but still rotating doesn't work too well :<

CA-mouflage
(http://i51.tinypic.com/126fo6x.gif)
Looks bad, I know :P Just a test.
Title: Re: Armors and clothing
Post by: Surf on February 25, 2011, 07:22:35 pm
It looks really better, exactly what I meant. :)

The Camouflage one looks good too, although I don't see a use for it right now.
Title: Re: Armors and clothing
Post by: TheGreenHand on February 25, 2011, 07:26:16 pm
With an Enclave CA, it would be really awesome if it had the same stats as the normal Brotherhood CA, but was taught at Enclave and BAs were taught at the BoS.  Then you could tell where someone went to [Armor-Making] school.
Title: Re: Armors and clothing
Post by: Graf on February 25, 2011, 08:16:45 pm
Wee! Looks way better. How did ye do that?
Copy -> Paste -> Rotate Image  :)
Title: Re: Armors and clothing
Post by: Doctor Eex on February 25, 2011, 08:31:29 pm
What about having grey camo CA?

(http://dl.dropbox.com/u/18265894/Gray-Camo.jpg)
Title: Re: Armors and clothing
Post by: LagMaster on February 25, 2011, 08:34:55 pm
or some sneak boosting armors
Title: Re: Armors and clothing
Post by: Alvarez on February 25, 2011, 08:44:30 pm
or some sneak boosting armors

Ninja-looking Chinese Stealth Armor, like in Van Buren design documents or a plain postapoc black ninja suit?
Title: Re: Armors and clothing
Post by: Luther Blissett on February 26, 2011, 03:41:34 am
(http://img145.imageshack.us/img145/4703/isometricsv10.png)

That's about as close as I can get it to the NV one, whilst still being slightly visible as an in-game model. Sorry it's not what you want, but I can't find a way to make it any less Fallout 2-ish / more New Vegas-ish, and still have it work visually when at game size.

I don't think there's a lot more I'm able to do with it other than a few small changes here and there, so if it's at least okay for now, someone else can re-model or re-texture it properly later (or if someone wants to do it now, I can upload the textures & model for you).
Title: Re: Armors and clothing
Post by: Karpov on February 26, 2011, 04:38:09 am
It's great, you made a good improvement with the texture on the chest. I feel like this one will look great in the game, with some ncr troopers behind him, wielding a combat shotgun, I would not dare to get too close ;)
Title: Re: Armors and clothing
Post by: Luther Blissett on February 26, 2011, 05:20:52 am
Excellent. If any of it seems too flat when you get the model in game, let me know and see about adjusting the texture slightly - particularly thinking the mask might need a bit more highlight on the top, to not just look like a "grey blob".

Do we need a female version as well? Shouldn't be too difficult to adjust.

Also, should I shut this topic, and just use the "Armours and Clothing" thread instead?
Title: Re: Armors and clothing
Post by: Surf on February 26, 2011, 05:21:41 am
We need male/female versions of each armor set. ;)
Title: Re: Armors and clothing
Post by: barter1113 on February 26, 2011, 10:17:32 am
Red camo
(http://www.specopstactical.com/shop/catalog/images/store/Rothco/4134_big.jpg)
Title: Re: Armors and clothing
Post by: Graf on February 26, 2011, 10:33:11 am
Red camo
grey camo
No-no-no. IF anyone will start making a camouflaged version of combat armor, then please use this:
 (http://usa-army.ru/wp-content/uploads/2010/09/acupat1.png)
1.It's really one of the best types of camouflage for a city/forest fight.
2. Don't make a red camo. It's simply useless.
Title: Re: Armors and clothing
Post by: Haraldx on February 26, 2011, 10:52:07 am
Quote
(http://www.imagepost.ru/images/684/3265356.png)
Looks cool, Graf! However, the red line is somehow... well almost invisible... if somebody could make it more in the contrast or something.

EDIT: I'm working on some civilian clothing, but I found out that for some reason the male model of Karpov I downloaded has no texture. Can anyone send me the real, complete version? I'm just having trouble with making the clothing if I have no texture :P
Title: Re: Armors and clothing
Post by: Solar on February 26, 2011, 11:17:44 am
Looks really good  ;)
Title: Re: Armors and clothing
Post by: Graf on February 26, 2011, 11:24:53 am
Looks cool, Graf!
Well, I've only moved this letter a bit... so you could say thanks to SmartCheetah.
Title: Re: Armors and clothing
Post by: Haraldx on February 26, 2011, 11:26:46 am
Well, I've only moved this letter a bit... so you could say thanks to SmartCheetah.
*looks back in the previous page*
Dang, you are right! Well, but I would still like to see the red thingy more bright or something
Title: Re: Armors and clothing
Post by: Gray on February 26, 2011, 11:31:02 am
No-no-no. IF anyone will start making a camouflaged version of combat armor, then please use this:
 (http://usa-army.ru/wp-content/uploads/2010/09/acupat1.png)
1.It's really one of the best types of camouflage for a city/forest fight.
2. Don't make a red camo. It's simply useless.
ACU PAT was developed after 2000 year. It will barely fit the setting.
If you want to make a wasteland camouflage pattern, use dark-gray, dark-brown and coyote-brown colors.
Title: Re: Armors and clothing
Post by: barter1113 on February 26, 2011, 11:33:49 am
Maybe something for RANGERS too?
Title: Re: Armors and clothing
Post by: Gray on February 26, 2011, 11:40:25 am
Looks really good. But there a always something to improve :)
What about feet? Maybe some kind of jackboots...
Title: Re: Armors and clothing
Post by: Gray on February 26, 2011, 11:41:34 am
Maybe something for RANGERS too?
http://fodev.net/forum/index.php?topic=13878.msg117285#msg117285 (http://fodev.net/forum/index.php?topic=13878.msg117285#msg117285)
Title: Re: Armors and clothing
Post by: Lexx on February 26, 2011, 11:44:11 am
TBH I don't like any camo on fallouty armors. :>
Title: Re: Armors and clothing
Post by: Graf on February 26, 2011, 11:50:58 am
ACU PAT was developed after 2000 year. It will barely fit the setting.
If you want to make a wasteland camouflage pattern, use dark-gray, dark-brown and coyote-brown colors.
It doesn't really matter what kind of camoufage are we talking about, coz I'm sure that there shouldn't be any camouflage with stripes of any kind in fallout.

One color, as Gray said - yes please. Two or more colors - no.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 26, 2011, 03:16:20 pm
It was just a test of working with inventory icons. I believe that at this moment we have enough of CA's. 3 different vanilla styles + 1 optional enclave to texture. Lets finish them first and after that we can think 'bout other colours/whatever.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 26, 2011, 03:33:51 pm
Yeah, certainly always room for improvement - each of us is getting a bit better at modelling and texturing with every model we do, so by the time we've done every model we can think of, we go back to the start and improve everything, forever in beta :-)

Boots would be a really easy addition - the texture actually has a "boots" part on it already, in the same position as Combat Leather Jacket did - so can just add the Combat Leather Jacket boots and apply the texture to them, then adjust them as needed.
Title: Re: Armors and clothing
Post by: Jimmy BoyX on February 26, 2011, 03:40:54 pm
(http://img145.imageshack.us/img145/4703/isometricsv10.png)

Awesome work dude! Awesome. Are you planning make more sets of this NV Ranger suit? Maybe normal type, heavy type (upgrade), dirty and broken.
Title: Re: Armors and clothing
Post by: Doctor Eex on February 26, 2011, 04:12:03 pm
TBH I don't like any camo on fallouty armors. :>

O'k agree. What about rare Anchorage CA? White one  ;)
Title: Re: Armors and clothing
Post by: Luther Blissett on February 26, 2011, 04:12:32 pm
Not currently - it depends what's wanted / needed in game I suppose. If those types are needed, then I (or someone else) can / will do them at some point. I'm currently looking at finishing a few other generic long coats, based on this model, then picking my way through a few bits on the "suggestions board" (like your gangster suits suggestion, for example), or reading the "Fallout Bible" to see if there's anything else that could / should exist.
Title: Re: Armors and clothing
Post by: TheGreenHand on February 26, 2011, 04:21:46 pm
Not currently - it depends what's wanted / needed in game I suppose. If those types are needed, then I (or someone else) can / will do them at some point. I'm currently looking at finishing a few other generic long coats, based on this model, then picking my way through a few bits on the "suggestions board" (like your gangster suits suggestion, for example), or reading the "Fallout Bible" to see if there's anything else that could / should exist.

You could work on finishing up and texturing some the necessary armors: http://fodev.net/forum/index.php?topic=13877.0
Title: Re: Armors and clothing
Post by: Lexx on February 26, 2011, 04:23:29 pm
We are in California, no Anchorage anywhere around.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 26, 2011, 04:46:43 pm
I'll try to work on CA textures. Will get you guys know if I finish something.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 26, 2011, 05:06:49 pm
Do you know which are "free", as in their original author doesn't want to do them? Is it the ones with a gap in the author column?
Title: Re: Armors and clothing
Post by: Karpov on February 26, 2011, 06:27:41 pm
Yes. If you need the model ,send me a PM.
Title: Re: Armors and clothing
Post by: Karpov on February 26, 2011, 06:48:43 pm
Hello, last night mister Blissett sent me the NCR Ranger combat armor. I added it to the game. Here's the video.

http://www.youtube.com/watch?v=3y3iBGQpX6s

I made a little experiment with it, and so far it is a success. What I tried to do was to animate the coat along with the character, emulating the clothing movement. It might require some changes, specially running, but I'm glad it works fine anyway.
Title: Re: Armors and clothing
Post by: Surf on February 26, 2011, 06:51:37 pm
Man this looks really good, amazing job!
Title: Re: Armors and clothing
Post by: Gunduz on February 26, 2011, 07:05:49 pm
That Ranger armor looks great. Keep up the awesome work, all of you. (It's actually motivating me to do some quests)
Title: Re: Armors and clothing
Post by: Surf on February 26, 2011, 07:08:02 pm
Seing this coat on the ranger, is there any chance the same just with different texture can be applied to normal armors/or standalone "armor"?
Just to have a coat, you know. :) Good for the deserts heat...

Just as the Rangerarmor likely be rare and a higher tier armor.
Title: Re: Armors and clothing
Post by: Solar on February 26, 2011, 07:09:41 pm
Not currently - it depends what's wanted / needed in game I suppose. If those types are needed, then I (or someone else) can / will do them at some point. I'm currently looking at finishing a few other generic long coats, based on this model, then picking my way through a few bits on the "suggestions board" (like your gangster suits suggestion, for example), or reading the "Fallout Bible" to see if there's anything else that could / should exist.
Title: Re: Armors and clothing
Post by: Surf on February 26, 2011, 07:10:39 pm
Purrfect. Thanks. :)
Title: Re: Armors and clothing
Post by: Luther Blissett on February 26, 2011, 07:33:58 pm
Hello, last night mister Blissett sent me the NCR Ranger combat armor. I added it to the game. Here's the video.

http://www.youtube.com/watch?v=3y3iBGQpX6s

I made a little experiment with it, and so far it is a success. What I tried to do was to animate the coat along with the character, emulating the clothing movement. It might require some changes, specially running, but I'm glad it works fine anyway.

That's works really well - excellent work again :-).

For extra coat models developed from this, should I keep the coat shape identical, or can I make small changes to the collar / shoulders without making the animation more difficult?
Title: Re: Armors and clothing
Post by: Lexx on February 26, 2011, 07:38:34 pm
So with this one beeing kind of done, now NCR ranger patrol armor (http://images3.wikia.nocookie.net/__cb20101110003213/fallout/images/c/ce/RangerPatrolArmor.png) shall be next. :p


With the coat animation, by the way, we could do some neat wild western dusters.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 26, 2011, 08:10:27 pm
Hello, last night mister Blissett sent me the NCR Ranger combat armor. I added it to the game. Here's the video.

http://www.youtube.com/watch?v=3y3iBGQpX6s

I made a little experiment with it, and so far it is a success. What I tried to do was to animate the coat along with the character, emulating the clothing movement. It might require some changes, specially running, but I'm glad it works fine anyway.

Beautiful job Karpov and Luther!  8) Hard to not fell in love.
Title: Re: Armors and clothing
Post by: Karpov on February 26, 2011, 08:10:57 pm
Thanks Cheetah  :)

The animation is only on the tail of the coat, the rest goes attached to the character as usual. So you can change the upper part, and why not the tail as well, the animation stays the same.

So with this one beeing kind of done, now NCR ranger patrol armor (http://images3.wikia.nocookie.net/__cb20101110003213/fallout/images/c/ce/RangerPatrolArmor.png) shall be next. :p


With the coat animation, by the way, we could do some neat wild western dusters.

 :-[When I was talking with Luther, he mentioned the duster (http://img202.imageshack.us/img202/9886/emmetbrowncoat.jpg) that Doc Emmet Brown wears in Back to the Future part 3.
Title: Re: Armors and clothing
Post by: Graf on February 27, 2011, 04:39:03 pm
Ok, 3d ARMORS development tracker is less of more ready to use. Here's the link to it.
http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker
Title: Re: Armors and clothing
Post by: Izual on February 27, 2011, 04:42:15 pm
Very good job on that article Graf! Hope to see it filled up soon :)
Title: Re: Armors and clothing
Post by: Alvarez on February 27, 2011, 04:53:52 pm
I see the NCR uniform must be corrected, but what exactly, besides of texture?
Title: Re: Armors and clothing
Post by: Graf on February 27, 2011, 05:13:48 pm
Very good job on that article Graf! Hope to see it filled up soon :)
Thanks for positive feedback :)

I see the NCR uniform must be corrected, but what exactly, besides of texture?
Oh, sry, this info is outdated a bit. I've fixed it now. Texture is the only thing necessary atm.
Title: Re: Armors and clothing
Post by: Lexx on February 27, 2011, 05:19:50 pm
Now I see whats wrong with the leather armor. The shoulder pads shouldn't be as green as they are? Doesn't looks to me as it's some light issue on the 2d animations.

The metal armor - as shiny as it is - looks to me more like the Mark 2 version too and not the shabby normal one.

The "NCR Ranger Armor (Desert Combat Armor) " will not be a recolored combat armor later. It was always intended to be this (http://fallout.wikia.com/wiki/NCR_Ranger_patrol_armor). But due to the 2d graphics, it could only be a recolored combat armor.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 27, 2011, 06:18:33 pm
(http://i51.tinypic.com/2vmu0ht.png)

Pretty much this. Don't give a fuck about pants because it will be another texture anyway. If you want to see it in game you must wait a little (Textures need a little tweaking as I made a huge mess with them which I don't like)

Enclave CA need a little colour tweak. If you look closely shoulderpads and other parts are little different than chest (It's because of red hue I Used for liners)
Makin' "gold" collar on MARK2 armor less gold does looks like shit. This one was the best I could achieve without making it look like cloth or something. It should look great from the distance thou'
I left helmets the way they were, just recolouring them. There are few details like some kind of inscription(Normal & Mk. II) and little brotherhood logo or some other little shit(on BoS one) but texturing helmet UV map is kinda hard. Especially with symbols(Bolts on BoS armor went bad+not visible as well)
I had few major problems with BoS collar, just because of UV Map and lack of "shiny metallic" texture which will fit (so I hand-painted it).
Looks similiar to cloth but on the distance it doesn't really matter. There is always room for improvement.

I tried to mix sprite+Inventory Images(remembering that each armor should differ a little) as much as I could. Still, I hate texturing armors with that texture resolution ;_;
Title: Re: Armors and clothing
Post by: Izual on February 27, 2011, 06:22:25 pm
If Enclave's CA as the E painted over the torso, could is possible for BoS CA to have the Brotherhood logo (circle with sword) painted too?

(Edit: Impressive pic in Smartcheetah's post!)
Title: Re: Armors and clothing
Post by: Lexx on February 27, 2011, 06:23:37 pm
Looks pretty good to me.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 27, 2011, 06:25:28 pm
If Enclave's CA as the E painted over the torso, could is possible for BoS CA to have the Brotherhood logo (circle with sword) painted too?

(Edit: Impressive pic in Smartcheetah's post!)

Sure. Brb, I'll post image in 10 minutes. 'gonna see how it will look.
(http://i53.tinypic.com/10o3zuw.png)
Way too stretched for me. Blame UV map :P It worked with "E" but logo doesn't look that good. On the distance it will look like white point anyway.
Title: Re: Armors and clothing
Post by: Izual on February 27, 2011, 06:27:19 pm
It was just a suggestion, maybe devs don't want the logo on it ;D But let's see how it looks then!
Title: Re: Armors and clothing
Post by: Haraldx on February 27, 2011, 06:28:11 pm
Shit, that looks awesome!
Title: Re: Armors and clothing
Post by: Solar on February 27, 2011, 06:33:42 pm
Very pretty :)
Title: Re: Armors and clothing
Post by: barter1113 on February 27, 2011, 06:44:40 pm
Holy shit... what I see... NCR Armor looks fantastic and this coat... exelent job guys! Combat Armors are awesome too.
Title: Re: Armors and clothing
Post by: Izual on February 27, 2011, 06:47:48 pm
(http://i53.tinypic.com/10o3zuw.png)

Hey, that looks good for a start. I hope this version with the emblem painted on torso will be chosen :) (Fast and good work Cheetah! As usual :P)
Title: Re: Armors and clothing
Post by: Lexx on February 27, 2011, 07:00:23 pm
The logo is way to badly stretched and big, imo.
Title: Re: Armors and clothing
Post by: Haraldx on February 27, 2011, 07:02:18 pm
Don't know about you, but I'm satisfied!
Title: Re: Armors and clothing
Post by: SmartCheetah on February 27, 2011, 09:14:24 pm
I personally hate the brown and black collage in the Enclave combat armor
I wanted to make it just like on Icon. By brown you mean those "red" lines? We can change them to whatever colour you guys wish. It can have even no colour at all. What'd ya guys think?
Title: Re: Armors and clothing
Post by: Haraldx on February 27, 2011, 09:17:14 pm
He means the black armor and brown pants. He doesn't like the pants are brown and are too much contrasted. Pants are going to be from character anyway not from armor, right?
Title: Re: Armors and clothing
Post by: Izual on February 27, 2011, 09:25:56 pm
Pants are going to be from character anyway not from armor, right?

What do you mean by "from character"? Armor should also cover pants, as in 2D sprited, shouldn't it?

Also I personnally do like brown pants, maybe they could be darker though.
Title: Re: Armors and clothing
Post by: TheGreenHand on February 27, 2011, 09:27:24 pm
What do you mean by "from character"? Armor should also cover pants, as in 2D sprited, shouldn't it?

Also I personnally do like brown pants, maybe they could be darker though.
Pants will be painted on the character, or something, I guess.  They'll be part of the original outfit the character is wearing, from what I understand.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 27, 2011, 10:04:50 pm
Yeah, don't worry about pants. They will have other texture like I said already in my post.
Karpov was testing old version of my retexture and that's how it looks like:
(http://img577.imageshack.us/img577/1667/mk2i.jpg)
As you can see pants and "blouse" parts are pure black. That's because they use different texture. I believe it will enable us to make CA wearable on eg. Vault Suit or other stuff. Still I'm not sure about Karpov's plan.
Title: Re: Armors and clothing
Post by: Badger on February 27, 2011, 10:06:26 pm
I just hope you keep your 'clothing' layer upon death. Otherwise we're never going to be rid of bluesuits.
Title: Re: Armors and clothing
Post by: Karpov on February 27, 2011, 10:14:54 pm
As you can see pants and "blouse" parts are pure black. That's because they use different texture. I believe it will enable us to make CA wearable on eg. Vault Suit or other stuff.

That's the idea, but not with the combat armor, I think it is like an uniform, and the clothing should be locked. Recently I separated armor clothing into another layer, and added 2 extra clothing layers. That makes the clothing you chose for your character to override the regular clothes of the armor. But of course, it can be deactivated. In that case, all armors would have their own clothing, just like in the original sprites. However, this is not implemented totally, and I have to change all this from console commands.

That black outfit is actually a missing texture, it renders black in my pc. But you can see how it would look with black pants.

And your clothing layer stays the same when you die, because it is just a value inside the character data.
Title: Re: Armors and clothing
Post by: Haraldx on February 27, 2011, 10:15:48 pm
I just hope you keep your 'clothing' layer upon death. Otherwise we're never going to be rid of bluesuits.

Aren't blue suits going to be now to VC only? Hey... that could make an idea - you can buy vault suits at VC, just like robes from Necropolis!
Title: Re: Armors and clothing
Post by: SmartCheetah on February 27, 2011, 10:26:04 pm
And you will be able to change this "clothing layer" after creating a character in some way? I mean - you know, let's say we start as a naked dude and later on we can change it into some kind of clothing. Month later we get bored of it so we change it into something else. Should be possible with use of scripts I think.
Title: Re: Armors and clothing
Post by: Karpov on February 27, 2011, 10:44:29 pm
Well, yes, every command that I write in the console can run from a script , I guess.

 Basically what I need now is to link that armor clothing layer to the armor layer, so that the clothing and armor apply toghether when you wear it. Also it would be useful to have a little button beside the armor slot, that turns on and off that clothing layer. Without this, it does not work too well to be honest.
Title: Re: Armors and clothing
Post by: Lexx on February 27, 2011, 10:57:07 pm
My vision is the following: There will be various "clothe items" available. Equip them and the item disappears, but your character takes over the outfit as default skin.

That's nothing officially right now, but how I could imagine it to work.
Title: Re: Armors and clothing
Post by: Solar on February 27, 2011, 10:58:10 pm
Quote
Aren't blue suits going to be now to VC only?

They better be :P
Title: Re: Armors and clothing
Post by: Eternauta on February 27, 2011, 11:02:32 pm
My vision is the following: There will be various "clothe items" available. Equip them and the item disappears, but your character takes over the outfit as default skin.

As Aradesh said: "Yeees, yes yes yes, pleeeaaase..."
Title: Re: Armors and clothing
Post by: SmartCheetah on February 27, 2011, 11:19:55 pm
My vision is the following: There will be various "clothe items" available. Equip them and the item disappears, but your character takes over the outfit as default skin.

That's nothing officially right now, but how I could imagine it to work.

Beautiful idea. I think that could work very well!
Title: Re: Armors and clothing
Post by: Cryptopsy on February 27, 2011, 11:54:42 pm
I wanted to make it just like on Icon. By brown you mean those "red" lines? We can change them to whatever colour you guys wish. It can have even no colour at all. What'd ya guys think?

Yeah, some dick head deleted my post... but I just meant as far as the normal combat armor goes, the green w/ brown looks fine. But the brown and black looked kind of silly to me is all
Title: Re: Armors and clothing
Post by: Lexx on February 28, 2011, 12:03:36 am
Your post has been a full quote-post, that's why it got deleted. Also consider yourself to be warned. The next "dick head" might ban you instead.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 28, 2011, 04:25:15 pm
CA Textures first version finished. There is room for further improvements so eventually me or someone else will change things which need to be changed. I've also redone basic pants for 3 uniforms (In case they wouldn't use "clothing layer")
Enclave CA - Dark black pants
Mark 2 - Olive pants
BoS - Green Pants(Armor colour)

Sending them to Karpov right away. Maybe he will make some kind of presentation for all of them in game ;)
About femme version - I believe it uses another texture. I'll work on it later this week. Probably Friday/Saturday.


Thanks to Gray for great model and texture I could base on!
Title: Re: Armors and clothing
Post by: Karpov on February 28, 2011, 06:57:01 pm
(http://img192.imageshack.us/img192/2804/combattextures.jpg)
Title: Re: Armors and clothing
Post by: barter1113 on February 28, 2011, 07:07:08 pm
Awesome Combat Armors!

Are you planning make NCR Ranger Armor http://www.fo2238.fodev.net/wiki/NCR_Ranger_Armor
Title: Re: Armors and clothing
Post by: Graf on February 28, 2011, 07:08:25 pm
Are you planning make NCR Ranger Armor http://www.fo2238.fodev.net/wiki/NCR_Ranger_Armor

The "NCR Ranger Armor (Desert Combat Armor) " will not be a recolored combat armor later. It was always intended to be this (http://fallout.wikia.com/wiki/NCR_Ranger_patrol_armor). But due to the 2d graphics, it could only be a recolored combat armor.

P.S. Good textures. Only basic combat armor could be more greeny.
Title: Re: Armors and clothing
Post by: Lexx on February 28, 2011, 07:15:15 pm
The combat armors are really good looking.
Title: Re: Armors and clothing
Post by: pistacja on February 28, 2011, 07:23:25 pm
I hope this
(http://images2.wikia.nocookie.net/__cb20101110003213/fallout/images/thumb/c/ce/RangerPatrolArmor.png/105px-RangerPatrolArmor.png)
will never happen to Fonline. Looks like Power Rangers meets Starship Troopers  :P
Title: Re: Armors and clothing
Post by: SmartCheetah on February 28, 2011, 07:24:31 pm
We need backpacks for CA's now :P
@UP: Yeah. It doesn't look too bad but kinda remind me of Star Wars armors.
(Or WoW warrior)
Title: Re: Armors and clothing
Post by: Lexx on February 28, 2011, 07:50:49 pm
will never happen to Fonline. Looks like Power Rangers meets Starship Troopers  :P

It will. And I don't see power rangers in there (http://www.falloutnow.de/forum/gallery/18_25_02_11_9_25_16.png).

If at all, vault suits look like power rangers.

(http://bigmediabrand.files.wordpress.com/2010/05/power-rangers_turboranger1.jpg)
Title: Re: Armors and clothing
Post by: pistacja on February 28, 2011, 08:07:59 pm
Just a bit on tint...
(http://img687.imageshack.us/img687/2788/powerr.png) (http://img687.imageshack.us/i/powerr.png/)

..well maybe not, but I still don't like it :P

(http://www.scificool.com/images/2010/08/starship-troopers-211x300.jpg)
Title: Re: Armors and clothing
Post by: Sius on February 28, 2011, 08:08:25 pm
(http://img192.imageshack.us/img192/2804/combattextures.jpg)

Enclave looks like leather jacket in 100% zoom to me.
Title: Re: Armors and clothing
Post by: Izual on February 28, 2011, 08:18:23 pm
No BoS symbol on the BoS CA? :(

(As said above, they all look good anyway!)
Title: Re: Armors and clothing
Post by: Karpov on February 28, 2011, 08:25:34 pm
I don't know why, the symbol is not there.

It's true, maybe the black one could use some highlights, to make it shine a bit more.

And I think the combat armor design is mostly round shaped, and smooth, like one of those beautiful old cars. The one from New Vegas is different, so maybe the model would have to be different, or, the texture has to fit a bit more into it. I think that erasing those straight lines and dots from the armor would look better.
(http://img836.imageshack.us/img836/4504/rangerarmor.png)
Title: Re: Armors and clothing
Post by: Lexx on February 28, 2011, 08:44:00 pm
I thought about having a new model for it and not trying to retexture the combat armor. (like the NCR ranger armor beeing a new model too)

No BoS symbol on the BoS CA? :(

It was too big and blurry, imo.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 28, 2011, 09:03:41 pm
Enclave symbol might be not visible because I darkened it a little bit. It might be good idea to make him little bigger and more "pure" white to be visible from distance. Still - no way it will look like E with stars in 100% zoom :P Rather like "something's here".
Ye, I've deleted BoS symbol for now. Looked much more crappy.

Hm. Maybe it will be better idea to make Enclave CA little less dark? More like dark grey. It looks little like Leather Jacket indeed.
Title: Re: Armors and clothing
Post by: Sius on February 28, 2011, 10:05:26 pm
Imho each CA should differ not only in color but also in some (visible) details. Leave CA and CA MKII as they are since they are almost perfect (maybe only use brighter coloring because its pretty dark green right now and it does not look like the sprite one) but both Enclave and BoS CA should have their own modifications other than color.

Also I dunno why everything connected with Enclave tends to be described as black/bad/evil... AFAIK they are remains of US government right? Therefore some blue/red/white would be my choice of colors since as the only "real" human left, Enclave are highly patriotic and imho they would use colors from the flag on their equipment. Right now Enclave CA looks like if its designed for black ops, which it pretty much could be since we know that Enclave use not only their own stuff but regular PA/CA too. So Enclave CA could be their modified version of CA which is designed to allow its wearer to be silent/fast/hidden at a cost of thinner armor plates and therefore lower bullet resistance.

But its the purpose and background of an armor that should dictate its look not other way around.
Title: Re: Armors and clothing
Post by: Izual on February 28, 2011, 10:13:17 pm
Also I dunno why everything connected with Enclave tends to be described as black/bad/evil... AFAIK they are remains of US government right?

Still, APA is black ;) This choice wasn't made by us, but by BIS.
Title: Re: Armors and clothing
Post by: Karpov on February 28, 2011, 10:27:18 pm
I agree with Sius, since the enclave is representing the goverment, they could at least use the flag of the United States.
 I think they tried to make them look evil because they are the ones that you fight against in the game. Here in Fonline 2238 you can join them if you want, and that does not mean you have to be evil.

Anyway, I tried to add the highlights, but it ended up looking like Robocop.  ;D
(http://img812.imageshack.us/img812/3529/blackshine.jpg)

PS. if you look closely, he is wearing a backpack, but it is a small one. It was already in the game, from Van Buren items.
Title: Re: Armors and clothing
Post by: SmartCheetah on February 28, 2011, 11:12:02 pm
But where do you want to put that flag? They already have Enclave emblem. Making troops in "flag" colours is not the best choice because we're not in medieval or napoleonic times. Let me quote Fallout wikia:
Quote
The Enclave is a shadowy, militaristic organization, directly descended from the pre-War United States government and military industrial complex that claims authority over the ravaged nation. The Enclave is comprised mostly of descendants of government officials and military officers with ties to powerful corporations who retreated to a Poseidon Energy oil rig when the Great War started. Members generally consider most people born outside the Enclave to be mutants fit only for eradication.
They are shadowy isolationists. These guys must be fuckin' skilled commandos who use advantage of surprise attacks and night operations(Remember that their number is highly limited). BIS made them "dark way" and they are not like regular army so I think making Enclave CA black was the best choice we could make. We got heavy armor for them (APA) so their CA might be treated just like Sius said - something like for black ops.

"Robocop" one looks good :D This way this armor differs from Leather Jacket and looks more like "Police force" or something :-P
Title: Re: Armors and clothing
Post by: Solar on February 28, 2011, 11:49:42 pm
Quote
looks more like "Police force" or something


Thats exactly what I thought. The NCR Armour makes use of some kind of old police riot armour and this has the same look - which is quite fitting for a decendant of the US governement.
Title: Re: Armors and clothing
Post by: Andr3aZ on March 01, 2011, 10:44:11 am
I agree with Sius, since the enclave is representing the goverment, they could at least use the flag of the United States.
 I think they tried to make them look evil because they are the ones that you fight against in the game. Here in Fonline 2238 you can join them if you want, and that does not mean you have to be evil.

Anyway, I tried to add the highlights, but it ended up looking like Robocop.  ;D
(http://img812.imageshack.us/img812/3529/blackshine.jpg)

PS. if you look closely, he is wearing a backpack, but it is a small one. It was already in the game, from Van Buren items.

Maybe make it a bit blueish like my crappy fast shopped example here :

(http://img641.imageshack.us/img641/9017/blackblueshine.jpg)

Great model anyway :)
Title: Re: Armors and clothing
Post by: pistacja on March 01, 2011, 10:44:53 am
This is my own speculation, but I think the APA spirit turned out so dark because of the F2 intro. The attack is made by nigth so the dark enviroment is reflected in the metalic armor. The spirit was made to look like in the intro, but there is also a APA talking head and that is grey-metalic.

I kind of like the robocop armour ;)
Title: Re: Armors and clothing
Post by: manero on March 01, 2011, 11:26:01 am
Blue doesnt suit Enclave. Karpov texture is very good.
Title: Re: Armors and clothing
Post by: Surf on March 01, 2011, 07:43:55 pm
I personally dislike the stereotypical "hey they are teh evil, they must wear black, have claws and maybe some glowing eyes" trope too.
Maybe some more grey-ish attempt could work? I've never seen the APA as black, more metallic gray too...
Title: Re: Armors and clothing
Post by: Jimmy BoyX on March 01, 2011, 07:49:05 pm
"hey they are teh evil, they must wear black, have claws and maybe some glowing eyes" trope too.

Maybe yes but black combat armor is awesome and I think it "fits" to Enclave.

Anyway I'm really happy to see more various of combat armors and other clothes. Good work again guys!
Title: Re: Armors and clothing
Post by: Greencell on March 01, 2011, 08:21:59 pm
IMO the Enclave CombatArmor looks very good.
But next to the APA it looks out of place.
(http://img291.imageshack.us/img291/5349/apaposed.png) (http://img812.imageshack.us/img812/3529/blackshine.jpg)





they should looking good when you see them together. maybe both should use a similar texture?
Title: Re: Armors and clothing
Post by: Lexx on March 01, 2011, 09:16:47 pm
Btw. I think the APA is lacking some shinyness in the game, that's what make it look like it is *not* out of some special hightech material, but dark metal.
Title: Re: Armors and clothing
Post by: Izual on March 02, 2011, 02:55:08 pm
Greencell: You're showing a blue version of the Enclave CA, the one that will be used (until further notice from devs or so) is the black one. Edit: Blah! You're right, it's not black enough compared with the APA, nice one!

Agreed all the way with Smartcheetah on the color of their armor. APA is black, why should we give the other troopers some white or green armor? Plus, Enclave is stealthy, in shadows, and BIS decided to give them black APA :P Color also does not mean they are evil, Brotherhood soldiers wear white, shiny armors yet they are far from being on the good side.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 02, 2011, 03:19:32 pm
Also - CIA, FBI, any security forces / turbo-secret-ultra-government-groups etc are always shown as people in black suits, with dark sunglasses :)
Title: Re: Armors and clothing
Post by: Cryptopsy on March 02, 2011, 05:07:43 pm
Your post has been a full quote-post, that's why it got deleted. Also consider yourself to be warned. The next "dick head" might ban you instead.

what does that even mean, mr big scary developer?
Title: Re: Armors and clothing
Post by: Lexx on March 02, 2011, 05:34:28 pm
Your post has been one big quote with nothing else inside, thats what it means. The later part was aimed at your insult.
Title: Re: Armors and clothing
Post by: Andr3aZ on March 02, 2011, 06:42:32 pm
The next "dick head" might ban you instead.

I love the sidenote towards le almighty moderator  ;)
Title: Re: Armors and clothing
Post by: Alvarez on March 02, 2011, 07:14:49 pm
what does that even mean, mr big scary developer?

Moderator pulls the modcard and bans the fuckhead, if he drunkposts shit again.
Title: Re: Armors and clothing
Post by: White150 on March 04, 2011, 07:51:50 am
Holy shit, it is awesome. Today, I'm loging on the forum and I'm seeing it. All models are great and fantastic. Well done and keep it development! I'm waiting for new screenshots and videos of new models.
Title: Re: Armors and clothing
Post by: Cryptopsy on March 04, 2011, 01:21:43 pm
Moderator pulls the modcard and bans the fuckhead, if he drunkposts shit again.

Mods, basically he just called me a "drunk fuckhead." But seriously, fuckhead is offensive. I got warned for dickhead. So I think fuckhead should be off limits too.

Thank you.
Title: Re: Armors and clothing
Post by: Solar on March 04, 2011, 01:37:05 pm
Please don't fill these threads with crap. I will just remove anything else on this subject without notice, no matter who is posting.
Title: Re: Armors and clothing
Post by: Luther Blissett on March 04, 2011, 06:36:28 pm
I've got this far with the "generic long coat" model (this variation being a "western-style duster jacket"), but need some hints / tips / thoughts / suggesitons on where to go to from here. The model itself isn't a great deal different from the NCR troop's long coat.

(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing).

Hat can obviously be separated, but I'm sure you can make him bald in your imagination for this picture :-)
I'd done a couple of tests with colours and alterations, and it should also work in black, grey, light brown, and with minimal changes, an "olive military trenchcoat" as well.

It's noticeable from the little "approximate game size" version in the corner, that the little pockets are probably not going to be visible at game resolution, so will at least need another round of increasing highlight / shadows etc. I've not done much with the shirt / trousers so far, other than a quick recolour and adding a belt. Also not sure if the overall brown colour is too "rich" in tone, and looks too clean / new etc.

Anyway, it doesn't look finished to me, but I could do with some suggestions about what needs doing to it from here. I'm particularly wary of it looking too much "Wild West" and not enough "Fallout".
Title: Re: Armors and clothing
Post by: Lizard on March 04, 2011, 06:39:52 pm
As a new player, i'm stunned and amazed by your work, 3d artist guys. Can't wait for seeing them in-game, some day.
Title: Re: Armors and clothing
Post by: Cryptopsy on March 04, 2011, 06:45:16 pm
I've got this far with the "generic long coat" model (this variation being a "western-style duster jacket"), but need some hints / tips / thoughts / suggesitons on where to go to from here. The model itself isn't a great deal different from the NCR troop's long coat.

(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing.)



I agree, the cowboy hat should be taken out due to the WIld West mentality it brings. But the duster is awesome. It's still got a primitive/Wastelandish look without the yeehaw to it. If it were black or Dark dark brown, it would be even better, in my opinion
Title: Re: Armors and clothing
Post by: SmartCheetah on March 04, 2011, 07:18:16 pm
I've got this far with the "generic long coat" model (this variation being a "western-style duster jacket"), but need some hints / tips / thoughts / suggesitons on where to go to from here. The model itself isn't a great deal different from the NCR troop's long coat.

(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing).

Hat can obviously be separated, but I'm sure you can make him bald in your imagination for this picture :-)
I'd done a couple of tests with colours and alterations, and it should also work in black, grey, light brown, and with minimal changes, an "olive military trenchcoat" as well.

It's noticeable from the little "approximate game size" version in the corner, that the little pockets are probably not going to be visible at game resolution, so will at least need another round of increasing highlight / shadows etc. I've not done much with the shirt / trousers so far, other than a quick recolour and adding a belt. Also not sure if the overall brown colour is too "rich" in tone, and looks too clean / new etc.

Anyway, it doesn't look finished to me, but I could do with some suggestions about what needs doing to it from here. I'm particularly wary of it looking too much "Wild West" and not enough "Fallout".
Simply put: Love ya' for the cowboy hat mate. I was looking forward to see it :D Will kill for black version! I don't feel that it's totally out of fallout but its implementation will be up to devs. Coat is great as well :>
Title: Re: Armors and clothing
Post by: Lexx on March 04, 2011, 07:48:49 pm
Quote
I agree, the cowboy hat should be taken out due to the WIld West mentality it brings.

Fallout always has been kind of a sci-fi western. Especially towns like Modoc, Redding and Co. are pure western cities.
Title: Re: Armors and clothing
Post by: Cryptopsy on March 04, 2011, 08:17:47 pm
Fallout always has been kind of a sci-fi western. Especially towns like Modoc, Redding and Co. are pure western cities.

Just because farming is prominent in a world where people are rebuilding and it happens to be based in the WESTERN US, doesn't mean it's "Western" as the movie industry would portray.

But anyways, in my opinion, I am just saying that  a cowboy hat may be a little farfetched.
Title: Re: Armors and clothing
Post by: Lexx on March 04, 2011, 08:19:10 pm
If Redding at least doesn't give you a watern-vibe, then I don't know. Beside this, lots of areas on the worldmap are typical western locations, such as the mojave area.
Title: Re: Armors and clothing
Post by: Graf on March 04, 2011, 09:01:39 pm
If Redding at least doesn't give you a watern-vibe, then I don't know. Beside this, lots of areas on the worldmap are typical western locations, such as the mojave area.
Lexx, sorry for asking it here, but it's very interesting to me - does a developer team have any plans of expanding a game world to FT or/and FNV areas? There is already a projects that's recreating these games in 2D (if you're interested, I can give a link to them).
Title: Re: Armors and clothing
Post by: Lexx on March 04, 2011, 09:44:44 pm
No, we stick to what we have right now. Also we will not make the worldmap bigger, etc. it's already too much right now.

Plus, I personally think that it's a waste of time, trying to convert these games into Fallout 1 & 2 style. They are just way too different in more than just graphical way.
Title: Re: Armors and clothing
Post by: Cryptopsy on March 04, 2011, 11:25:53 pm
If Redding at least doesn't give you a watern-vibe, then I don't know. Beside this, lots of areas on the worldmap are typical western locations, such as the mojave area.

Yeah i see it in Redding, but it seems SO out of place in this game. Always has to me. Even when playing singleplayer, I hated going to redding. It just seemed so dumb.
Title: Re: Armors and clothing
Post by: yuanyelss on March 05, 2011, 07:42:33 am
I do not think that women's power armor, to remodeling. This is a big, after all, a lot of armor. Will not make much sense, if you can see through it the chest, etc. and robe, this is as androgyn model, in the original game, in the same well...
Title: Re: Armors and clothing
Post by: Johnnybravo on March 05, 2011, 07:53:42 pm
(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing).

Reminds me Yul Brynner in Magnificient Seven so much (because this model is presented with russian face :>).
It would be really nice if Redding militia used those.

Anyway, any idea how would this thing look with some additional assets like gas mask on neck ?
Title: Re: Armors and clothing
Post by: Surf on March 05, 2011, 07:58:53 pm
Reminds me Yul Brynner in Magnificient Seven so much (because this model is presented with russian face :>).
It would be really nice if Redding militia used those.

Anyway, any idea how would this thing look with some additional assets like gas mask on neck ?

You've got Tycho in mind? ;)
And yeah, it looks good. :)
Title: Re: Armors and clothing
Post by: avv on March 05, 2011, 11:25:34 pm
But anyways, in my opinion, I am just saying that  a cowboy hat may be a little farfetched.

Cowboy hat isn't only for cowboys. Cowboys just wore it because of reasons related to lots of sunlight and heat, which also exists in wasteland.
Title: Re: Armors and clothing
Post by: KruskDaMangled on March 05, 2011, 11:47:19 pm
Cowboy hat isn't only for cowboys. Cowboys just wore it because of reasons related to lots of sunlight and heat, which also exists in wasteland.

I agree, if anything, some of the more isolated locations ought to have more of your rustic, 50's and earlier styled clothing. When we get easy clothing going, I really think some of the NPC's ought to look folksy, if it's possible. An even mix of hillbillish, and Farmer Brown from the Midwest, essentially.
Title: Re: Armors and clothing
Post by: Surf on March 05, 2011, 11:49:04 pm
I agree, if anything, some of the more isolated locations ought to have more of your rustic, 50's and earlier styled clothing. When we get easy clothing going, I really think some of the NPC's ought to look folksy, if it's possible. An even mix of hillbillish, and Farmer Brown from the Midwest, essentially.

Yep, this mixed with the already mentionend western-influences is the way to go.
Title: Re: Armors and clothing
Post by: LagMaster on March 06, 2011, 09:29:50 am
how about a beginer quest to chose your skin
posible skins:
-vault suit(vc explorer(from and atack his face and memory is changed)
-cowboy(survivor of the west)
-farmer(raiders raided his farm)
-merchant(raiders raided him)
etc
Title: Re: Armors and clothing
Post by: SmartCheetah on March 06, 2011, 02:27:29 pm
Better to start naked and have some possibility of changing/selecting your normal clothes. Anyway - we shouldn't worry about that right now as it's devs job.
Title: Re: Armors and clothing
Post by: Cryptopsy on March 06, 2011, 02:51:19 pm
Cowboy hat isn't only for cowboys. Cowboys just wore it because of reasons related to lots of sunlight and heat, which also exists in wasteland.

So are sombreros. Jesus. Want one of those in the game, too?
Title: Re: Armors and clothing
Post by: Lexx on March 06, 2011, 02:52:12 pm
We are close to the borders of mexico. (http://www.falloutnow.de/forum/Smileys/retro/salute.gif)
Title: Re: Armors and clothing
Post by: TommyTheGun on March 06, 2011, 10:37:56 pm
So I tried to do something on my own. The idea was to create an outfit that came to my mind while creating one of my chars. (Since I'm not a fan of powerbuilds and rather fancy RP, I always try to imagine how my character would look). It's supposed to be a gunsmith/gunslinger - a fastshooter using revolvers. Something like this.

I decided to try my luck with remaking the model of Luther (CLJ) and on a base of it, create mine.

Luther was kind enough to let me do it, throw me a thousands of very useful advices, keep telling me what needs to be redone etc. Both when it comes to model and texture I wouldnt be able to finish the work if not for his help.

I mean - I know the model isn't the most amazing thing you've seen - but I've never try to create model like this so i guess its not bad for my first run. Anyway:

It looks something like this:

(http://img228.imageshack.us/img228/4531/heoutscreen2.jpg)
(http://img3.imageshack.us/img3/574/heoutscreen1.jpg)

comparing to the fallout char:

(http://img6.imageshack.us/img6/2650/heoutscreen3.jpg)

Sorry for bad quality - first of all imageshack seems to change the quality of pics, second thing is that im not sure how to render or print screen the model so it looks like in fonline.

Anyway - if someone is gonna be interested in adding the model to the game, if you guys have any suggestions (i was thinking about adding a gun to the holster for example) or want to share your opinion about the model, please don't hesitate :)

OH. And why add something like this? Lets say - an outfit you can choose after some quest or after you get small guns gunsmith proffesion on 3rd level, you can get it or you are able to craft it. I donno.


Title: Re: Armors and clothing
Post by: SIGISMUND on March 07, 2011, 12:32:21 am
After this will the PA and APA be available for players?
Title: Re: Armors and clothing
Post by: Graf on March 07, 2011, 09:14:20 am
Good model, Tommy. I wonder to see it in game someday.
P.S. Is there anything new about of Sawed-off Shotgun? As I remember, you've said that you can make it.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 07, 2011, 11:22:02 am
Yeah, tried to finish the model I posted before but it's too messed up, so I'll have to start again. I concentrated on the model I posted few posts back, cause creating it was really on my mind for quite some time already.
Title: Re: Armors and clothing
Post by: Surf on March 07, 2011, 11:28:47 am
You're kidding Tommy? It looks very good, especially considering that it was your very first attempt at doing this.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 07, 2011, 12:04:07 pm
I meant sawn-off :) - Which I try to do right now, Its a pain in the ass though. I'm not sure how it should be done on that part which .. erm... "opens"/"bends".

When it comes to that outfit - I consider it done. Unless you guys have any ideas how to improve it or what needs to be changed. I really hope for some comments, cause I'm not sure if you like it and if you want it ingame. I know I do - but it's my model (well - my idea, as i said - if not for Luther, I would never finish it) so i can't be really factual about it.
Title: Re: Armors and clothing
Post by: Solar on March 07, 2011, 01:03:05 pm
After this will the PA and APA be available for players?

Availability of PA does not depend on if there is a model of it or not. If it is ever available it will be for members of BoS/Enclave who are suitably high ranked and inside Faction specific things.

Can't see Tommy's model yet, work blocks pictures ... something to look forward to tonight ;)
Title: Re: Armors and clothing
Post by: SIGISMUND on March 07, 2011, 04:43:18 pm
Availability of PA does not depend on if there is a model of it or not. If it is ever available it will be for members of BoS/Enclave who are suitably high ranked and inside Faction specific things.

So what you are trying to tell me is that, thats how all those guys got the NCR Ranger armor?
Title: Re: Armors and clothing
Post by: Lexx on March 07, 2011, 05:20:22 pm
No, ranger armor ingame right now was given out long time ago (but only like 8 items or so).
Title: Re: Armors and clothing
Post by: SIGISMUND on March 07, 2011, 06:18:08 pm
OK.Thanks for answering.But still a lesser version of a Power Armor should be made available for players.Atleast in my opinion.
Title: Re: Armors and clothing
Post by: Crazy on March 07, 2011, 06:27:35 pm
OK.Thanks for answering.But still a lesser version of a Power Armor should be made available for players.Atleast in my opinion.

A lesser version? Would be weaker than CA ;p
Title: Re: Armors and clothing
Post by: SmartCheetah on March 07, 2011, 07:40:32 pm
Unpowered power armor ::)
But yeah. If there will possibility for people from various factions to acquire APA/PA at some point I believe it will be good to make one more for public use(Possible to craft without being a member of BoS/Enclave) but at heavy cost (Eg. electronic modules/specific platings aqcuirable from "dungeons" and craft-grind - to make it much more harder to get)
But it's not the topic concerning power armors and I believe devs don't plan anything like that for now.
That's why we should keep working on low and mid end equipment.
Title: Re: Armors and clothing
Post by: SIGISMUND on March 07, 2011, 08:05:34 pm
Or do a couple of quests like to get blueprints of the power armor and then get some special resources etc
Title: Re: Armors and clothing
Post by: Solar on March 07, 2011, 09:11:57 pm
Lets just stop this one in its tracks. PA will never be widely available and when (if) eventually it will be possible to get it, it would only be on a short term loan basis from the faction for specific time periods.

Now, lets not pointlessly derail this thread further.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 11, 2011, 02:17:50 pm
So I tried to do something on my own. The idea was to create an outfit that came to my mind while creating one of my chars. (Since I'm not a fan of powerbuilds and rather fancy RP, I always try to imagine how my character would look). It's supposed to be a gunsmith/gunslinger - a fastshooter using revolvers. Something like this.

I decided to try my luck with remaking the model of Luther (CLJ) and on a base of it, create mine.

Luther was kind enough to let me do it, throw me a thousands of very useful advices, keep telling me what needs to be redone etc. Both when it comes to model and texture I wouldnt be able to finish the work if not for his help.

I mean - I know the model isn't the most amazing thing you've seen - but I've never try to create model like this so i guess its not bad for my first run. Anyway:

It looks something like this:

(http://img228.imageshack.us/img228/4531/heoutscreen2.jpg)
(http://img3.imageshack.us/img3/574/heoutscreen1.jpg)

comparing to the fallout char:

(http://img6.imageshack.us/img6/2650/heoutscreen3.jpg)

Sorry for bad quality - first of all imageshack seems to change the quality of pics, second thing is that im not sure how to render or print screen the model so it looks like in fonline.

Anyway - if someone is gonna be interested in adding the model to the game, if you guys have any suggestions (i was thinking about adding a gun to the holster for example) or want to share your opinion about the model, please don't hesitate :)

OH. And why add something like this? Lets say - an outfit you can choose after some quest or after you get small guns gunsmith proffesion on 3rd level, you can get it or you are able to craft it. I donno.




Okay I don't want to bother you with things you are clearly not interested in but there's not much happening in this topic anyway, so.

I understand the model isn't interesting enough to be commented by the most of you. But I've spent a lot of time on it and i just asked for decent feedback.

I mean - You could at least write that it sucks so much, you don't know what to write, but otherwise, I would like to know if you guys like it if you guys think it's okay but don't see the point introducing it,  if you think it doesn't fit the setting or it's ugly and need a huge improvement. Anyway - I won't know it if you won't write it. I think that commenting this won't be THAT big deal.

Also - I want to help with 3d development, still - I won't if I don't improve my "3d abilities" - and I won't if I won't get any reasonable feedback etc.

So that's about that.
Title: Re: Armors and clothing
Post by: Surf on March 11, 2011, 02:24:50 pm
Wat.  :o I commented it, I find it nice and it's very good. I personally don't see a reason why we shouldn't use it.
Title: Re: Armors and clothing
Post by: Cryptopsy on March 11, 2011, 02:37:58 pm
Has anyone thought of NCR style Police outfits? Y'know, the ol "boys in blue"?
Title: Re: Armors and clothing
Post by: Solar on March 11, 2011, 02:46:17 pm
Wat.  :o I commented it, I find it nice and it's very good. I personally don't see a reason why we shouldn't use it.

Yup, I think in this case a lack of comments just indicated that it was fine. I have no idea from a technical standpoint, but it looks cool ;)
Title: Re: Armors and clothing
Post by: TommyTheGun on March 11, 2011, 03:02:23 pm
Well, yeah...  I didn't want to guess what lack of comments mean, since it doesn't always indicate that people like something ;) I know you did comment it, Surf and thanks for that, I was hoping for some more comments, since there are a lot of people discussing 3d matter. Anyways - thanks for your opinions - I think after all trying to create some more models might not be a bd idea. I was thinking about the gas mask.
Title: Re: Armors and clothing
Post by: Surf on March 11, 2011, 03:07:10 pm
I was thinking about the gas mask.

I approve! :) Really need it for an area I am making.
Title: Re: Armors and clothing
Post by: SIGISMUND on March 11, 2011, 06:58:10 pm
gas mask is need to in FOnline.and it shouldn't be to hard to make since it doesen't need much animation.
Title: Re: Armors and clothing
Post by: Luther Blissett on March 14, 2011, 01:35:15 am
Thought this might be useful as reference material (I put it together for myself for that purpose, but thought it worth sharing) :
(http://img812.imageshack.us/img812/4688/humanoidsprites.png)

Should be most, if not all the humanoid sprites from FO2. The palette's done some strange things in a couple of places - some of the "very white" is green (like on doctor's shoulder), but it's enough to see roughly what's going on.

Not to say we're recreating all the NPCs, but these are existing styles of clothes and armour, which people realistically may want to use on their characters, or at least want to look at for reference regarding appropriate colours or styles - i.e. I think Vic's style of waistcoat would suit as the style for the underclothes on the duster jacket I'm working on, and the brown used for the tribal trousers might be a good colour for the jacket itself.

The range of "peasant clothes" in particular is probably worth looking at for the character's "basic clothes".

[edit] Even the ghouls / midget etc - they're still wearing clothes. I'm sure they don't just make mechanic's dungarees in "midget size" only.
Title: Re: Armors and clothing
Post by: Graf on March 14, 2011, 01:58:43 pm
Very nice table, Luther.
This picture led me to the idea:
(http://www.imagepost.ru/images/752/12352452354.png)
Maybe Metal Armor MK1 could be done with only one shoulder pad? Yes, it's a bit unfalloutish (we can see, that Mk1 have two shoulder pads from the sprite), but this would make this armor more recognizable from the distance.

Also, I've structured your table a little, according to Jostisz models.

(http://www.imagepost.ru/images/752/253246457.jpg)

P.S. TommyTheGun, would you like me to add your armor to the tracker (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker)?
Title: Re: Armors and clothing
Post by: Cryptopsy on March 14, 2011, 04:01:55 pm
(http://www.imagepost.ru/images/752/253246457.jpg)


I disagree with the Fourth Row.

Why would the stocky, "barrel-chested" guys be in the same model with the slumped over Sandy Robed guy?


EDIT: Also, I've always wondered. What is that on Mordino's Men's head? A power helmet with rep optics? Or a mask or what?
Title: Re: Armors and clothing
Post by: Graf on March 14, 2011, 04:18:36 pm
Cryptopsy, it's not necessary to quote the whole post with a picture.
Concerning the fourth row, suggest a better fitting model, if you can. Otherwise, move forward.
Title: Re: Armors and clothing
Post by: Surf on March 14, 2011, 04:23:28 pm
EDIT: Also, I've always wondered. What is that on Mordino's Men's head? A power helmet with rep optics? Or a mask or what?



It's a bandana.
Cryptopsy, it's not necessary to quote the whole post with a picture.
Concerning the fourth row, suggest a better fitting model, if you can. Otherwise, move forward.

It fits the fifth row better, imo.
Title: Re: Armors and clothing
Post by: Graf on March 14, 2011, 04:27:17 pm
It fits the fifth row better, imo.
Ok.
(http://www.imagepost.ru/images/753/253246457.jpg)
Title: Re: Armors and clothing
Post by: Lizard on March 14, 2011, 06:24:27 pm
Jotisz' meshes will need a retopo, they seem very high-poly to me.
Title: Re: Armors and clothing
Post by: Jotisz on March 15, 2011, 05:15:10 pm
The models that Karpov made are better so I started editing his base here to have the proportion of these two is done fat and super mutant.
The original models I made are made up of 722 vertex and they look high poly cause I added them a subsurf modifier (with that they are realy high polies)
Btw I also trying to put together a similar chart that will have all critters from all views I hope it will be a useful reference for future models.
Title: Re: Armors and clothing
Post by: LagMaster on March 16, 2011, 08:25:59 am
awsome job
Title: Re: Armors and clothing
Post by: Izual on March 16, 2011, 01:17:04 pm
Are missing in these pictures: Redhead trapper girl. Redhead bluesuit girl. Lynette. Black bluesuit man. Black metal armor man. All PA/APA. Punk leather-jacket woman. Child boy and child girl. Bare-torso Metzger. Hero-male tribal.

Not very important but worth mentioning (there are the four robe colors there, so I thought it got to be fully filled with game's skins :p)
Title: Re: Armors and clothing
Post by: Luther Blissett on March 16, 2011, 07:22:53 pm
Are missing in these pictures: Redhead trapper girl. Redhead bluesuit girl. Lynette. Black bluesuit man. Black metal armor man. All PA/APA. Punk leather-jacket woman. Child boy and child girl. Bare-torso Metzger. Hero-male tribal.

Not very important but worth mentioning (there are the four robe colors there, so I thought it got to be fully filled with game's skins :p)

As I was just looking at the clothing colours / styles / shapes, I'd deliberately cut out any images which were duplicates of the clothing, and just differed with skin / hair. Could re-extract them and add the rest if it'd be useful though - they were mostly all *AA_024 or *AA_036.

From your list, the only one I specifically remember not seeing was the child girl sprite - the child boy sprite is down as "NPC androgynous" rather than "NPC male", so I'm not sure what I'd be looking for.

[edit] Couldn't find bare torso Cassidy / Metzger either.
Title: Re: Armors and clothing
Post by: Lizard on March 16, 2011, 09:56:29 pm
As I was just looking at the clothing colours / styles / shapes, I'd deliberately cut out any images which were duplicates of the clothing, and just differed with skin / hair. Could re-extract them and add the rest if it'd be useful though - they were mostly all *AA_024 or *AA_036.

From your list, the only one I specifically remember not seeing was the child girl sprite - the child boy sprite is down as "NPC androgynous" rather than "NPC male", so I'm not sure what I'd be looking for.

[edit] Couldn't find bare torso Cassidy / Metzger either.

AFAIK from reading the forums, the female child sprite was rendered by lisac2k, long, long time ago on NMA.
Title: Re: Armors and clothing
Post by: Luther Blissett on March 16, 2011, 10:48:36 pm
Aha - so that'd be in one of the .dats included with Fonline, rather than in the original critter.dat?

Anyway, slightly more back on topic - duster coat :

1) He's got a little waistcoat now
2) All the wastelands most popular colour variations (brown, slightly brown, off-brown, light brown, black-brown)
3) Several hat pictures included for those who like hats
4) Several non-hat pictures included for those who dislike hats
5) For those who really like hats, there's a close-up of some extra detail, which will probably be invisible in game, but you KNOW it's there, somewhere amongst the pixels when you wear it.

(http://img858.imageshack.us/img858/3144/longcoatexamplescopy.png)

Top row #1 and #4 are probably the two colours I'd pick, for a brown or black option.

It's probably too dark overall (the Fallout sprites seem to have quite a bright midtone, but it's difficult to work out until seeing the model in game) - to be honest, all the colours / highlights will probably all need re-tweaking at a later date, to make sure it matches in-game colour and style, but hopefully that'll do for now.

Unless anyone's got some thoughts / suggestions / things to alter / fix, I'll consider it finished, and export everything ready to be uploaded and sent off to "Karpov's animation factory".
Title: Re: Armors and clothing
Post by: Surf on March 16, 2011, 10:52:00 pm
They all look very good, except maybe the "yellowish" one. The rest is really fine, great job you've done there. :>

Out of interest - could you make "fucked up one" out of this? A coat barely hanging together, with dirt stains, patches and a hood etc?

Something like this (@ the hood)
(http://filmreviewonline.com/wp-content/gallery/the-road/the-road-viggo-mortensen.jpg)
Title: Re: Armors and clothing
Post by: TommyTheGun on March 17, 2011, 07:23:26 pm
So here's the gasmask. It's not finished yet, so be sure to make any suggestions that come to your minds. Well... I'm not sure if it's what you expected, no matter if it comes to the style/model of mask or the way how it's done/textured. As I said - If you think it needs any changes, let me know, also if someone wants to fix the texture or the model, let me know, I will send you the files.

Here with my previous outfit as an example - since i didnt want to show it on a nude model :)

(http://img202.imageshack.us/img202/4688/gasmaskoverall.jpg)

Sorry for bad rendering, have no idea how to render it properly, so it looks as "in-game" simmilar as possible.

Title: Re: Armors and clothing
Post by: SIGISMUND on March 17, 2011, 07:43:26 pm
Wow great really apreciate for making the gas mask real nice job. But would be awesome if you could make it similar to this
(http://www.shopbulgaria.com/files/products/cache/1147527052_5000_4000_gasmaskBSS.jpg)

and ofcourse make it white if possible
Title: Re: Armors and clothing
Post by: Haraldx on March 17, 2011, 07:43:58 pm
Oh my god, what the heck is that? :-\ That gas mask by sigismund doesn't look like a gasmask! TommyTheGun seems to be doing great tho!
Title: Re: Armors and clothing
Post by: Surf on March 17, 2011, 07:47:33 pm
Man Tommy it looks good! It looks almost the same like the old sowjet one that I own. :D I'd only do some minor changes like lowering the saturation to make it look more lighter green, but thats just nitpicky. Maybe you could attach some sort of tube or some filter to it?

@ Sigismund: Your Gasmask looks too modern and "badass" to be fit.
Title: Re: Armors and clothing
Post by: SIGISMUND on March 17, 2011, 07:47:40 pm
Shit sorry wrong picture


@ Surf something like that ?But why tube if it has air tank

@2 Surf Chaged pic third time lol :D

@Tommy Maybe show us some ingame picture or video please :D pretty please
Title: Re: Armors and clothing
Post by: TommyTheGun on March 17, 2011, 08:08:32 pm
Right now im not able to make ingame screenshot/video, I'm sorry :/

I will change the saturation, you are right, but its not a prolem at all since theres a PSD file :)

I'll also try to add the tube. But im not sure if i understand correctly - you guys wan't me to add the small tube/filter to the "main can"?

Also - i actually really like sigmundu's picture. I used to have the very same model of mask, but I agree, it doesnt fit the fallout climate that much. On the other hand, if all goes well - there's no problem to create to models of gasmask - for diversity :)
Title: Re: Armors and clothing
Post by: SIGISMUND on March 17, 2011, 08:16:17 pm
Right now im not able to make ingame screenshot/video, I'm sorry :/

I will change the saturation, you are right, but its not a prolem at all since theres a PSD file :)

I'll also try to add the tube. But im not sure if i understand correctly - you guys wan't me to add the small tube/filter to the "main can"?

Also - i actually really like sigmundu's picture. I used to have the very same model of mask, but I agree, it doesnt fit the fallout climate that much. On the other hand, if all goes well - there's no problem to create to models of gasmask - for diversity :)

I'm not really aiming for tube.For me its fine as it is and I'm very happy right now that someone made it.But if you got time maybe you can make a tube version and have 2 gas masks you can choose to wear hmm :) ?
Title: Re: Armors and clothing
Post by: Surf on March 17, 2011, 08:34:12 pm
SIGISMUND (hello raynor) changed the picture the third time, so now it IS exactly the same Gasmask, even the same filters etc that I have. ;P Now it looks ok imo - thats a good suggestion.
Title: Re: Armors and clothing
Post by: SIGISMUND on March 17, 2011, 09:17:57 pm
I got this gas mask my dad brought when he finnished the army. (its not a picture from me i just showed how it looks)

(http://www.infopiatraneamt.ro/colectzii/licitatii_imagini/2009/10/28/1256722707IMG_1910.JPG)
Title: Re: Armors and clothing
Post by: SmartCheetah on March 17, 2011, 09:33:23 pm
There are many different gask mask models around. Personally I love the one with filter on it's side/sides. <3

BTW: Great job Tommy and Luther :D You guys doing amazing!
Title: Re: Armors and clothing
Post by: SIGISMUND on March 17, 2011, 10:06:44 pm
I adition to the gas mask add a helmeth above head.But only if you make a second one and that could be like a Military Gas Mask or some sort.I think there should be 2 versions a Civil and Military.But I guess I'm talking to much about this now.


(http://www.crestock.com/images/1390000-1399999/1392328-xs.jpg)

You could make the one with the can Military and the other one Civil.
Title: Re: Armors and clothing
Post by: Luther Blissett on March 18, 2011, 01:53:26 am
Out of interest - could you make "fucked up one" out of this? A coat barely hanging together, with dirt stains, patches and a hood etc?

Ooh. Yes, that should be quite fun to do :)

Sorry for bad rendering, have no idea how to render it properly, so it looks as "in-game" simmilar as possible.

I tend to just press "print screen" key on keyboard, then paste it into Photoshop and remove the interface stuff, as the rendering (in Wings 3D) would add a lot of lighting / shine etc to it (mostly because I haven't set up the material or lights at all, and just used default).

Looking good though - is it possible to show a few close-ups of the gas mask face?
Title: Re: Armors and clothing
Post by: TommyTheGun on March 18, 2011, 06:04:29 pm
So yeah, I've changed a bit mask's saturation and exported it (and also the outfit i made before) into the obj files. Added textures to the rar so everything should be there if anyone wants it for any reason concerning FOnline.

heres the file. http://www.megaupload.com/?d=3LU2MT8V (http://www.megaupload.com/?d=3LU2MT8V)

And heres the pic:

(http://img192.imageshack.us/img192/8108/hegas.jpg)

Maybe it's not visible but i also added a tube/filter thingie on a "main can". I hope you like it. Also if anyone would be able to present some better screenshots (for example - ingame ones) I would be much obliged. I don't expect that someone would bother, since i know it takes some time though.

Also - Graf - sorry, I didnt see your previous question. If you think the models are okay and they fit the FOnline setting, please, add them to the development tracker. I'm sorry, but the screens i already made are all i can give.

So thats about it. Cheers!
Title: Re: Armors and clothing
Post by: SIGISMUND on March 18, 2011, 06:15:37 pm
Hey man looks great but the air can looks like Tuna can.I'l get your file maybe I'l make it smaller.
Title: Re: Armors and clothing
Post by: Badger on March 18, 2011, 06:16:35 pm
I think the green could do with looking a bit more of that military khaki colour. (http://cache4.asset-cache.net/xc/85254415.jpg?v=1&c=IWSAsset&k=2&d=6C4008C0FD9EB5A5C4182E6FAD2C34F402D95828D1B54A520694B6EEEE9E0532)

Alternatively, just stick to the off white style. (http://www.cosplayisland.co.uk/files/costumes/4040/36224/Mr_Foster.jpg)

Texture wise, the whole thing needs to look a lot, lot darker. I'll mess around with your file too.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 18, 2011, 06:28:01 pm
About the tuna can, I think it needs to be a bit bigger, than normally, otherwise it won't be seen in iso view, ofcourse i may be wrong, thats why i would appreciate some ingame screenshots of those models, if anyone is able to do so. It would also help with texture colours - it looks way darker when i edit it in photoshop, so i really can't say how it should be done. I think the texture itself (except for the saturation/colour thing) is alll right. I've tried to create it so its visible from the distance (iso view).

Anyway - as I said before - feel free to mess with it as much as you want.
Title: Re: Armors and clothing
Post by: SIGISMUND on March 18, 2011, 06:38:29 pm
Ok.I moddified it a bit take a look yourselfs.I also some little cylynder on the can what was that? I removed it anyway.

http://www.multiupload.com/L63TSRSTI8
Title: Re: Armors and clothing
Post by: Badger on March 18, 2011, 06:57:37 pm
Just slapped a warm filter on it and turned the eyes blue. (http://img710.imageshack.us/i/gasmaskwarmretex.jpg/) It may look way too dark on the model, but I think warmer textures always look better alongside the rest of the Fallout landscape. Plain white looks a little clinical.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 18, 2011, 07:09:31 pm
Badger - The warmer one (after quick check) looks better indeed, I dont like those eyes so blue though. It needs just a few tweaks and it will look way better than my original one anyway. So thanks for that suggestion.

Sigmundus - Sorry, I can't see the texture when I import your file.
Title: Re: Armors and clothing
Post by: Graf on March 18, 2011, 07:58:54 pm
Also - Graf - sorry, I didnt see your previous question. If you think the models are okay and they fit the FOnline setting, please, add them to the development tracker. I'm sorry, but the screens i already made are all i can give.
I will add it to the tracker, but I need 6 in-game screenshots first. I personally can't add it to my SDK, so we should wait until Karpov will add it to the 3D models repository.

For now, I can only add it as finished male model.

Moreover, all human clothes should have both male and female versions, so you have to reshape it somehow and send it to Karpov once it finished.

P.S. Do you have any propositions about the name of this armor?
Title: Re: Armors and clothing
Post by: Cryptopsy on March 19, 2011, 03:24:25 am
Are missing in these pictures: Child boy and child girl.
Ummm... what do you think that is in the bottom right corner?
(http://img812.imageshack.us/img812/4688/humanoidsprites.png)
Title: Re: Armors and clothing
Post by: Ganado on March 19, 2011, 03:27:04 am
Ummm... what do you think that is in the bottom right corner?
Well, actually just child girl. The other one is the midget.
Title: Re: Armors and clothing
Post by: Surf on March 19, 2011, 03:40:01 am
Well, actually just child girl.

It's a boy. Lisac created the female child. (not on the picture)
Title: Re: Armors and clothing
Post by: SIGISMUND on March 19, 2011, 09:24:27 am
Badger - The warmer one (after quick check) looks better indeed, I dont like those eyes so blue though. It needs just a few tweaks and it will look way better than my original one anyway. So thanks for that suggestion.

Sigmundus - Sorry, I can't see the texture when I import your file.

You didn't see the texture cuz I didn't add any because I'm bad at UV mapping.
Title: Re: Armors and clothing
Post by: TommyTheGun on March 19, 2011, 09:58:53 am
I will add it to the tracker, but I need 6 in-game screenshots first. I personally can't add it to my SDK, so we should wait until Karpov will add it to the 3D models repository.

For now, I can only add it as finished male model.

Moreover, all human clothes should have both male and female versions, so you have to reshape it somehow and send it to Karpov once it finished.

P.S. Do you have any propositions about the name of this armor?

It depends how and IF this outfit/armor is gonna be used in game. I thought of it as an outfit for small guns user, so I guess it should be something like Gunsmith's Outfit, Gunslinger's Outfit... (You can put "armor" in "outfit"'s place) I don't know really... Anyway - I'll try and make female version of it.

And by the way - The Gasmask is not supposed to be a part of this outfit - Just to be strict.
Title: Re: Armors and clothing
Post by: SIGISMUND on March 19, 2011, 01:38:37 pm
The Gasmask could go perfectly with a black leather trenchcoat.
Title: Re: Armors and clothing
Post by: Luther Blissett on April 02, 2011, 05:01:32 pm
Just a small update to say "I'm still working on things", though I've been busy with "real life work" for a couple of weeks.

These are what I'm working on :

1) Provisional version of Hooded, damaged coat (http://fodev.net/forum/index.php?topic=13877.msg121678#msg121678)
2) Provisional version of Gangster Suits (http://fodev.net/forum/index.php?topic=13876.msg114527#msg114527)
3) Any corrections / suggestions to the above
4) Female versions of these (and duster)
5) Lots of things that need doing from the armour and weapons trackers (i.e. texturing of armours and UV mapping of weapons).

Then after all those are done,
6) If still available (i.e. nobody else has started working on them), the desert robes here (http://fodev.net/forum/index.php?topic=13876.msg119879#msg119879) and here (http://fodev.net/forum/index.php?topic=13876.msg119912#msg119912).
7) Other things from the suggestions page

The initial modelling on 1&2 is done, so depending on "real life work", may have some initial screenshots at some point over the next week or two.
Title: Re: Armors and clothing
Post by: Surf on April 02, 2011, 05:05:52 pm
Just a small update to say "I'm still working on things", though I've been busy with "real life work" for a couple of weeks.

These are what I'm working on :

1) Provisional version of Hooded, damaged coat (http://fodev.net/forum/index.php?topic=13877.msg121678#msg121678)



weeee, /me jumps in circles.
;P
Title: Re: Armors and clothing
Post by: SIGISMUND on April 02, 2011, 10:21:40 pm
We want gas mask and nuclear bomb and monsters and bombs and....Its great keep up :D
Title: Re: Armors and clothing
Post by: barter1113 on April 03, 2011, 11:13:56 am
Good to hear it. Im waiting for new clothes! :D
Title: Re: Armors and clothing
Post by: LagMaster on April 04, 2011, 07:39:06 am
also, do we need inventory images for armors?
or is not a priority?
Title: Re: Armors and clothing
Post by: vedaras on April 04, 2011, 09:47:44 am
also, do we need inventory images for armors?
or is not a priority?

inventory images will remain the same, there is no need in changing them.

to lexx post bellow: yeah, my bad sorry :D
Title: Re: Armors and clothing
Post by: Lexx on April 04, 2011, 10:49:14 am
New armors / clothes will need new inventory images.
Title: Re: Armors and clothing
Post by: LagMaster on April 06, 2011, 08:02:38 am
New armors / clothes will need new inventory images.
in this case i can try to make some, but when i will have time, is ok?(i feel useless now cuz i do not have time to make critters)
Title: Re: Armors and clothing
Post by: Luther Blissett on April 14, 2011, 02:43:43 am
Little progress update : These are all work in progress, but thought it good to show some "half done" things, so people don't think I've given up or disappeared or anything :)

(http://img820.imageshack.us/img820/6402/aprexample.png)
#1 Draft versions of : Ragged, hooded coat; Gangster Suit; Gangster Suit underclothes

(http://img708.imageshack.us/img708/7599/aprexamplesm.png)
#2 approximately in-game size of the same

The hooded ragged clothes are from Surf's suggestion here (http://fodev.net/forum/index.php?topic=13877.msg121678#msg121678), and as it's only a "half reference image" but he's got something specific in mind, I'm waiting to hear back from him before I carry on (I might have done it completely wrong). Anyway, it's meant to look like lots of bits of rags sewn together. I haven't done much with the underclothes yet. It needs a lot of tweaking to work at game resolution.

The Gangster suits are from Jimmy BoyX's suggestion here (http://fodev.net/forum/index.php?topic=13876.msg114527#msg114527), and I've picked a "generic middle ground" from the images (it should be quite easy to do recolourings, fastened jackets etc by making tiny alterations). After conversation here (http://fodev.net/forum/index.php?topic=13894.msg125277#msg125277), the shirt and tie are now attached to the jacket model, rather than painted onto the body model. Jacket and hat only have provisional material on them, and still need all the detail and highlights / shadows painting on. Legs and shoes are near enough done, I think.

The Gangster underclothes... well, you only use the legs on the model, so the vest and braces is not really necessary, but it might be useful for something.

They're nearing the point where I need feedback / suggestions / ideas etc, but I've still got quite a bit of work to do before I'd personally call them "ready for final alterations" - so if there's anything blatantly noticeable, I'm probably already aware of it, but otherwise all thoughts / suggestions would be welcome.
Title: Re: Armors and clothing
Post by: runboy93 on April 14, 2011, 07:01:55 am
(http://img708.imageshack.us/img708/7599/aprexamplesm.png)
#2 approximately in-game size of the same
Melee gangster ftw :D
Keep up good work.
Title: Re: Armors and clothing
Post by: vedaras on April 14, 2011, 07:47:26 am
heh all 3 models look great, good job :>
Title: Re: Armors and clothing
Post by: Badger on April 14, 2011, 12:15:26 pm
Yeah, absolutely superb. Very well done.
Title: Re: Armors and clothing
Post by: TommyTheGun on April 14, 2011, 01:20:52 pm
Well.. I've redone gunsmith outfit for female character. its here

http://www.megaupload.com/?d=CR7BXUW4

theres also a better texture for gasmask there. I made it a bit "warmer" as someone suggested some time ago.

For female gunsmith ive used one of the textures i found in the repository - for the jacket and other apparels texture ive used exactly the same as for male version.

Just two quick pics - sorry for wrong angle:

(http://img163.imageshack.us/img163/7784/gnsmthfml1.jpg)(http://img651.imageshack.us/img651/8624/gnsmthfml2.jpg)

Anyways - probably its far from perfect. I'm really sorry, I just don't have much time currently. I've decided to upload this, since I dont really know when I'm gonna be able to do anything new. So if anyone feels like messing with the model / texture / whatever - feel free to do so.

By the way - Luther - Great job as always.
Title: Re: Armors and clothing
Post by: Graf on April 14, 2011, 03:29:50 pm
I was unable to import that model in 3DS2010, Tommy, idk why. It says "improper file format". So, I've put it in a different software (called "fragmotion" - great easy to use soft, btw), exported it and imported to obj. Now UV maps are screwed. Could you please re-upload that model? (and also magnum and 14mm pistol).
(http://imagepost.ru/thumbs/7/45/745685468568.png) (http://www.imagepost.ru/?v=745685468568.png)
P.S. Luther, your models are really amazing.
Title: Re: Armors and clothing
Post by: TommyTheGun on April 14, 2011, 03:49:27 pm
Hmm.. Thats not good - okay, ill try uploading it in some other format - we will see what happens :)
Title: Re: Armors and clothing
Post by: Haraldx on April 14, 2011, 04:33:02 pm
Umm... might be a little off-topic here, but just want to fill in the gaps.
Can anyone please send me the Metal armor and CA MKII in a .obj or .wings or .3ds? Any format will do, I just want the mesh and texture, will give a little shot on editing them.
Title: Re: Armors and clothing
Post by: Luther Blissett on April 14, 2011, 07:40:20 pm
That's totally on topic - I think getting the "existing game models" finished is higher priority than adding the new suggestions (but I was halfway through these, so I'm trying to finish these first). Anyway, I think both of those were by Gray, so it might be worth asking him for the source files.
Title: Re: Armors and clothing
Post by: RavenWolf on April 14, 2011, 07:43:42 pm
Exelent work with the new models, keep going!

(http://img858.imageshack.us/img858/3144/longcoatexamplescopy.png)
Do you think you can make some like this?
(https://lh6.googleusercontent.com/-3wteaftNBPU/TYlhfot-AlI/AAAAAAAAAcc/j4AA9K26JQI/s1600/234234324.jpg)
May be not an entire new armor, but a new headwear including the hat, the googles and the.. bandana? (dunno if that is the english word)

Title: Re: Armors and clothing
Post by: Luther Blissett on April 14, 2011, 07:52:19 pm
It should be doable - I imagine it's not a major change from what's there already - adding extras, and retexturing a bit. I've sort of got a "list" of what I'm doing at the moment first though :

Just a small update to say "I'm still working on things", though I've been busy with "real life work" for a couple of weeks.

These are what I'm working on :

1) Provisional version of Hooded, damaged coat (http://fodev.net/forum/index.php?topic=13877.msg121678#msg121678)
2) Provisional version of Gangster Suits (http://fodev.net/forum/index.php?topic=13876.msg114527#msg114527)
3) Any corrections / suggestions to the above
4) Female versions of these (and duster)
5) Lots of things that need doing from the armour and weapons trackers (i.e. texturing of armours and UV mapping of weapons).

Then after all those are done,
6) If still available (i.e. nobody else has started working on them), the desert robes here (http://fodev.net/forum/index.php?topic=13876.msg119879#msg119879) and here (http://fodev.net/forum/index.php?topic=13876.msg119912#msg119912).
7) Other things from the suggestions page

I'm currently halfway through 1/2/3, so it'll be a while yet (I guess this'd be part of #7). I've got a massive chunk of "real life work" coming up over the next few weeks, so I'll see if I can finish gangster and ragged / hooded coat for now, then there'll be a gap before I can do much else.

What I can do in the meantime though, is upload all the source files of the models I've done, including the photoshop versions of the textures (after I've labelled them properly), so other folk can pick them apart and reassemble / alter them as needed.
Title: Re: Armors and clothing
Post by: Graf on April 14, 2011, 08:47:49 pm
Umm... might be a little off-topic here, but just want to fill in the gaps.
Can anyone please send me the Metal armor and CA MKII in a .obj or .wings or .3ds? Any format will do, I just want the mesh and texture, will give a little shot on editing them.
Sure. Here they are. I've also uploaded leather armor, in case anyone wish to edit it and make LA MK2.

Metal Armor (male) (http://www.mediafire.com/?u864tnqaobrur9a)
Combat Armor mk1 & mk2 (male) (http://www.mediafire.com/?uoafrpbpjd5k2no)
Leather Armor (male) (http://www.mediafire.com/?o3avsw38l9vvz83)

Metal Armor (female) (http://www.mediafire.com/?r97h67siw3pegnd)
Combat Armor mk1 & mk2 (female) (http://www.mediafire.com/?xoodie3bbabs982)
Leather Armor (female) (http://www.mediafire.com/?97lzc8fucm6idun)

Actually, these models are available from the repository, but they are converted in .x file format there.
Title: Re: Armors and clothing
Post by: Luther Blissett on April 14, 2011, 11:23:44 pm
I was unable to import that model in 3DS2010, Tommy, idk why. It says "improper file format".

I got it to import into Wings3D with no problems, so I've re-exported it and uploaded it for you. If you've managed to work with the models I've sent before, it should be the same as that.
(http://img828.imageshack.us/img828/5666/gunsmithscreeny.png)

TommyTheGun's female Gunsmith model (http://www.megaupload.com/?d=UCCREHHD) (.wings, 3ds, obj, textures)

Also, thanks for your kind words about recent draft models :)

[edit] Put wrong link up. It's right now.
Title: Re: Armors and clothing
Post by: Haraldx on April 15, 2011, 11:15:51 am
Thanks, Graf! Sadly today not going to be able to work not going to be able work on it for much time (real-life stuff). I will see what can I do.
Oh, and by the way, for some reason, the texture is not applied as I import the model, is it normal and I have to apply it manually or it's something wrong?
EDIT: Another question - does the ranger armor need alterations in the model too to match the one in the link or a texture change will do the trick?
Title: Re: Armors and clothing
Post by: Badger on April 15, 2011, 03:06:06 pm
Man, I was just looking over the Red Dead Redemption outfits for inspiration - does anyone else wish the NCR army looked like this (http://images.wikia.com/reddeadredemption/images/3/3c/RDR_unlocksUSArmyOutfit.jpg) instead of this (http://4.bp.blogspot.com/_PIX6a5JVeVw/TMWzOeAvVoI/AAAAAAAAABY/OpcANnaatug/s320/NCR+Trooper.png)?

(http://img708.imageshack.us/img708/7599/aprexamplesm.png)

Also, could we get the gangster suspenders with a shirt and tie? I think that would look pretty good without being a lot of work.
Title: Re: Armors and clothing
Post by: Lexx on April 15, 2011, 03:15:39 pm
Man, I was just looking over the Red Dead Redemption outfits for inspiration - does anyone else wish the NCR army looked like this (http://images.wikia.com/reddeadredemption/images/3/3c/RDR_unlocksUSArmyOutfit.jpg) instead of this (http://4.bp.blogspot.com/_PIX6a5JVeVw/TMWzOeAvVoI/AAAAAAAAABY/OpcANnaatug/s320/NCR+Trooper.png)?

The FNV generic ranger clothes look similar to this. And it would be a bit unwise for the army grunts to run around like this, because it offers no realy protection. It's just a shirt, after all.
Title: Re: Armors and clothing
Post by: Badger on April 15, 2011, 03:25:49 pm
The FNV generic ranger clothes look similar to this. And it would be a bit unwise for the army grunts to run around like this, because it offers no realy protection. It's just a shirt, after all.

Goddamn, I really liked those generic ranger clothes. Shame it was near impossible to get a set yourself.

And yeah, I get the logic behind that, but I figured you could justify it - the NCR's got so many troops it's not going to waste money on giving them all armour. Wouldn't be the first army in history that went that route. But more than anything, I just think the NV uniforms are ugly.
Title: Re: Armors and clothing
Post by: Lexx on April 15, 2011, 03:37:10 pm
Goddamn, I really liked those generic ranger clothes. Shame it was near impossible to get a set yourself.

I just called some support NPC via emergency radio and made him die at a cazadores hideout. (http://www.falloutnow.de/forum/Smileys/retro/trollface.png)
Title: Re: Armors and clothing
Post by: Graf on April 15, 2011, 03:44:48 pm
Oh, and by the way, for some reason, the texture is not applied as I import the model, is it normal and I have to apply it manually or it's something wrong?
I wouldn't say for everyone, but for me the texture is applied automatically only on .max file format. Other than that I should apply it manually. (I'm using 3Ds max 2010)
Title: Re: Armors and clothing
Post by: TommyTheGun on April 15, 2011, 03:59:49 pm
I wouldn't say for everyone, but for me the texture is applied automatically only on .max file format. Other than that I should apply it manually. (I'm using 3Ds max 2010)

As I recall, if the texture is placed in right location, it also applies in 3ds - anyway - Theres nothing wrong if it doesnt - as long as everything is fine after you apply it yourself.
Title: Re: Armors and clothing
Post by: Haraldx on April 15, 2011, 09:30:59 pm
Nevermind, just applied the texture manually and all seems OK (however, I have to re-arrange the UV map to preview it, for some reason, it just moves it on the wrong position).

Working on stuf right now.
EDIT: So, I don't get it - should Ranger combat armor be like a normal CA but with different texture or the model needs alterations too?
Also, I found out the armors use a VERY high-poly method and this method also makes models hard to edit in some cases. All faces are actually a whole object! This means, nothing is connected. For example, the metal armor, the spikes on the shoulderpad are 4 faces that are in no way connected and the tip of the spike are actually 4 different vertexes! Lets do some math now:
1 spike face = 3 edges and 3 vertexes
in total there are 4 faces for 1 spike
lower face can be not counted due to it actually having to be connected to the shoulderpad, this means each face has 2 edges
4 * 2 = 8 faces
Vertexes however remain untouched
4* 3 = 12 vertexes

However, if the spike is one whole object and not separated object it ensures lower edge/vertex count aswell as better capability to edit, lets do more math!
1 spike face = 3 edges and 3 vertexes
In total there are 4 faces for 1 spike
Lower face can be not counted due to it actually having to be connected to the shoulderpad, this means each face has 2 edges
However, if we use this method, the spike has only 4 edges, instead of 8, because 2 faces have 3 edges, because the middle edge is 1 for both faces!
Same applies for vertexes, there are now only 5 vertexes - the top vertex, and 4 vertexes needed for the lower part, the part it's connected to the shoulderpad.


Now, imagine a whole model made the current way! if one spike just lost 7 vertexes, then imagine how a whole body armor would be! There is something wrong with this... but still, I want to ask this again, should Ranger combat armor be like a normal CA but with different texture or the model needs alterations too?


UPDATE:
(http://img121.imageshack.us/img121/8004/rangerarmorlololol.jpg) (http://img121.imageshack.us/i/rangerarmorlololol.jpg/)

I was too bored waiting for an answer, so here, BAM!
Title: Re: Armors and clothing
Post by: Jimmy BoyX on April 16, 2011, 04:05:29 pm
(http://img820.imageshack.us/img820/6402/aprexample.png)
#1 Draft versions of : Ragged, hooded coat; Gangster Suit; Gangster Suit underclothes

Awesome gangster suits. Are you going to make other colors/more variations of suits?
Title: Re: Armors and clothing
Post by: Lexx on April 16, 2011, 04:29:12 pm
EDIT: So, I don't get it - should Ranger combat armor be like a normal CA but with different texture or the model needs alterations too?

It's written here (http://fodev.net/forum/index.php?topic=13877.msg117918#msg117918).
Title: Re: Armors and clothing
Post by: Simon on April 16, 2011, 04:58:47 pm
Mobster with blue suit, white shirt, red tie, white hat and black shoes. Make me proud, and try to make it still look a bit like the original.
Title: Re: Armors and clothing
Post by: Badger on April 16, 2011, 05:19:07 pm
Mobster with blue suit, white shirt, red tie, white hat and black shoes. Make me proud, and try to make it still look a bit like the original.

Let's hope not too much like the original. I'd suggest that all attire ingame has a slightly worn and weathered look (note the crappy stitching and the right shoulder) (http://images.wikia.com/fallout/images/a/a0/Gizmo.jpg). The F2 mobsters and even the suits that Luther did, great as they are, look very clean fresh out of the 1950s.
Title: Re: Armors and clothing
Post by: Haraldx on April 16, 2011, 08:01:02 pm
It's written here (http://fodev.net/forum/index.php?topic=13877.msg117918#msg117918).
Oh god, even more Fallout 3/Fallout NV stuff...

Atleast retexturing the CA wasn't a big job, almost nothing was put into that retexture.
Off to make MA and LA variations then.
Title: Re: Armors and clothing
Post by: Graf on April 16, 2011, 09:54:25 pm
Off to make MA and LA variations then.
Why? We still need these textures for MA and others.
Title: Re: Armors and clothing
Post by: Haraldx on April 16, 2011, 10:25:50 pm
Why? We still need these textures for MA and others.
Uhh... that was exactly what I mean by "variations"
Title: Re: Armors and clothing
Post by: Luther Blissett on April 17, 2011, 02:39:13 am
Awesome gangster suits. Are you going to make other colors/more variations of suits?

For now I'll just do this one I think (well, I might quickly to another colour, as it's only really a "hue shift" to change it), but if needed I can do many variations at a later date. After I've done these couple of models, I'll probably upload all the source files (including PSD of textures), so anyone can adjust / adapt the models or recolour them as they wish. Bit of variation never hurt anyone :)

Mobster with blue suit, white shirt, red tie, white hat and black shoes. Make me proud, and try to make it still look a bit like the original.

The original mobster is a different human model, whereas these are all "costumes" to fit on the base hero model, so it's more based upon the suggestions from the "new armours / clothes" thread, rather than the mobster model from FO2... although they're obviously similar... if that makes sense? Adjusting the neckline and colouring etc to match that of the mobster coat wouldn't be much trouble though.

Let's hope not too much like the original. I'd suggest that all attire ingame has a slightly worn and weathered look (note the crappy stitching and the right shoulder) (http://images.wikia.com/fallout/images/a/a0/Gizmo.jpg). The F2 mobsters and even the suits that Luther did, great as they are, look very clean fresh out of the 1950s.

I'm quite of the opinion that all the armours and clothing should be much shittier, but ultimately that's a fundamental design choice for the game, which goes to the devs' decision. It'd be pretty easy to dirty up any of the textures at a later date though, so I don't think it's a major concern at the moment.

Also, personally I think most of the armours and clothing (certainly the ones I've worked on anyway) will probably need to be adjusted or redone at a later date, for the purpose of "making it look right in game". This obviously depends on if anything is done regarding pixellation filters, lighting or "alpha shiny" and such things, but they'll all need adjusting a little anyway - if you photoshop one of these new guys into a screenshot, standing next to a sprite model, it doesn't quite match - and obviously the aim is for it to do so at some point. At the same period of time, we can look at "shittiness" of the clothing. I'd call it "fine tuning" though. We'll probably need to "fine tune" each model several times at a later date, but if we've got the main stuff sorted sooner rather than later, we can discuss all that then.
Title: Re: Armors and clothing
Post by: SIGISMUND on April 17, 2011, 08:37:25 pm
We can finally make the ugly mobsters in reno look like normal persons.

Will we get to wear a mobster suit by any chance or atleast something similar?
Title: Re: Armors and clothing
Post by: Lexx on April 17, 2011, 09:02:16 pm
All clothes that are build for NPCs will be usable for players as well.
Title: Re: Armors and clothing
Post by: SIGISMUND on April 17, 2011, 09:27:33 pm
All clothes that are build for NPCs will be usable for players as well.


Wow awesome ;)
Title: Re: Armors and clothing
Post by: Michaelh139 on April 17, 2011, 10:20:06 pm
All clothes that are build for NPCs will be usable for players as well.
Mobster all the way.  8)
Title: Re: Armors and clothing
Post by: Badger on April 17, 2011, 10:26:25 pm
All clothes that are build for NPCs will be usable for players as well.

Myron all the way.  8)
Title: Re: Armors and clothing
Post by: SIGISMUND on April 17, 2011, 11:39:27 pm
Drugged gasmask killer with black coat and cattle prod all the way ;)
Title: Re: Armors and clothing
Post by: Handyman on April 18, 2011, 07:35:16 am
Half-Naked grown by centaurs wild girl from desert all the way  8)
Title: Re: Armors and clothing
Post by: Aaron Tiger on April 18, 2011, 09:42:30 am
PA and APA looks gay. They don't look as big and bulky as they should. Suggest making the shoulders on both a tad bigger.
Title: Re: Armors and clothing
Post by: Lizard on April 18, 2011, 11:02:55 am
All clothes that are build for NPCs will be usable for players as well.

Will be usable or will be used?
Title: Re: Armors and clothing
Post by: LagMaster on April 18, 2011, 11:12:15 am
Will be usable or will be used?
will be useble means that we can chose what skin we will have with no armor
Title: Re: Armors and clothing
Post by: Lizard on April 18, 2011, 11:40:06 am
will be useble means that we can chose what skin we will have with no armor

I mean clothing skins. I suppose, hair, complexion, skin colour and possible undeclothes will be adjustable from the start.

Will be usable means if the clothes skin is applicable technically, like by begging from a GM, or stored in SDK game files, but is possible unobtainable by conventional means.
Will be used means if the clothes skin can be obtained by player by conventional means in 2238, like craftable armor.

Title: Re: Armors and clothing
Post by: Lexx on April 18, 2011, 12:20:45 pm
GMs will not give any skins anymore (in fact, they shouldn't already now...).

How we will give clothes to players isn't determined yet and I don't see a reason to think about it already, as it's still a long way to go until the stuff is in the game.
Title: Re: Armors and clothing
Post by: SIGISMUND on April 18, 2011, 02:20:07 pm
GMs will not give any skins anymore (in fact, they shouldn't already now...).

How we will give clothes to players isn't determined yet and I don't see a reason to think about it already, as it's still a long way to go until the stuff is in the game.

I got an idea. Make clothes shop like the barber for example.You go pay to get new haircut its the same principle the only thing is that you get clothes or just make some simple trader that spawns clothes,hats and so on.But ofcourse that will require inventory images.
Title: Re: Armors and clothing
Post by: Graf on April 18, 2011, 02:52:57 pm
Make clothes shop like the barber for example.
Why? Every type of clothes and armors (except the rare ones, like PA and APA) could be bought from the normal trader. It's just an unnecessary work, while dev's have a lot of more important things to do.
Title: Re: Armors and clothing
Post by: LagMaster on April 18, 2011, 07:59:52 pm
Why? Every type of clothes and armors (except the rare ones, like PA and APA) could be bought from the normal trader. It's just an unnecessary work, while dev's have a lot of more important things to do.
and make them consumeble, like if you use a certan cloth you will use it all the time when you are unarmored till you take other one(including if you die you will remain with that suit)
Title: Re: Armors and clothing
Post by: Aaron Tiger on April 18, 2011, 10:30:36 pm
I really, REALLY like the way this is going. You guys are doing a +gazillion job. Paying much homage to Van Buren. Keep up the good work ;)
Title: Re: Armors and clothing
Post by: Jotisz on April 27, 2011, 05:33:53 pm
Update on tire armor it start to looks worse I feel... Still not part of body just an extra object.
(http://img831.imageshack.us/img831/9128/tirearmor.png) (http://img831.imageshack.us/i/tirearmor.png/)(http://img17.imageshack.us/img17/7991/armorx.png) (http://img17.imageshack.us/i/armorx.png/)
Title: Re: Armors and clothing
Post by: Graf on April 27, 2011, 08:03:23 pm
I guess you can use this as reference picture, so it would looks more Falloutish:

(http://www.madmaxmodels.com/images/proptirearmor11.jpg)

Anyway, keep up the good work, Jotisz!

Title: Re: Armors and clothing
Post by: Graf on May 04, 2011, 09:59:59 pm
I've found a nice texture for the NCR trooper armor (http://www.mediafire.com/?6d2lm53o7wvv2a6) on my PC, but I'm not very good at texturing (unwrapping). So, maybe anyone want to try it?
(http://www.imagepost.eu/images/1/trouperclothes.png)
 
Title: Re: Armors and clothing
Post by: Lexx on May 04, 2011, 11:02:39 pm
You found it on your computer or you found it in Fallout: New Vegas? :>
Title: Re: Armors and clothing
Post by: Graf on May 05, 2011, 08:52:15 am
You found it on your computer or you found it in Fallout: New Vegas? :>
Actually it was in a 3D repository folder, so I think Karpov added it there :) Probably he got it from NV, but who knows.
Title: Re: Armors and clothing
Post by: Lizard on May 05, 2011, 08:55:34 am
Actually it was in a 3D repository folder, so I think Karpov added it there :) Probably he got it from NV, but who knows.

Or maybe Alvarez finally did it, but who knows, lol.
Title: Re: Armors and clothing
Post by: Jimmy BoyX on May 05, 2011, 02:06:24 pm
I've found a nice texture for the NCR trooper armor (http://www.mediafire.com/?6d2lm53o7wvv2a6) on my PC, but I'm not very good at texturing (unwrapping). So, maybe anyone want to try it?
(http://www.imagepost.eu/images/1/trouperclothes.png)
 

Nice texture, "I like it!"
Title: Re: Armors and clothing
Post by: Surf on May 05, 2011, 10:05:23 pm
It looks exactly like the NV one - if it's really new generated one, then good job, if it's directly from NV, then we can't take it.
Title: Re: Armors and clothing
Post by: Graf on May 05, 2011, 10:17:32 pm
Well, we have to ask Karpov about it, if he will go back to the 3D development.
Title: Re: Armors and clothing
Post by: Luther Blissett on May 09, 2011, 09:33:53 pm
These aren't much different to before, but I corrected some little errors and bits I wasn't happy with. The rags may be a bit too dark (my monitor died, so I'm using a spare which I can't calibrate properly), but I can fix that at a later date.
(http://img641.imageshack.us/img641/3384/hoodandgangster.png)

Poly : Hat 60, Coat 576, Total 636
wings, obj, 3ds and png 1024 textures
Gangster suit (http://www.megaupload.com/?d=FDJAG8JS)

Poly : Hood 164, Coat 730, Total 894
wings, obj, 3ds and png 1024 textures
Ragged Hooded Coat (http://www.megaupload.com/?d=8WBOMVK9)

Textures will definitely need a further adjustment in future, to make them look right "in game" (in terms of overall brightness, contrast, colours used etc), but for now, if these can be worked with, I'll call them "done" for the time being.

For those that fancy doing some recolourings, the source .psd from the gangster suit is here (http://www.megaupload.com/?d=E6L08NQR). Note that the layers are all pretty poorly labelled, and it's all a bit of a mess, but I'm sure you can work it out.
Title: Re: Armors and clothing
Post by: LagMaster on May 09, 2011, 09:36:16 pm
awesome job man, keep up the good work
Title: Re: Armors and clothing
Post by: Luther Blissett on May 23, 2011, 05:00:41 pm
Just a small "I've not disappeared" update to say I'm working on the female version of the above ones at the moment. Female Gangster suit is modelled, and almost retextured. The female hooded coat isn't started yet. May have them done during this week, depending on "real" work. If not, then soon after.



Title: Re: Armors and clothing
Post by: Graf on May 23, 2011, 05:35:16 pm
Good to hear, Luther. I guess almost everyone here is waiting for your models to be done, becuase it's quite a big contribution in the general work, which is moving us to the final point.
Title: Re: Armors and clothing
Post by: Luther Blissett on May 23, 2011, 06:06:49 pm
Does anyone know how the skeleton / animating / getting it in game bits work? I notice Karpov's not been about lately - and previously I passed the models to him, he did some magic, then they appeared in the model repository for testing - whereas currently, even once these are finished base models, there's no way of testing them in-game.

[edit]
Here's screens of female gangster currently :
(http://img847.imageshack.us/img847/2120/femsuitscreeniecopy.png)

Not sure if the jacket is still too "manly" or not. It's hard to tell when she's doing this "wide arms and wide legs" pose whether she looks like a woman in a suit, or a skinny man with breasts. I might make the coat a little tighter and see how that works - anyway, will probably finish and upload this (and psds for recolourings) after work tonight. If anyone has any thoughts / suggestions in the meantime, let me know.
Title: Re: Armors and clothing
Post by: Graf on May 23, 2011, 08:33:46 pm
Does anyone know how the skeleton / animating / getting it in game bits work?

As far as I know, there's a few steps that needs to be done, before the model gets in-game in a working state:

1. Skeleton should be set for the basic (male and female) model
2. Armor should be rigged to the model (as I understood, it should have some kind of skeleton too)
3. Layers of the armor are described in _FoHuman.fo3d
4. Animation should be added as additional file, with the animation itself (this means, that there's no model inside, only animation itself).

Note, that armor and character model are separate files.

Though, I might be wrong with some points, because I didn't tried to do it by myself yet.
Title: Re: Armors and clothing
Post by: Karpov on May 26, 2011, 10:28:33 pm
The texture for the Ranger is indeed from NV, it was an early test, quick texturing, I never intended to actually use it.

Luther, you need to rig the model to the skeleton and the export it into a .x file. I'm not sure if you can import the bone structure from the exported files.
I'll check those new garments. Another thing, the long coats need animations to play along with the base model ones, so I think they will stay stiff until I finish other important things.

Graf , that is correct, armors have a skeleton which seems to blend with the one inside the base model, that's what lets me use additional "bones" for the long coats, even if they do not appear in the base model.
Title: Re: Armors and clothing
Post by: LagMaster on May 27, 2011, 03:04:40 pm
Karpov is back!!!!! ihaa

let's finish those animations!!
Title: Re: Armors and clothing
Post by: Luther Blissett on May 27, 2011, 04:01:57 pm
Luther, you need to rig the model to the skeleton and the export it into a .x file. I'm not sure if you can import the bone structure from the exported files.
I'll check those new garments. Another thing, the long coats need animations to play along with the base model ones, so I think they will stay stiff until I finish other important things.

I think the animation preparation work is a bit beyond both my abilities and the software I currently have to hand at the moment - Wings3D doesn't animate, and trying to learn Blender's GUI was too much like "trying to remove my own teeth with a spoon" for me to get very far with it in my small amount of free time.

Anyway, this was preparation for the possibility that you'd disappeared forever, and we'd have to learn what you'd been doing without being able to see any of the source files, in a way where it would look identical to what you'd already done - whereas thankfully you have reappeared just in time. Very good to see you again :)

I would like to learn the rigging / animation stuff at a later date (and I think I now understand the principles behind it, at least), but for now it is probably much better if I finish the models I'm working on, and you do the "magic" that made them appear in the 3D repository. Once I've caught up with the stuff I've already planned, and a couple of further tweaks and adjustments, then I can look at doing some new learning during my next "quiet period" of real-life work.
Title: Re: Armors and clothing
Post by: Jotisz on May 28, 2011, 11:07:53 am
Sadly I think its a no for importing well at least for blender. I wasn't able to import the bone structure from the x files would have been useful to see how they look but the best would have been if I could have import them with movements too sadly I wasn't able. Btw here is a little (sadly really little) progress on the tire armor. As you can see I started thinking about the original concept art too. Since I don't like how the first ones ended up.
(http://img9.imageshack.us/img9/6049/tirearmoragain.png) (http://imageshack.us/photo/my-images/9/tirearmoragain.png/)
Title: Re: Armors and clothing
Post by: Graf on May 28, 2011, 11:51:26 am
I've updated the 3D armors tracker, Metal Armor mk1 and Leather Armor mk2 (both, male and female) was added.
Title: Re: Armors and clothing
Post by: Jotisz on June 02, 2011, 02:51:58 pm
After adding some details the tire armor will look like like this (this one will be used to create texture for a low poly copy).
(http://img263.imageshack.us/img263/3776/armorgain.png) (http://imageshack.us/photo/my-images/263/armorgain.png/)
The main thing that disturbs me is that other armors that have been made are one object with a modified human body mesh well at least the one I saw so far.
Title: Re: Armors and clothing
Post by: Graf on June 02, 2011, 04:51:45 pm
No worries, the model of armor could have more than one separate part. And yes, it looks great.
Title: Re: Armors and clothing
Post by: Luther Blissett on June 02, 2011, 04:54:25 pm
I really like how this is going.

I think there is only one model which was an altered body mesh - the rest are all "additional models" like you've done here - mine all were, I haven't changed the base human model at all (male or female).

Also, I think you don't need to make a "hole" in the middle, which may save some tris - i.e. the "belly" section of the armour can probably be a solid circle, that intersects the base model.
Title: Re: Armors and clothing
Post by: Karpov on June 02, 2011, 05:18:01 pm
I don't think there will be any problem with the armor parts, just try to align the lower torso to the character main lines, horizontally, otherwise it would overlap when the character bends, like the "pick up" animation.

you could paint some ropes in the texture, it would give it a nice rustic feeling.
Something Like this:
http://img839.imageshack.us/img839/6263/tireo.jpg
Title: Re: Armors and clothing
Post by: Gray on June 02, 2011, 05:26:45 pm
After adding some details the tire armor will look like like this (this one will be used to create texture for a low poly copy).
(http://img263.imageshack.us/img263/3776/armorgain.png) (http://imageshack.us/photo/my-images/263/armorgain.png/)
The main thing that disturbs me is that other armors that have been made are one object with a modified human body mesh well at least the one I saw so far.
Good, but a lower torso part seems to be too massive. My armor wearing experience says that it definitively will be uncomfortable to wear.
Maybe you should try to fit it more precisely or even replace by a texture?
Title: Re: Armors and clothing
Post by: LagMaster on June 02, 2011, 06:23:10 pm
the tire armor looks exactly like some sort of samuray armor
(http://www.mempo.com/index_guide_to_samurai_armor/beautiful_samurai_armor_190/beautiful_samurai_armor_7.jpg)
awesome job man!
Title: Re: Armors and clothing
Post by: BlindMaster on June 02, 2011, 06:27:22 pm
OMG
it looks cool don't care what lag say
and whith a better texture it wood be awosome(it allredy beeing awosome)
Title: Re: Armors and clothing
Post by: jonny rust on June 12, 2011, 11:17:45 pm
is that center piece meant to be a hubcap?

if so, cool idea! texturing will probably make it more obvious
Title: Re: Armors and clothing
Post by: Jotisz on June 13, 2011, 07:21:44 pm
Yep it will be that and now that I made that model I'm trying to put it on a low poly model as a texture hope it will end up good. After some look it looks a bit like a samurai armor but what can I do the concept at the fallout wikia looks a bit like a samurai armor too except it has some cloths on the character too mine has only a trouser and noting else beside the armor.
Title: Re: Armors and clothing
Post by: jonny rust on June 13, 2011, 10:42:52 pm
i dont think there's a problem with tire armor being based on samurai armor, its kind of a coll juxtaposition, as long as its obviously made from tires.
Title: Re: Armors and clothing
Post by: Graf on June 17, 2011, 05:06:00 pm
Made a huge update of the armors and misc. items trackers. Added almost all quest items and all clothes and bodytypes respectively.
Title: Re: Armors and clothing
Post by: Luther Blissett on June 17, 2011, 05:38:39 pm
That is an epic list. Nicely done  :)

Sorry about the slacking on finishing things as of late. Had a lot of work recently, but hoping for a gap this weekend or during next week.

Even though I haven't managed to get anything done myself, I've been keeping an eye on things, and must say the progress on everything had been immense. Some absolutely brilliant work being done at the moment. Well done to everyone who's contributed.
Title: Re: Armors and clothing
Post by: Andr3aZ on June 20, 2011, 04:47:03 pm
Made a huge update of the armors and misc. items trackers. Added almost all quest items and all clothes and bodytypes respectively.

Good work! Only thing i have to point out that the yakuza outfit is not really a yakuza outfit as those are the chinese communists. yakuza are japanese.
Title: Re: 3d models development
Post by: Graf on June 20, 2011, 09:45:00 pm
A small attempt to make a tribal Power Armor helmet. Model is a slightly modified one from the VanBuuren.

(http://imagepost.eu/images/2/12431234.png)

(http://rghost.ru/11785971/image.png)

Download linkj (http://"http://www.mediafire.com/?xagztx72fl84lr2")
Title: Re: 3d models development
Post by: LagMaster on June 20, 2011, 10:05:56 pm
you forgot the feather and the eye glass broken thing
Title: Re: 3d models development
Post by: DocAN. on June 21, 2011, 01:06:51 am
A small attempt to make a tribal Power Armor helmet. Model is a slightly modified one from the VanBuuren.

Its quite good but need some rework.
Title: Re: 3d models development
Post by: Graf on June 21, 2011, 01:35:04 pm
Made some corrections mentioned above. Here's what it's all end up with.

(http://rghost.ru/11846321/image.png)

Download link (http://"http://www.mediafire.com/?u4mb4215kub7pom")
Title: Re: Armors and clothing
Post by: Surf on June 21, 2011, 01:44:55 pm
The tribal patterns are way too dark on this one. Make 'em a bit smaller or raise the textures opacity.
Title: Re: Armors and clothing
Post by: Graf on June 21, 2011, 03:29:42 pm
The tribal patterns are way too dark on this one. Make 'em a bit smaller or raise the textures opacity.

None of these would make the texture look better. If I will make a texture of the tribal patterns smaller, it would make a whole big mess of the model at a distance. Opacity would make the same thing - a texture of the patterns would look almost the same as the general color of the steel. So... this is the best I can do from it so far.
Title: Re: Armors and clothing
Post by: Surf on June 21, 2011, 04:13:04 pm
I was under the impression that you edit your textures in photoshop with different layers - used a wrong term there. I meant that the black stuff on the grey layer should have a higher opacity, so it doesn't stand out too much.

So replace "texture" in my post with "layer". :)
Title: Re: Armors and clothing
Post by: Luther Blissett on June 22, 2011, 12:25:02 pm
Little update from the old "things to do list" :

[...]
1) Provisional version of Hooded, damaged coat
2) Provisional version of Gangster Suits
3) Any corrections / suggestions to the above
4) Female versions of these (and duster)
(http://img847.imageshack.us/img847/2120/femsuitscreeniecopy.png) (http://img703.imageshack.us/img703/6043/femaledusterfront.png)
(http://img607.imageshack.us/img607/7826/femscreeniecopy.png)
5) Lots of things that need doing from the armour and weapons trackers (i.e. texturing of armours and UV mapping of weapons). (other people have done this)

Then after all those are done,
6) If still available (i.e. nobody else has started working on them), the desert robes here (http://fodev.net/forum/index.php?topic=13876.msg119879#msg119879) and here (http://fodev.net/forum/index.php?topic=13876.msg119912#msg119912).
7) Other things from the suggestions page[...]

Obviously there's new things to add :

1) If it wants doing, adjusting the UV maps on the new body models (fat, thin, dwarf etc)
2 or 3) Making fat / thin / dwarf etc for all the armours I have done
2 or 3b) Possibly adjusting / remaking the NCR longcoat guy, as I think I could do this better now (had a bit more practice)
3 or 2) The desert robes, as mentioned above, in all male/female/fat/thin/dwarf etc
4 or 5) Seeing if I can improve my textures, so they match the Fallout colour / style a bit better (ideally as close as possible to original styled sprites, until the "pixellation filter" exists.
5 or 4) Any other work that needs doing from the trackers
6) Anything else from the suggestions page
Title: Re: Armors and clothing
Post by: Surf on June 22, 2011, 12:47:19 pm
Once again:

(http://rpgcodex.net/phpBB/images/smiles/codex_heart.png)

for you making this beautiful coat. :) It looks exactly like I imagined when I suggested it.
As for making the textures into the FO color palette, that's rather easy. All you need is the palette file (uploaded it here http://www.zshare.net/download/91739126cfb2c9b1/ ) and you export the image files into 8bit files with this palette in photoshop.
Title: Re: Armors and clothing
Post by: Luther Blissett on June 22, 2011, 01:11:04 pm
You're welcome  :)

Palette will be very useful, thank you. I think there would still need to be a "stage 1" colour adjust first to get the tone, saturation and contrast correct - i.e if we want the blue jeans of the NCR guy to be exactly the same shade of blue as the trousers of either "Ian" or "Black man with red shirt", then they would need a little bit of adjusting first. Palette makes a brilliant "stage 2" to finish it off nicely.
Title: Re: Armors and clothing
Post by: LagMaster on June 22, 2011, 02:06:20 pm
it can be a cloth, not an armor, but is awesome anyway
Title: Re: Armors and clothing
Post by: Cryptopsy on July 19, 2011, 07:57:02 pm
That coat looks like one of Houdini's escape trick straight jackets. Very very cool!
Title: Re: Armors and clothing
Post by: Graf on July 27, 2011, 03:05:43 pm
Leather Armor.

(http://imagepost.eu/images/2/LA_all_tex.jpg)

Download link (http://"http://www.mediafire.com/?mx1ucm1jugzkq3s").

Combat Leather Jacket

(http://imagepost.eu/images/2/CLJ_all.png)

Download link (http://www.mediafire.com/?nz1y1j7tmsnrc43)
Title: Re: Armors and clothing
Post by: LagMaster on July 27, 2011, 03:23:33 pm
awesome job Graf!
Title: Re: Armors and clothing
Post by: Luther Blissett on July 27, 2011, 03:37:31 pm
Wow. You've certainly got the knack of getting these done quickly. Very nice :)
Title: Re: Armors and clothing
Post by: Jotisz on July 27, 2011, 08:38:54 pm
This looks real good I especially like the leather armors they are just too cool.
Title: Re: Armors and clothing
Post by: Graf on August 01, 2011, 04:13:54 pm
Leather Jacket

(http://imagepost.eu/images/2/LJ_all.png)

Download link (http://www.mediafire.com/?ypcc4kjxf04fgpj)

There's one thing that I've mentioned after comparing the models with the original sprites (sadly, I've mentioned that too late) - For some reason, mr. Karpov put the shoulder pad on the wrong shoulder. How do you people think, should I fix that?
Title: Re: Armors and clothing
Post by: Lizard on August 01, 2011, 09:06:34 pm
Awesome work, Graf!)

If you wish, you can fix that and ah, one detail. The lady's decoletee is more of lighter colour than her neck, could you fix that as well?
Title: Re: Armors and clothing
Post by: Luther Blissett on August 01, 2011, 09:19:42 pm
Karpov's leather jacket seems the right way round in the tracker, and presumably sdk - is it perhaps possible to flip the model in the .fo3d (or some other such) file?

Otherwise I guess it's a case of horizontal flip on all of them... easy, but takes time.
Title: Re: Armors and clothing
Post by: Graf on August 01, 2011, 09:20:30 pm
Thanks, I think I'll fix that someday at a later stage of the development (of maybe someone else will do, which is better). I'd prefer to not to bother myself with that kind of stuff and move to the other model. After all, it's best to have all models working, than just a few of them, and that kind of stuff can be fixed anytime.

Concerning the decollete - its color depends of the base texture, so it will be fixed before uploading to the repo.
Title: Re: Armors and clothing
Post by: Fizzle on August 04, 2011, 10:10:00 pm
Leather Armor.

(http://imagepost.eu/images/2/LA_all_tex.jpg)


To me the leather armor looks more like football pads! (American Football)
Title: Re: Armors and clothing
Post by: Graf on August 05, 2011, 09:18:52 am
According to the in-game definition it is made from brahmin hide, but in fact it's a football armor obviously. So it's not just you, who think so.
Title: Re: Armors and clothing
Post by: Lizard on August 10, 2011, 02:17:59 pm
Made a ponytail with some hairvolume and two strands in the face, but still suck at texturing. Would be very grateful for a good texture.


(http://img40.imageshack.us/img40/8200/ponytailr.jpg) (http://imageshack.us/photo/my-images/40/ponytailr.jpg/)
http://www.megaupload.com/?d=2W8DTIWU
Title: Re: Armors and clothing
Post by: White tiger on August 11, 2011, 02:55:48 am
will try tomorrow to make the texture

polygon index error =(   can once again export to more formats?
Title: Re: Armors and clothing
Post by: Luther Blissett on August 11, 2011, 01:38:58 pm
I've made fairly good success with rigging and implementing armours. I tested White Tiger's A guy with a rocket launcher (http://fodev.net/forum/index.php?topic=13876.msg147844#msg147844).

(http://img15.imageshack.us/img15/502/ironman01.png)
100% zoom, a few different angles. Loses quite a bit of detail at normal zoom - I think some of this will be helped greatly with Johnnybravo's work on the shaders & shadows etc, though it might also need a bit of "painted on" shadow and highlight detail on the texture too. Overall looks very good though.

(http://img32.imageshack.us/img32/6171/ironman02.png)
The rigging was actually fairly straightforward once I'd examined some of the existing models that Karpov had done and deciphered a little more of the fo3d - this worked on 1st attempt. The "robe" part needs a bit more work, but essentially it's fully working and usable - walking, running, shooting, punching etc.

(http://img703.imageshack.us/img703/9851/ironman03.png)
The slight problem with it at the moment, is the "robe" part - I disabled the subsets to make part of the legs disappear (so they weren't poking through when walking), but it doesn't all move and respond correctly.

(http://img37.imageshack.us/img37/5761/ironman04.png)
Same again here - I think disabling the knee and thigh is correct, as otherwise they stick through when the leg moves, but I think I need to look at the weighting on the vertices between the legs, so the material moves correctly. I'll examine the female holy robe model to check how that's been put together.

Anyway, I'm fairly pleased that it seems to have worked as I'd hoped. I'll tweak and learn a bit more - double check some things with the file formats etc, and if all goes well, start rigging and uploading some files to be checked, and also try to put together a quick tutorial on what I've been doing so far.

It may be worth at this point investigating whether materials settings will respond to the shaders correctly (i.e. to set some areas as a shiny material, some as a matt material) - as I feel it may be easier to do the materials first, then rig the finished model, rather than the other way around.

Though the robe one is a little more complex, I think anything which doesn't have "joined between the legs" should be fairly straightforward - so I'm fairly confident that with a little more testing, I can un-3d-noob myself a bit further, and start throwing some of the complete models into the game :)
Title: Re: Armors and clothing
Post by: White tiger on August 11, 2011, 01:51:54 pm
Wow, cool!  :)
Title: Re: Armors and clothing
Post by: Lizard on August 11, 2011, 02:54:56 pm
Sick!  :D

That's awesome, Luther!
Title: Re: Armors and clothing
Post by: Johnnybravo on August 11, 2011, 04:08:48 pm
You'd do better to take screens with antialiasing, because this is aliased to extreme :d
Title: Re: Armors and clothing
Post by: barter1113 on August 11, 2011, 04:48:27 pm
How to enabled AA?

Can you do more screens of edited models, Luther?
Title: Re: Armors and clothing
Post by: Luther Blissett on August 11, 2011, 09:56:45 pm
You'd do better to take screens with antialiasing, because this is aliased to extreme :d

Tried this, but didn't seem to make much difference to me except at maximum zoom. Game won't start for me with anything other than 1 or 2, so I imagine the difference is subtle at that level. Someone with a better graphics card can take better screens once I've managed to get things working a little better, uploaded files etc :)

How to enabled AA?

~/Client/FOnline.cfg >
# Smoothing 3D (Anti-Aliasing).
# -1 - Autodetection
# 0 - off
# 1 .. 16 - the value of smoothing
MultiSampling=0 < change this to something else

Can you do more screens of edited models, Luther?

Yes, but I think it'd be more useful for me to :
i) Try to solve the couple of problems I have with the rigging
ii) Upload the rigged files
iii) Paste all the lines for implementing stuff, and explain how they work
iv) Let everyone else test it, then someone with a better graphics card can do screenies :)

In the meantime, if anyone wants to have a look themselves, I've included all files and instructions here :
http://www.megaupload.com/?d=KC1RDH7C (http://www.megaupload.com/?d=KC1RDH7C)
Note again, these files will become obsolete once I solve the current problems with my rigging.

Quite busy with work at the moment, but I'll see what I can get done over the next few weeks. I'll keep people updated with any progress, then once I work out what I'm doing, I'll put a quick tutorial together to show exactly what I've done so far. I'm trying to make sure it can all be done with free software, so anyone will be able to download necessary programs and help.

[edit]

Tested Bones' ranger patrol armour :
(http://img708.imageshack.us/img708/3355/patrol00.png) (http://img135.imageshack.us/img135/5604/patrol01.png)

Seems to mostly work, apart from a few clashes in a couple of animations. The colour and brightness will probably need tweaking on the texture, as it's a little dark and flat looking. Should probably be a similar shade of brown as the legs on the sprites nearby, but nothing to worry about at this point anyway.

(http://img42.imageshack.us/img42/9759/patrol02.png)

One bit I'm having trouble with is the shoulder sections. If they're connected too strongly to the arms, they bend round too much - i.e. it loses its "big shoulder pad" appearance. If they're just connected to the spine (as in image above), they stay as "big shoulder pads", but in a couple of animations, the body cuts through them (i.e arms are sticking through the armour).

Once I find the compromise for this, I should be ready to make a quick tutorial.
Title: Re: Armors and clothing
Post by: Lexx on August 14, 2011, 11:48:02 am
According to the in-game definition it is made from brahmin hide, but in fact it's a football armor obviously. So it's not just you, who think so.

In fact, it's a motorcycle football armor, not american football armor.
Title: Re: Armors and clothing
Post by: Luther Blissett on August 14, 2011, 04:04:20 pm
Quickly threw together a tribal model to test. When I say 'model', I of course mean "I made a cylinder on the arm and one round the waist". Not exactly high poly stuff :) I used the legs from White Tiger's "shaman" model. The reason I modelled the straps rather than painting them on is simply due to the skin colour thing. I suppose you could have just as easily painted straps onto each skin colour on the base layer, but I'm just testing things, so it doesn't really matter if it ends up useful or not.

Anyway, I think the implemented model of this is pretty safe i.e. it's so simple that there's no complex folding of cloth between legs or bending round shoulders - so with little opportunity for it to be "wrong", you could sort of call this finished, other than the points addressed below.

(http://img846.imageshack.us/img846/222/tribal02.png)

Firstly, technical thing - this (3D man wrongly seen as behind something else for a split second) sometimes happens with the 3D models for me. Is this just happening to me, or is this common for everyone else? I assume this isn't something we can fix ourselves.

(http://img814.imageshack.us/img814/1962/tribal01.png)

Secondly, the difference in image is pretty obvious here - moreso than on many other of the models. You can see how he looks completely flat compared to the others. I'm not sure how much of this can be fixed by the texture, i.e. painted on shadow and highlight. The current texture is very flat, and it does show. Changing the texture should probably wait for shader progress, when we can hopefully find the right blend between engine and texture shadows. Hopefully JohnnyBravo's work on the shaders might go some way to solving this as, with the exception of death animations and the 'shot is fired before the animation starts', I think this is the main 'stumbling block' between really getting this 3D stuff to work.

(http://img508.imageshack.us/img508/9994/tribal03.png) (http://img42.imageshack.us/img42/7480/tribal04.png)

For those who wondered, that's what tribals look like with different skin colours. Also for future reference, the models seem to be flipped on the x axis in the engine - at least the way I have been importing / exporting them anyway.

Necessary files with instructions etc for testing
http://www.megaupload.com/?d=5D8VHY4W (http://www.megaupload.com/?d=5D8VHY4W)

[edit]
Tested the duster hat. Hats / helmets seem like most of them will be very straightforward - all of the vertices attach to the "head" bone. That's difficult to get wrong :)
(http://img143.imageshack.us/img143/3940/dusterhatscreenie.png)

In the interests of "I wonder what will happen", I deleted the arms and legs of the skeleton here - it's literally exported as just the head and spine skeleton parts, whereas it looks like existing hats were attached to the full skeleton. Don't know if that'll actually be useful for anything though.

I haven't tested the duster coat yet, as it will need the extra "coat dynamics" skeleton stuff, which allows the coat to "fly back" when running, instead of being attached to the legs like the NCR long coat model did.
Title: Re: Armors and clothing
Post by: Karpov on August 23, 2011, 06:58:43 am
"Coat dynamics" I'm starting to think this was not a good idea... ;D

Haha, not really, but It requires animating the coat along with the character, that means, almost all of the animations  :-\
But it's worth it.
Title: Re: Armors and clothing
Post by: LagMaster on August 23, 2011, 10:24:20 am
why? can't just we make it conected with there own bones and give them inertia?
so if you run, the coat will stay behind, but when you stop, it will hit the caracter(the problem is that we must define stop points so it will not intersect the legs)
Title: Re: Armors and clothing
Post by: Luther Blissett on August 23, 2011, 11:26:49 am
[...]It requires animating the coat along with the character, that means, almost all of the animations  :-\
But it's worth it.

Yes, I noticed all the animations attached to the coat x file, and after playing around with the models so far, am beginning to understand the work necessary for this to be done. However, we can use this same "coat skeleton" for the duster and ragged coat and other similar things - I'm going to examine the weighting and try to do similar on the duster coat. If I can get that right, I'll be quite happy :)

It WILL be extra work to do on these files, but I think it's worth doing. If I manage to rig duster and ragged coat to the same skeleton, then any additional animations made for the NCR coat could simply be merged into the files, and as far as I can tell, would "magically" work.

I was considering doing similar with the long robe (http://img703.imageshack.us/img703/9851/ironman03.png) here, as a possible method of avoiding the legs poking through the robe - though for the sake of simplicity, I'm still hoping to get something working without the extra skeleton.

why? can't just we make it conected with there own bones and give them inertia?

I don't know how you'd give them inertia (I am still a 3D noob) - however the "coat dynamics" is, as you say, its own set of bones. Basically, every current animation would need merging with the skeleton on the coat model, then the animation for the coat-bones would animate at the same time.

Might make more sense with a picture :
(http://img36.imageshack.us/img36/3950/longcoatrigshow01.png)
If you see the two little lines coming from the pelvis (img#2), these are attached to the two "coat tails", so in the walk cycle, for example, the coat tails are animated to flow backwards, whilst the rest of the skeleton walks as normal. The chest and arms are rigged to the body skeleton (img#3), like all other items, but the coat isn't joined to the legs at all.
Title: Re: Armors and clothing
Post by: Karpov on August 27, 2011, 07:43:20 pm
Right, the character base skeleton does not have those extra bones. They appear only in the coat model, and they go attached to the pelvis, that way, both "coat bones" move with the character, but they remain stiff. That's where you animate the coat tail, inside the coat model file. The character model does not care at all,  just plays its own animations, and the coat plays the other animation.  And yes, it would work for any coat, you just point the animations parameters to the ncrcoat ,the one with all needed anims.
Title: Re: Armors and clothing
Post by: Luther Blissett on August 27, 2011, 07:57:36 pm
Yes - exactly - I think I explained it badly :P
Title: Re: Armors and clothing
Post by: Graf on August 29, 2011, 11:10:35 pm
Okay, here's the new stuff - Leutenaunt armor (aka mutant metal armor), made by this guy (http://fonline.ru/forum/member.php?u=9865) from russian community.

(http://imagepost.eu/images/2/sm_l.png)
Title: Re: Armors and clothing
Post by: LagMaster on August 30, 2011, 07:41:04 pm
cool stuff
Title: Re: Armors and clothing
Post by: Luther Blissett on August 30, 2011, 07:55:53 pm
Very nice.
Title: Re: Armors and clothing
Post by: Sunstroke[RUS] on September 01, 2011, 01:10:06 pm
(http://rghost.ru/20102171/thumb.png) (http://rghost.ru/20102171.view) Reinforced Leather Jacket
Title: Re: Armors and clothing
Post by: LagMaster on September 01, 2011, 01:21:16 pm
it looks a bit to... plain
i mean, how can you find 1 big piece of leather that can strip the oversized body of a super mutant?
i think there shoud be some belts put in place for them to hold more leather pieces, like Mad Max's shoulder pad

Title: Re: Armors and clothing
Post by: SmartCheetah on September 01, 2011, 01:24:32 pm
It's still untextured or texture is "WiP" pal.  ;)
Don't worry, we'll make a texture for it sooner or later.
Title: Re: Armors and clothing
Post by: Sunstroke[RUS] on September 01, 2011, 01:28:46 pm
My photoshop skills are not so good. Need to find someone who will draw a good texture for the mutants.
Title: Re: Armors and clothing
Post by: Johnnybravo on September 01, 2011, 03:32:46 pm
Okay, here's the new stuff - Leutenaunt armor (aka mutant metal armor), made by this guy (http://fonline.ru/forum/member.php?u=9865) from russian community.

(http://imagepost.eu/images/2/sm_l.png)

It does not match :<. Small shoulderpads, short and the whole plate on his back is way too short.
Don't even know whether mutant model itself is fine, but arms are way too low-poly, to the degree it'd be visible on 100% zoom at 1024x768. At least add some to smooth normals to get some solid shading.

The other piece looks much better, though it still has that arm problem. Keep it up :d.
Title: Re: Armors and clothing
Post by: jonny rust on September 12, 2011, 03:06:28 am
San Fran Fem Clothes.

The colors are actually a lot closer to the original except my lighting abilities are shit. Also I did a lot of the shading in photoshop but only just noticed Johnnybravo's shader script before posting this...
(http://www.fo2238.fodev.net/wiki/images/c/cf/Femcloth4_NE.png)(http://www.fo2238.fodev.net/wiki/images/6/66/Femcloth4_SE.png)
(http://img25.mediafire.com/841ab3ec35db5fa08f7c1da1722f520a6557ea342db53d2542ed0b262b2aa7384g.jpg)

not sure what's going on with hair models so she's wearing my san franciscan rice hat for now.

I'd like to get the female tribal out of the way but I need opinions on this...

Is she wearing a top or not?;

These look like she isn't (and I'm pretty sure I can see nips)
(http://www.fo2238.fodev.net/wiki/images/d/d7/Tclfemale_SE.png)(http://www.fo2238.fodev.net/wiki/images/e/ec/Tclfemale_SW.png)
But here she seems to have a strap across her back...
(http://www.fo2238.fodev.net/wiki/images/4/46/Tclfemale_NW.png)

it's almost like the artist wanted to suggest a top but didn't actually want to give her one, in which case I would be inclined to stay true to the artist and not give her one too ;)

But i'm putting it up for debate, thoughts?
Title: Re: Armors and clothing
Post by: Lexx on September 12, 2011, 09:20:12 am
She wears a cloth bra or something like that.

The Frisco clothes are cool looking.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 12, 2011, 02:11:23 pm
Nicely done.

I think it's a very skimpy bra, covering like so :
(http://img577.imageshack.us/img577/9797/tribalfcopy.png)
I think you've got a certain amount of "artistic licence" regarding the specifics.

Might be worth making the bra section as a model, rather than just texture (just extract the vertices from the bra area by a tiny amount), which would allow us to switch the skin colour underneath, else we can end up with a woman with black face and hands, but with a white body. I'm not certain, but we may have to do this on any of the female models which show a bit of skin on the body section, unless we change the base female model to include an extra subset(s) for a "low neckline".
Title: Re: Armors and clothing
Post by: jonny rust on September 12, 2011, 03:19:51 pm
Might be worth making the bra section as a model, rather than just texture (just extract the vertices from the bra area by a tiny amount), which would allow us to switch the skin colour underneath, else we can end up with a woman with black face and hands, but with a white body. I'm not certain, but we may have to do this on any of the female models which show a bit of skin on the body section, unless we change the base female model to include an extra subset(s) for a "low neckline".

ahh, so you want to link the clothes separately to a base model? I thought that wearing clothes would just load up an entirely new model and so have been ready to export my textures with each skin type.

But your saying I should make the bra separate but keep the pants as part of the original? or I should separate both?

wouldn't this apply to the male model too for armors like the leather jacket which bares an arm etc.?
Title: Re: Armors and clothing
Post by: Luther Blissett on September 12, 2011, 06:01:23 pm
It's a bit complex really - and there may be a better way of doing it. I'll try to explain...

If you imagine the clothing layers like this :
- Armour (leather jacket, armour etc)
- Clothing texture (trousers, shirt etc)
- Base skin texture (white, tanned, brown, black, asian, with or without tattoos)

What we can do, is pick which parts of the texture show :
(http://img829.imageshack.us/img829/4452/texturesubsets.png)
If we look at Subset Example Man, by default, he would be covered head to toe in "Base skin texture" (in underpants). We can put a clothing layer on top of this, and assign it to certain areas. Most of the clothing we've added doesn't cover the hands or head, some doesn't cover the arms. Those bits are left as their original base texture - so your clothing texture might be a pair of blue jeans and white shirt - as long as the "skin" part is entirely within a "subset", the remaining skin can be any of the base skin tones i.e. if you have a clothing texture which covers 0, 1, 3, 6, 7, 8, it would leave the hands, head and feet free to be whatever base skin colour.

Note that the female models also have a subset 10, which contains a section of the waist.

If we have a V-style neck in the shirt, this will not work, because the painted skin on the V-neck will stay white skinned by default, even if the player texture is black or other skinned.

Solutions to this would be :
a) Modelling anything which doesn't fit to subsets - see tribal model test (http://fodev.net/forum/index.php?topic=13877.msg149733#msg149733) here - in this example, I modelled the diagonal strap and "arm thing" - therefore the chest, arms, hands, head all show base skin tone.
b) Make things like the "tribal bra" on the base skin, not the clothing layer (so it would be an alternative to a tattoo), and both clothing and armour can be worn on top of it (this may be the best way for the tribal ones)
c) Make a separate clothing layer for each skin colour (as you have prepared for already) - and find a way to make this work in the engine.
d) Add a few extra subsets to the original model

In reference to the San Fran model, for example, this would be :
a) The shirt has to be made as a model. The trousers can stay as texture
b) Perhaps all clothing that is not part of an armour costume could be base textures?
c) You export the same image, but with different skin colours in the "V neck", and we find a way of making this work
d) We add a "v neck" subset, which all female models must follow

Obviously a problem with this is that it applies to many of the existing models we've done - particularly female ones.

For leather jacket, this is a model. I've tried to make a diagram here :
http://img97.imageshack.us/img97/125/leatherjacketexplanatio.png (http://img97.imageshack.us/img97/125/leatherjacketexplanatio.png)
This might explain the whole thing a bit more clearly.

I know that's all a bit messy, but hopefully you can make sense of it.
Title: Re: Armors and clothing
Post by: jonny rust on September 12, 2011, 06:19:29 pm
ahhhh ok, I got ya.
Perhaps we should make a sticky out of that explanation, as well as a downloadable color-coded subset UV map so we can make sure that our textures fit the system.

As for the V-neck, it might need to be implemented for males as well since the grey San Fran male clothing also has a V-Neck. 

So, I will probably need to retexture a few models slightly, maybe reshape them a little and then chop them up to fit the subsets. should be no big deal but when I do it I want to make sure I do it right. cookie cutter UV map please! :)   
Title: Re: Armors and clothing
Post by: Luther Blissett on September 12, 2011, 06:57:04 pm
I'd maybe check with Karpov / Graf / some of the other 3D folks, as they may have found a good alternative or compromise to this. I know the "v neck" thing was mentioned previously (possibly in the back of the female leather armour?). The stuff about the subsets and layers etc should be correct though - just my suggested "solutions" might not be the best ones.

You are right though, writing up a few sticky / tutorial type things would be a very good idea - just need to make sure all the info is correct first - and maybe draw them in a slightly less confusing and messy manner :)
Title: Re: Armors and clothing
Post by: jonny rust on September 12, 2011, 07:02:52 pm
I'd maybe check with Karpov / Graf / some of the other 3D folks, as they may have found a good alternative or compromise to this. I know the "v neck" thing was mentioned previously (possibly in the back of the female leather armour?). The stuff about the subsets and layers etc should be correct though - just my suggested "solutions" might not be the best ones.

You are right though, writing up a few sticky / tutorial type things would be a very good idea - just need to make sure all the info is correct first - and maybe draw them in a slightly less confusing and messy manner :)

Your diagram makes perfect sense. The only problem is that it's difficult to see exactly where the division is between subsets (and it should be an exact science), thats why I suggest universalizing it with a 'guide' UV map, so we can all see exactly where each subset starts and ends while we are working and all resulting material could be compatible with a universal scheme.

But if this isn't the status quo just yet then we should all agree on something before too much more work is done to save everyone from a collective headache. 
Title: Re: Armors and clothing
Post by: Luther Blissett on September 12, 2011, 08:21:08 pm
Put these together for you (and everyone else, I guess):

Here's rough outlines on the models :
(http://img706.imageshack.us/img706/1805/subsetmodelscopy.png)

Subset Texture Map Male :
(http://img851.imageshack.us/img851/8749/subsetmapmalecopy.png)

1024x1024 layered PSD file, with outline, colour markers and base texture (~4.5MB)
http://www.megaupload.com/?d=UNFDE0X5 (http://www.megaupload.com/?d=UNFDE0X5)

Subset Texture Map Female :
(http://img7.imageshack.us/img7/4637/subsetmapfemalecopy.png)

1024x1024 layered PSD file, with outline, colour markers and base texture (~3.5MB)
http://www.megaupload.com/?d=LE67YPWG (http://www.megaupload.com/?d=LE67YPWG)

If you've got Photoshop or Gimp, you should be able to take those "outline layers" to turn on or off, which should help with any texturing (though you've done a marvellous job already without).

I believe this stuff will be staying the same for the time being - it's what's been used for everything so far. If we do add another subset / change anything, then obviously people will know about it. Unless we hear otherwise, consider these diagrams to be "almost official" ;)
Title: Re: Armors and clothing
Post by: jonny rust on September 12, 2011, 08:49:31 pm
Awesome, thanks Luther! I'll reference these against what I have done so far.

So I'm wondering now - I'f I were to reshape the knee so that the original edge that marked the start of subset 3 ends up being lower than it started off (while keeping the UV relatively intact), that would cause problems right?

But if my design encompassed all three leg subsets then perhaps there wouldn't be an issue since they all fit together and don't need to be interchanged with other meshes/textures.

basically i'm wondering if the edges that mark subset boundaries need to be anchored in order for this to work properly
Title: Re: Armors and clothing
Post by: Luther Blissett on September 12, 2011, 10:38:21 pm
So I'm wondering now - I'f I were to reshape the knee so that the original edge that marked the start of subset 3 ends up being lower than it started off (while keeping the UV relatively intact), that would cause problems right?

Shouldn't do. Generally speaking, the only time you need to worry about the subsets if if there are parts of cloth and parts of visible skin. For most this is simply the head (9) and hands (5).

But if my design encompassed all three leg subsets then perhaps there wouldn't be an issue since they all fit together and don't need to be interchanged with other meshes/textures.

This is correct - if you have long trousers, for example 6, 7, 3, 8 you don't need to worry about the subsets. If you want shorter trousers, then you should cut them off at either the bottom of 3, or the bottom of 8.

For shirts, they'll either cover the body (1), short sleeve (0) and long sleeve (2). or you can cut them off at the bottom of 0 (for short sleeved tshirt) or at the edge of 1 (for a 'vest' type top).

If you look at the model shots - each of those coloured blocks can be told to be a) lower skin texture or b) upper clothing texture. It is symmetrical, so we cannot have one sleeve missing through this method. If anything needs to "cut halfway" on the model, i.e. one sleeve missing, or an open shirt with chest showing, this would need to be made on an attached model, otherwise we have problems with the base skin colours.

On the San Fran woman texture, this would mean that her sleeves are too long, or too short - so they'd have to stop at either the end of "0" or go all the way to the wrist. The trousers would need to either go all the way to the ankle, or move up to the bottom of the knee. The shirt would need the "v neck" removing.

The problem here of course is that your texture is actually correct when compared to the original - there aren't the correct subsets which stop at the right place. Also I've just noticed the female Vault Suit has this "v neck" problem too :(

I don't know what the best solution is really - as I said - the sleeves / trousers length you have done is correct, but not compatible with the skin colour changing.

I think my personal preference (if possible) would be to add a a few extra subsets to the model - ideally another sleeve length "San Fran sleeves", a "v neck" front and a "leather armour back". I THINK that would cover the remaining models closely enough. Skirts would have to be modelled anyway.

(http://www.fo2238.fodev.net/wiki/images/0/0f/LAFNE.png)
- Leather armour back has this problem - though this could be fairly easily solved by making the back section part of the armour model.

(http://www.fo2238.fodev.net/wiki/images/f/f6/PJFSE.png) (http://www.fo2238.fodev.net/wiki/images/c/c8/Femcloth2_SE.png) (http://www.fo2238.fodev.net/wiki/images/6/66/Femcloth4_SE.png)
- We'd have to pick one of these "V neck" styles and use it for all three models.

As far as I can tell, assigning extra subsets would mean applying a new material to certain faces on the original model, and naming it correctly - but I don't know if there's anything more that needs to be done to make this work in-game properly i.e. if there's an engine limit on the subsets or anything.

If this is possible, perhaps adding such things (roughly) round here would help us out?
(http://img148.imageshack.us/img148/4575/subsetsuggestcopy.png)
(very rough version, but this wouldn't involve changing the phyisical elements of the model - just the material locations)
Title: Re: Armors and clothing
Post by: jonny rust on September 12, 2011, 11:09:01 pm
her arm band could be an issue to.
(http://www.fo2238.fodev.net/wiki/images/e/ec/Tclfemale_SW.png)
Also any casual shoes (most expose skin)
(http://www.fo2238.fodev.net/wiki/images/6/66/Femcloth4_SE.png)

As for now I need to teach myself how to separate my models properly. Does the inside need to be textured?
Title: Re: Armors and clothing
Post by: Luther Blissett on September 13, 2011, 01:50:24 am
All of it should be textured, but you can chuck any "rogue" bits in the corner of the UV map and make them tiny :)

Note that you can "intesect" the main model with solid shapes - so the arm band could be a cylinder - it wouldn't need to have a hole cut through it - see this test tribal model (http://img192.imageshack.us/img192/3408/tribalsimple.png) for example - not the most beautiful piece of work ever - but I tested it (http://img814.imageshack.us/img814/1962/tribal01.png) and it worked (note that the image there is from before the shaders had been worked on - it would look much better now).

Didn't spot those shoes, but yes - you're right - same stuff would need thinking about.
Title: Re: Armors and clothing
Post by: Lexx on September 13, 2011, 10:36:12 am
Randomly thrown in: I see lots of valuable information in here. It would be good if someone could write that down in the wiki, so it can be found and re-linked to faster. It would be bad to let it go under in forum threads.
Title: Re: Armors and clothing
Post by: Cold_Fusion on September 13, 2011, 11:00:55 am
I got no idea why are you all into that V on female Leather Armor, when its clearly \_/

Its just using zoom blurs everything into unrecognizable pulp.
Title: Re: Armors and clothing
Post by: jonny rust on September 13, 2011, 05:54:23 pm
I got no idea why are you all into that V on female Leather Armor, when its clearly \_/

thank god your here...


One more question for you Luther;

do I need to separate pants from shirt or can they be part of the same mesh just as 3 pants subsets can be part of the same mesh?
Title: Re: Armors and clothing
Post by: Luther Blissett on September 13, 2011, 07:46:50 pm
If you mean in the texturing, put all the clothing parts you need on the same texture - the leather jacket one in the example doesn't actually wear a shirt - but if it did, it would have been on the same texture, and the subsets would just say to include it. Note that you could actually direct a clothing layer to point at many files through the _FOHuman.fo3d file - so you could say to use the legs from one texture and the shirt from another.

If you mean in mesh as in 3D model, shirt and trousers could be in the same .obj file, but it's a bit easier to rig if they're separate objects within that file. If the legs or shirt are going to be identical to the base model, then just do them via a texture.

[edit]
Randomly thrown in: I see lots of valuable information in here. It would be good if someone could write that down in the wiki, so it can be found and re-linked to faster. It would be bad to let it go under in forum threads.

Good point. Much easier to write something up once and properly and link to it, than to rewrite it all next time someone asks same things. Are there any volunteers with wiki access willing to do this, or should I look at getting access and doing it myself at some point?
Title: Re: Armors and clothing
Post by: jonny rust on September 13, 2011, 08:17:47 pm
Good point. Much easier to write something up once and properly and link to it, than to rewrite it all next time someone asks same things. Are there any volunteers with wiki access willing to do this, or should I look at getting access and doing it myself at some point?

I guess I'll guinea pig the FAQ's ;)
Title: Re: Armors and clothing
Post by: Graf on September 13, 2011, 08:49:08 pm
Are there any volunteers with wiki access willing to do this, or should I look at getting access and doing it myself at some point?

I can do that, but without of deep understanding how all that stuff actually works, I may write something that is quite far from the reality. The best option is to  give you an access to the wiki and/or to the 3d sub-forum moderation. Though, it's all are up to developers, as usually.
Title: Re: Armors and clothing
Post by: Lexx on September 13, 2011, 09:48:44 pm
Create an account on the wiki and we can give the needed editing rights.
Title: Re: Armors and clothing
Post by: Surf on September 14, 2011, 05:44:10 am
Create an account on the wiki and we can give the needed editing rights.

Please give him local (for the 3d subforum I mean) mod rights aswell.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 17, 2011, 02:31:52 pm
A number of hats :
(http://img801.imageshack.us/img801/9559/anumberofhatscopy.png)
(200% Zoom)
From Left to Right : Welding Mask (HaraldX); Hockey Mask, Top Hat with Skull, Top Hat America, Spiked Helmet (White Tiger)

Some of them may need moving / resizing / adjusting etc - for example, the hockey mask looks in the wrong place from this angle, so maybe needs moving higher up to compensate (it's actually directly in front of the face, although it doesn't look that way). I've not added an extra specular layer on any of them - they're all "as is" for now.

[edit]
Files zipped and uploaded here :
http://www.megaupload.com/?d=I367K2B0 (http://www.megaupload.com/?d=I367K2B0)
Also in Graf's 3D repo in source file folders.

Title: Re: Armors and clothing
Post by: Graf on September 17, 2011, 04:33:02 pm
This looks even better than I expected. Great work.

P.S. I'm going to upload some latest misc. items today to the repo as well. It will be good, if you could test it in the game, at least to estimate how much time is required for each model.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 17, 2011, 07:10:43 pm
I'm not yet sure how the misc items work in game - I think I could get one "in hand", but couldn't test a floor / inventory thing until I understand how the game objects are linked to the model objects etc (or some other way of placing a model in game). Don't know if anyone's had a look at this stuff yet or not.

If there's an example one in there already somewhere, I'd be able to test things by swapping the files over or looking at the rigging. If not, it may be a case of letting Karpov implement one hand/floor object first, then I can look at what he's done and learn from there (mostly by copying & pasting everything and changing the bits needed).
Title: Re: Armors and clothing
Post by: Haraldx on September 18, 2011, 01:50:28 am
Woah, my welding mask looks even better than I thought it would look!

Oh, and, yes, I'm still working on my school projects (just 2 more to go) about after the 26th I will be available to do something useful for this project's sake.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 18, 2011, 03:04:44 am
Woah, my welding mask looks even better than I thought it would look!

It looks even better when combined with a more attractive looking armour :)

Anyway, hats are actually surprisingly easy to rig : Move it to right place, shift, resize, then attach ALL the vertices to the "head bone" = done. Unfortunately, some of the armours aren't quite so straightforward - the worst ones seeming to be those long coats that some idiot (me) decided to make :P

Duster Fail
(http://img534.imageshack.us/img534/2513/dusterfail1.png)
This is using the extra skeleton from the NCR Combat Ranger guy - though it's proved to be quite difficult to get right. If you look on the images above, you should notice :
- Shoulders from main body "popping through" (shirt is white, so it's very clear).
- Big black patches in the folds of the coat
- Other bits sticking out all over the place
- Rogue shadows
- I completely forgot to attach the boots
- The upper section of cloth over the shoulders doesn't fold right

A fair bit of this is due to the original model (so it's still my fault :) ). Firstly,  though I might be able to fix the shoulder bit with adjusting the rigging, it might be better to just move the faces a tiny bit further away from the main body. Alternately, as the arms are completely covered, I could "disable the subsets" on the arm, meaning that the arms on the main hero body are made invisible - so they won't stick through the coat.

The black patches are model related. The inside surface of the coat is too low poly - it doesn't "bend" in enough places - so when the outer surface bends round, the inner surface is unable to bend in the middle, and ends up sticking through, inside out. This should be quite easy to fix, but is a good lesson in how not to do low-poly modelling :)

Other bits will mostly need fixing in a similar manner to the shoulder - though the "extra material" on the shoulders may need remodelling quite a bit, or adding over the top as a separate object. One thing notable is that the "coat blowing" animation currently only covers idle, walk and run - in all other animations, there is no extra animation for the tails. This means they basically "stay still" during punch, shoot, fall over etc, because they're not rigged to any bones on the normal skeleton. Unfortunately this means that they will often end up clashing with the legs in some of these animations. There's no easy solution to this, other than to add the "tail modification" to a lot of the rest of the animations. Also, the texture will need quite a bit of work to look right in game - it heavily uses "painted shadows", and these are a little obsolete now that the engine shadows are working much better.

Hooded Rags partial Win
(http://img577.imageshack.us/img577/2321/hoodedrags.png)
This one's a very similar model, except it's a lot more closed round the front, so I've treated it a bit more like a robe, and kept the bottom half attached to the legs i.e. rather than rigging it to the extra coat tails, I simply rigged it to the main skeleton. After a lot of messing around with the vertex weights on the legs, it's nearly there. There's a couple of minor clashes in the run animation, but I think I can solve this by changing the balance between how some of the vertices are weighted. There's also a slight problem with the arms slipping out of the sleeves, but again, that's quite easy to fix.

Obviously, it doesn't have the coolness of the coat tails flying back when running, or blowing in the wind, but it's almost usable. As with the previous, the texture needs quite a lot of work to blend in better. Certainly needs to be a lot brighter overall.
Title: Re: Armors and clothing
Post by: Lexx on September 18, 2011, 09:48:18 am
Question is, if it's so hard to have a cool flying coat, etc. maybe this shouldn't be done so much yet? At least I personally would be fine with the robe-version, especially if it speeds up the rest of the progress. Can't look worse than original 2D robe animations. :p
Title: Re: Armors and clothing
Post by: SmartCheetah on September 18, 2011, 01:56:02 pm
Wow! Hooded rags and hats looks awesome! Duster coat is also great, but it needs some serious work you have mentioned. I think we might postpone it after everything else would be done. And by everything else I mean - things which are crucial to reach the "playable" milestone.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 18, 2011, 05:00:11 pm
Yeah, agreed. If I can get the robelike one to work, I'll do the same with the duster for the time being. We can have a "slightly odd looking, but usable" one for now, then an improved one at a later date.

Incidentally, I think the coat tails one would be much easier to rig once the model is set up correctly - but the extra animations needed are pretty low priority when compared to some of the other stuff that needs doing. I think a lot of the problems with the rigging can be solved by increasing the number of polys in the lower half of the original model - basically making sure it has enough places to bend. Most of the problems with "bits sticking through other bits" is because the bones want to bend the polygon faces in the middle - but because they can only bend at polygon edges, you get this "intersection" (like shown in diagram below).

Of course, trying the more difficult ones is part of the learning - for example, before trying this, I'd never bothered about the "inside" of the coats - they're just a few very large triangles, but obviously that can cause problems like shown in this (http://img195.imageshack.us/img195/2033/benddiagramcopy.png) diagram. If I can get these working, then everything else will be much easier, and I'll be better at spotting (and if necessary, correcting) potential problems with models. Additionally, it should be just enough understanding to start putting the basic rigging tutorials together. There's still some major gaps in my knowledge in this area though - but I suppose that as with improving the models, the tutorials can be improved in future as well.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 20, 2011, 05:41:39 am
Apologies for double post - different subject (but still related to armours / clothing).

No major update with those coats yet, but a few screenies from some unrelated test stuff. Been having a bit of a mess around with texture colours. These are just minor colour tweaking from SmartCheetah's textures (using the new lighting setup with Karpov's skin specular), then shrank to 128x128px and with a bit of noise added.

I had to make them a lot more orange to look closer to the game sprites. The actual skin texture file looks like a really bad "orange fake tan", but it seems to look about right in game (on my monitor, at least).

(http://img37.imageshack.us/img37/8058/textureplay201109191.png) (http://img155.imageshack.us/img155/733/textureplay201109192.png)
Female in Leather Jacket; Tribal

(http://img822.imageshack.us/img822/9131/textureplay201109193.png) (http://img847.imageshack.us/img847/6479/textureplay201109194.png)
Tribals walking

It's obviously not quite right yet - but it doesn't stick out so obviously. I don't think we're quite able to play "Where's Wally (http://en.wikipedia.org/wiki/Where%27s_Wally) / Waldo / Walter" with the 3D models yet, but I think we're hopefully past the stage where people think the 3D work is "disgusting" i.e. :

[...]and the 3D is just disgusting, and u will never match the sprites 3d with 2d it's just illogical. Most of people just don't want 3d because the game will loose the climate and many others[...]

The coat fixes will be a little bit yet, because I have to make some changes on the original models to get them working right. I know what needs doing though - and it's next on my 'list', but it just won't be too quick. After those are done, I'll start putting info up on the Wiki, to make it easier for others to help out.

[edit]
Test skin texture uploaded here (http://img641.imageshack.us/img641/4320/maleskinwhiteorangey.jpg). You'll see what I mean about the orangeness.
Title: Re: Armors and clothing
Post by: Surf on September 20, 2011, 05:47:12 am
Wow, that really looks good already. It took quite a moment to see the actual 3d model of the leather girl in the bar. Nice! Can't wait for that dither/pixelisation filter.  ;D
Title: Re: Armors and clothing
Post by: Lexx on September 20, 2011, 09:22:27 am
That's a really big step, imo. Needed a few seconds too until I've noticed the 3D models-- mainly due to them being not as pixelated as the original graphics. Especially the female in leather jacket looks very fitting already.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 20, 2011, 09:46:22 am
A few seconds is good. We'll try and double that next month :P

As said, if we can get a filter to do the noise / pixel / palette stuff, I think we're on the way to making something that is close enough to not upset anyone's eyes. It may never be perfect, but I genuinely think we can get near enough to let the 3D models walk around next to the sprites and look close enough to maintain the "in universe graphic style".

What is really nice is knowing that once a couple of hair models have been implemented, we could switch that female leather armour character between the green mohawk, red ponytail or the bob hairstyle in a second. With an extra texture or two, that could just as easily be a green ponytail or red mohawk - or beyond that, we could switch the underclothes for an "Ian style" blue jeans and white shirt underneath "just like that".

I have, of course picked two of the more straightforward ones in this example - and they're only on "two seconds good enough" for now, but between everyone here, I'm sure we can get "four seconds good enough" and eventually "eight seconds good enough" :)

Getting things such as the metal armour to the same state will be quite a task, but I'm also certain it is possible.
Title: Re: Armors and clothing
Post by: LagMaster on September 20, 2011, 01:24:45 pm
may i suggest to add in the texture the six-pack of the tribal
Title: Re: Armors and clothing
Post by: Luther Blissett on September 20, 2011, 01:31:11 pm
Yeah - there's quite a few bits of fine detail like that which would need doing at some point. Same for muscles on neck, shoulder and chest. Not sure whether such things are better done with normal / specular maps (letting the engine shadow / highlight deal with it) or whether they should be painted onto the texture.
Title: Re: Armors and clothing
Post by: Johnnybravo on September 20, 2011, 01:38:49 pm
Wow, that really looks good already. It took quite a moment to see the actual 3d model of the leather girl in the bar. Nice! Can't wait for that dither/pixelisation filter.  ;D
Well I think it's still quite obvious due to missing details. It seems like there is not much to do left, though painting on normal maps will be incredible feet. Converting height maps might be a little easier for artists, good thing there are tons of filters for commonly used software (like photoshop).

I don't really think sprite resolution is as big deal as you make it, since sprites are pretty much 1:1 (I don't really think there is any resizing going on), any higher resolution screens were already unaffected by "pixelization", so unless you have fullscreen window set on low resolution, or you like to zoom in, you will not really have chance to notice any differences in this regard.

On the other hand additional colors are much easier to notice. Unfortunately it is much harder to work around them, because dithering is not as simple as indexed color lookup (which would really just look like shit, so I guess it is out of question).

Also Luther, it is not possible to add additional layers to model texture? It looks kinda wrong when you model this kind of details?
If not such system should be designed and added :d. It'd just save everyone tons of work, and to be honest some of the MMORPG games build skins like that.

Anyway I think the biggest challenge would be to correct bad meshes and textures. For example the hobo rags looks much better than the previously mentioned coat, because it has much better painted texture. Where the coat is just blurred something.

Quote
Not sure whether such things are better done with normal / specular maps (letting the engine shadow / highlight deal with it) or whether they should be painted onto the texture.
Later will look good from one angle only.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 20, 2011, 02:09:06 pm
Also Luther, it is not possible to add additional layers to model texture? It looks kinda wrong when you model this kind of details? If not such system should be designed and added :d. It'd just save everyone tons of work, and to be honest some of the MMORPG games build skins like that.

In what sense to do you mean? There's currently a "base skin" layer, and a layer for clothing, which can be assigned to as many subsets as needed. On top of those, there are the model layers (currently for armour, hair, helmet, backpack - though there are also layers for beard and moustache that we've not tried using yet). It seems that it'd be fairly easy to add extra layers if needed though. Can you clarify what you mean? If it's something that'll make things easier, then I'd definitely like to hear it :)

Anyway I think the biggest challenge would be to correct bad meshes and textures. For example the hobo rags looks much better than the previously mentioned coat, because it has much better painted texture. Where the coat is just blurred something.

Yes - a lot of the models and textures are going to need tweaking a few times - especially after we've changed things in the lighting and shadow effects. I did the ragged coat texture quite a bit later than the original duster, so it's slightly "better" in detail by nature of having more practice, and a little more discussion about what style we should do the texturing in. However in in-game shots, the duster still looks closer to original sprites, whilst the rags look too 'flat' (most likely because of the range of colours). Basically both of them need improving quite a lot - they're both quite heavily reliant on painted highlights rather than engine highlights - and as mentioned, the duster coat texture loses most of the detail and becomes quite blurry once it's reduced in resolution.

Later will look good from one angle only.

It depends. There's certainly a bit of extra definition which could be painted on the texture first. In the tribal example, I think it's just a matter of darkening a couple of areas. After that, we start working with the effects for the "fine tuning".
Title: Re: Armors and clothing
Post by: Lexx on September 20, 2011, 02:20:40 pm
In what sense to do you mean? There's currently a "base skin" layer, and a layer for clothing, which can be assigned to as many subsets as needed. On top of those, there are the model layers (currently for armour, hair, helmet, backpack - though there are also layers for beard and moustache that we've not tried using yet). It seems that it'd be fairly easy to add extra layers if needed though. Can you clarify what you mean? If it's something that'll make things easier, then I'd definitely like to hear it :)

He means texture layers. Putting a texture over a texture, etc. Can be used for stuff like tattoos, scars, etc. For our normal models, I'll doubt we really need this, though, as we don't have to show lots of tiny details all the time.
Title: Re: Armors and clothing
Post by: Sunstroke[RUS] on September 20, 2011, 08:20:59 pm
(http://imagepost.eu/images/2/3vwKK.JPG)
Title: Re: Armors and clothing
Post by: Haraldx on September 20, 2011, 09:08:53 pm
очень хорошо!  :D

No, seriously, looks very good. Simple, but good!
Title: Re: Armors and clothing
Post by: Ganado on September 20, 2011, 10:44:53 pm
(http://img847.imageshack.us/img847/6479/textureplay201109194.png)
You can see how the 3D model has a longer face and a more prominent chin than the tribals, and I guess the tribals are supposed to look more primitive in that sense. But it looks really good! Maybe slightly more texture on the tribal's muscles.
Title: Re: Armors and clothing
Post by: Eternauta on September 21, 2011, 03:14:00 am
tribals are supposed to look more primitive in that sense.

What? tribals are humans as well, Abe! :P
Title: Re: Armors and clothing
Post by: Lexx on September 21, 2011, 10:05:13 am
The long face could also be due to the hair. The tribals have a more mohawk-like hair, while the 3D model has flat, short normal hair with probably a high forehead(?).
Title: Re: Armors and clothing
Post by: Luther Blissett on September 21, 2011, 10:54:56 am
He means texture layers. Putting a texture over a texture, etc. Can be used for stuff like tattoos, scars, etc [...]

That could actually be very useful in a couple of places - particularly if the 2nd layer could contain transparency to show the layer underneath. I'm thinking particularly of shirts with v-necks and such things - where currently we'd have a problem with the skin colour being different on the v-neck section than the head, arms and hands - for the tribal, this would also mean the tribal's "leather thing" could be done on a texture layer rather than modelled.

Additionally, though it's perhaps of lower importance, it'd be a very simple method of adding quick customisation - and though non-essential, perhaps even stuff like faction logos or blood / damage at some point in the future etc - if that's what people wanted.

Anyway, I'm not certain whether this is possible or not to be honest. I haven't found a way of doing so myself yet.

Lady in black dress

Very good! Is the model available somewhere? [edit] I have the model now. I will try to rig this and test it soon.

Regarding the tribal test model, I think the hair is definitely a factor, yes. Also the shading underneath the head is quite noticeable now it's been pointed out - the whole chin / neck area should perhaps be darker. Anyway, there's definitely quite a lot of further tweaking to be done with these, but I think it's good to show we're "getting nearer" - especially when you compare these two :

(http://img814.imageshack.us/img814/1962/tribal01.png) (http://img847.imageshack.us/img847/6479/textureplay201109194.png)
First image is from August, second from September. To me, that's quite a nice sign of progress.
Title: Re: Armors and clothing
Post by: Lexx on September 21, 2011, 12:29:49 pm
I was happy with the first version already. Didn't expected that it can be improved even more. Good to see I was wrong. :p
Title: Re: Armors and clothing
Post by: Sunstroke[RUS] on September 22, 2011, 02:44:15 pm
(http://imagepost.eu/images/2/4O3fM.JPG)     (http://www.fo2238.fodev.net/wiki/images/3/3d/Femcloth1_SE.png)
Title: Re: Armors and clothing
Post by: Gob on September 22, 2011, 02:59:49 pm
Can't wait to get her as a slave  ;D
Title: Re: Armors and clothing
Post by: Max Love on September 22, 2011, 05:36:02 pm
Slave you say? ;D
(http://img685.imageshack.us/img685/3950/dfdfcb.jpg)
Title: Re: Armors and clothing
Post by: Luther Blissett on September 22, 2011, 05:43:04 pm
Hahahaha ;D
Title: Re: Armors and clothing
Post by: Paul (Rus) on September 22, 2011, 05:52:51 pm
(http://s2.ipicture.ru/uploads/20110922/thumbs/77u4EVL3.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/5981858.html) (http://s2.ipicture.ru/uploads/20110922/thumbs/Bf1GsI46.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/5981861.html)

(http://s2.ipicture.ru/uploads/20110922/thumbs/U0XSzl14.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/5981864.html) (http://s2.ipicture.ru/uploads/20110922/thumbs/WA7vsrkP.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/5981868.html)
Download:
http://rghost.ru/22628571 (http://rghost.ru/22628571)
Title: Re: Armors and clothing
Post by: LagMaster on September 22, 2011, 07:38:58 pm
aweeeeeesome
Title: Re: Armors and clothing
Post by: barter1113 on September 22, 2011, 08:15:05 pm
Woooow ! Great job !
Title: Re: Armors and clothing
Post by: Paul (Rus) on September 22, 2011, 08:56:40 pm
New version:
(http://s1.ipicture.ru/uploads/20110922/thumbs/cbRfUQR3.jpg) (http://s1.ipicture.ru/Gallery/Viewfull/5985910.html) (http://s1.ipicture.ru/uploads/20110922/thumbs/ZCT9P4Kb.jpg) (http://s1.ipicture.ru/Gallery/Viewfull/5985923.html) (http://s1.ipicture.ru/uploads/20110922/thumbs/Yw7WuETv.jpg) (http://s1.ipicture.ru/Gallery/Viewfull/5985931.html)
Download:
http://rghost.ru/22660821 (http://rghost.ru/22660821)
Title: Re: Armors and clothing
Post by: Max Love on September 23, 2011, 02:59:09 am
Anal slave. Enjoy. 30-centimeter dildo in progress.
(http://img220.imageshack.us/img220/5512/17599295.jpg)
(http://img716.imageshack.us/img716/3969/slaver.png)
Title: Re: Armors and clothing
Post by: Lexx on September 23, 2011, 07:10:01 am
This armor will require a special crawling walk-animation.
Title: Re: Armors and clothing
Post by: Max Love on September 23, 2011, 10:18:50 pm
(http://img718.imageshack.us/img718/4563/1234ed.jpg)
Football Helmet. 320 tris.
http://www.2shared.com/file/Kx1IuXYu/FootballHelmet.html (http://www.2shared.com/file/Kx1IuXYu/FootballHelmet.html)
Title: Re: Armors and clothing
Post by: Sunstroke[RUS] on September 26, 2011, 02:42:51 pm
(http://www.imagepost.eu/images/2/3yUro.JPG)
Title: Re: Armors and clothing
Post by: Surf on September 26, 2011, 02:43:46 pm
(http://www.imagepost.eu/images/2/3yUro.JPG)

Not saying this is a bad model or bad work, but do we really need this?  :-\
Title: Re: Armors and clothing
Post by: Lexx on September 26, 2011, 02:49:39 pm
If I remember correct, Fallout 2 had this "headgear" item. :>
Title: Re: Armors and clothing
Post by: Johnnybravo on September 26, 2011, 03:13:57 pm
Don't have to remind you that F2 unlike F1 was full of shit, and much of it was fortunately cut :d.

Still the item is there, but not the outfit.
Title: Re: Armors and clothing
Post by: Luther Blissett on September 27, 2011, 01:34:54 pm
Football Helmet. 320 tris.
http://www.2shared.com/file/Kx1IuXYu/FootballHelmet.html (http://www.2shared.com/file/Kx1IuXYu/FootballHelmet.html)

Could you post this (and other) models as .3ds or .obj exports? Much easier for compatibility with different programs that people are using.

Probably best way to do this is a .zip file with :
Original file from whatever program you are using (i.e. .max / .blend / .wings etc)
.obj export
.3ds export
textures

Cheers :)
Title: Re: Armors and clothing
Post by: Paul (Rus) on September 28, 2011, 06:33:12 pm
(http://s2.ipicture.ru/uploads/20110928/thumbs/ysimjT7V.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/6077817.html) (http://s2.ipicture.ru/uploads/20110928/thumbs/TncGQQdS.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/6077818.html) (http://s2.ipicture.ru/uploads/20110928/thumbs/RqU2lmcg.jpg) (http://s2.ipicture.ru/Gallery/Viewfull/6077819.html)

Download:
http://rghost.ru/23419611 (http://rghost.ru/23419611)
Title: Re: Armors and clothing
Post by: barter1113 on October 01, 2011, 11:34:04 am
WOW!!! AWESOME MUTANT!
Title: Re: Armors and clothing
Post by: Mr Feltzer on January 28, 2012, 08:46:03 am
Slave you say? ;D
(http://img685.imageshack.us/img685/3950/dfdfcb.jpg)

LOL I CRIED IN LAUGHTER. YOU ACTUALLY MADE A SEX SLAVE>
AWw YYEAHH LOL
Title: Re: Armors and clothing
Post by: Lizard on January 28, 2012, 02:28:28 pm
I was thinking it was a ninja
Title: Re: Armors and clothing
Post by: Gob on March 07, 2012, 07:00:03 pm
What the hell? You only show butt? Show tits too :))
Title: Re: Armors and clothing
Post by: Lizard on March 08, 2012, 07:29:43 pm
I don't want to sound strange, but... how about some lingerie for Cat's Paw girls?
Title: Re: Armors and clothing
Post by: Gob on March 08, 2012, 10:22:52 pm
The "whores" need some clothing like the one from my signature. Like an old vaultsuit turned into some sexy outfit or something :P
Title: Re: Armors and clothing
Post by: White150 on March 10, 2012, 09:46:58 am
Yes nice idea.
Title: Re: Armors and clothing
Post by: chocolate_chip_cookies on March 10, 2012, 02:41:35 pm
Whores are not vault dwellers :o They need rags because they're cheap hookers that need money for jet
Title: Re: Armors and clothing
Post by: Gob on March 11, 2012, 09:17:29 am
Whores are not vault dwellers :o They need rags because they're cheap hookers that need money for jet

If you wear some sort of vault suit turned into a sexy outfit don't mean it makes you vault dweller. But we shouldn't worry too much, afterall they are just whores :P
Title: Re: Armors and clothing
Post by: Lizard on April 17, 2012, 09:04:16 pm
Modeled some leather helmets. Could someone help me with textures? Mine are provisional/from repository.
(https://i.imgur.com/Ewaxz.png)
http://remixshare.com/download/w7qpg
Title: Re: Armors and clothing
Post by: Luther Blissett on April 17, 2012, 10:24:22 pm
Very nice. I've got a bit of a queue of stuff I need to do, but if they're still undone by the time I've done some of that stuff, I'd love to have a go at them. Otherwise, I look forward to seeing the finished ones by whoever does them.
Title: Re: Armors and clothing
Post by: Horatio on April 26, 2012, 03:21:00 pm
Lizard, get me the UVs and i'll see what i can copypaste on it. And please, get the truck replacement for Highwayman made.
Title: Re: Armors and clothing
Post by: Roachor on April 26, 2012, 11:22:17 pm
Not saying this is a bad model or bad work, but do we really need this?  :-\

Ball gag is fallout canon item, personally I'd love to ambush people dressed like the gimp.
Title: Re: Armors and clothing
Post by: Lizard on April 27, 2012, 05:45:13 pm
Lizard, get me the UVs and i'll see what i can copypaste on it. And please, get the truck replacement for Highwayman made.

Okay, you also got my PM.

http://imgur.com/tqLpv
Title: Re: Armors and clothing
Post by: Mike Crosser on June 02, 2012, 01:07:45 pm
Umm shouldn't the Power Armor chest plate be slightly more green?
(http://www.google.rs/imgres?q=Fallout+1+power+armor&hl=sr&gbv=2&biw=1024&bih=637&tbm=isch&tbnid=WbcTgF7QRLhRXM:&imgrefurl=http://wasteland.inxile-entertainment.com/forum/viewtopic.php%3Ff%3D7%26t%3D843%26start%3D60&docid=SqMi1JJ-Ai35JM&imgurl=http://farm2.staticflickr.com/1408/541544780_e68b8aab3d.jpg&w=500&h=375&ei=6Y3MT-Z_jPCyBtqEsPsG&zoom=1&iact=rc&dur=318&sig=105524213421633036376&page=1&tbnh=129&tbnw=179&start=0&ndsp=15&ved=1t:429,r:1,s:0,i:67&tx=83&ty=21)
(http://www.google.rs/imgres?q=Fallout+1+power+armor&hl=sr&gbv=2&biw=1024&bih=637&tbm=isch&tbnid=piCbRT15jP6N4M:&imgrefurl=http://top-games-review.com/index.php%3Fkey%3DFallout_drill_sergeant_dornan_new%26page%3D1&docid=XO-pINmCoRSMWM&imgurl=http://top-games-review.com/img/20/202/How_to_find_the_power_armor_in_Fallout_1_.jpg&w=480&h=360&ei=6Y3MT-Z_jPCyBtqEsPsG&zoom=1&iact=hc&vpx=724&vpy=338&dur=382&hovh=194&hovw=259&tx=123&ty=65&sig=105524213421633036376&page=3&tbnh=143&tbnw=217&start=35&ndsp=20&ved=1t:429,r:19,s:35,i:186)
(http://www.google.rs/imgres?q=Fallout+1+rhombus&hl=sr&gbv=2&biw=1024&bih=673&tbm=isch&tbnid=Xyb1xZqWIXEQBM:&imgrefurl=http://fallout.wikia.com/wiki/Rhombus&docid=ekY9wakUiGVn9M&imgurl=http://images.wikia.com/fallout/images/e/e2/Rhombus.jpg&w=640&h=480&ei=MY7MT5vGEozwsgbahLD7Bg&zoom=1&iact=hc&vpx=125&vpy=156&dur=543&hovh=194&hovw=259&tx=155&ty=87&sig=105524213421633036376&page=1&tbnh=148&tbnw=228&start=0&ndsp=13&ved=1t:429,r:0,s:0,i:65)
Title: Re: Armors and clothing
Post by: Luther Blissett on June 04, 2012, 07:45:11 pm
I think it's based on the Van Buren power armour, rather than the Fallout power armour. Changing the texture would be pretty simple though if wanted.
Title: Re: 3D Model Repository
Post by: Horatio on June 07, 2012, 09:33:05 pm
Thought, i'd share something with you guys, so i reuploaded Lizard's redshirt Shi (http://fodev.net/forum/index.php/topic,2407.msg197641.html#msg197641) with my recoloured blue version.

This time in lowpoly.

https://rapidshare.com/files/976450116/shi.rar
(https://i.imgur.com/vMQEA.jpg)
Title: Re: Armors and clothing
Post by: Horatio on June 07, 2012, 11:01:01 pm
Made a brown vest peasant, no idea how he was called in FO2, Davin or Gavin.
Always married Miria.

(https://i.imgur.com/zrnIE.jpg)
download (https://rapidshare.com/files/453388422/peasant.rar)

Would made some doctor's and surgeon clothes, if you don't mind.
Title: Re: Armors and clothing
Post by: Luther Blissett on June 07, 2012, 11:18:06 pm
You'll probably need to move those sleeves to the edge of either "short sleeve" or "full sleeve" for it to work correctly with the base model (that's yellow or black bit)

(http://img706.imageshack.us/img706/1805/subsetmodelscopy.png)

You can download the subset map thing here :

Base Human Male Subset / texture map
(http://img851.imageshack.us/img851/8749/subsetmapmalecopy.png)
1024x1024 layered PSD file, with outline, colour markers and base texture (~4.5MB)
subset map male.psd (http://www.mediafire.com/?5dgzli4oi21ukl8)

If they absolutely need sleeves at a length in between these, it'd need to be a model rather than a base texture (i.e. make the shirt sleeves part of the jacket model).

Other than that, good work and yes - carry on with some of the others :)

[edit] Did either yourself or Lizard get anywhere with those helmet textures?
Title: Re: Armors and clothing
Post by: Horatio on June 07, 2012, 11:26:46 pm
Thanks for the praise and help, Mr. Blissett. Well, i promised Lizard to help him with that textures, it's just that i'm pretty bad with texturing myself. The best i could do with texturing is to draw kneeholes.

But i'll make two of helmets tomorrow, when i'm back from work.
Title: Re: Armors and clothing
Post by: Luther Blissett on June 08, 2012, 01:10:16 am
(https://i.imgur.com/sVbyG.png)
Remember that however detailed the textures are, they're going to be about this big (well, slightly bigger, but you get the idea) in game, so don't worry yourself too much with thinking you're "pretty bad at texturing" or anything like that. To me, they look fine and look like the guys they're meant to. Note that the fine pattern on the shirt will mostly disappear at in-game size, and the moustache is very difficult to see. I had the same problem with some of the beard/tache/hair stuff I tested recently. Not sure if we should make them stupidly big to make them visible, or just leave them as subtle additions to the models.

If you want to add a little painted on highlight/shadow, then the dodge/burn tools in Photoshop/Gimp are good for this in small places - though don't overdo it like I did with a lot of my earlier textures, as we've got a reasonably good working lighting and specular setup in game now.

When we test them in game, we normally find the "photoshop colour" and the in-game colour are pretty off from each other, so if we're going for matching sprites as close as possible, it'll probably need tweaking in future - so make sure you keep your base / original files.
Title: Re: Armors and clothing
Post by: Horatio on June 08, 2012, 01:46:22 pm
Davin, fixed. (https://rapidshare.com/files/3765655085/subset_davin.psd)
(http://i49.tinypic.com/9k2pte.jpg)


edit: Actually, i postpone helmets until i figure out how to make that UV from projection.

Title: Re: Scientist suit
Post by: Horatio on June 09, 2012, 05:47:37 pm
Here i come with scientist and have some issues:

(https://i.imgur.com/dkWgY.jpg)
download (http://www.sendspace.com/file/g1gd21)


1. The Scientist has his own bodytype - it means, we have here a scientist with much workout. Should a new bodytype be done?
2. I have no idea if FOnline supports alpha - did receding hairline as PNG on a head piece anyway.
3. The suit may be very tight and shirt may pop through when deforming - have not much experience with rigging except biker to test it.
4. The general stature and pants colour may not match - so i give you the textures as PSD as well to experiment with or tell me what to do.

I think i got a good Dr.Kleiner, but if it's a good Dr. Troy, it's up to your PoV. I need critics, so come at me with it.


@LutherBlissett: i painted some minor detail on texture. About beards, etc - i think it should remain subtle. Also, how do the subsets handle hairstyles as hats? And do we need a female scientist?
Title: Re: Armors and clothing
Post by: Luther Blissett on June 10, 2012, 12:19:17 am
Many big replies to many small questions :P

-1. What's the problem you're having with the UV mapping? Would it help if someone else UV mapped the helmets and sent you the files after?
0. Good work (I haven't downloaded and tested yet, but looks fine so far)
1. It's the same for "davin type peasant" and "shi" models as well. We do have body models for these, but none of them are rigged at the moment. We do want all clothing types for all bodytypes though - so build them against one model, then they'll be resized for others later (so peasant body type could be wearing leather armour just as easily as hero body type could be wearing a doctor's coat. As only the hero type is implemented and animated, it makes sense to make them fit this first.
2. It technically does on models, but they don't respond well with shadow and outlines. For the textures, we don't know how to do this yet, but it'd be great if we could (I can think of many uses of being able to overlay partial textures in future). Make the receding hair as a separate hair model. You can probably just "extract" a few of the faces from the head, then extrude them down into a more solid shape. Should kind of work. Alternately, I did some test hair models recently - I could send you these, and you can just edit/alter/delete the bits until it leaves the correct hair line.
3. It does this on quite a few of the existing models. They probably all need tweaking slightly. Don't worry too much about this for now, we can make adjustments later.
4. Excellent
5. I'll have a closer look at the model soonish and see if I can give you some more detailed feedback.

Probably find a nice compromise for beards etc - making them slightly bigger, so they at least show up as a few pixels in game, but not stupidly big :)

There's a "disablelayer" and "disablesubset" thing we can put on a model in the fo3d, so we can say "hair disappears when wearing this hat" or "subset disappears when wearing this coat" etc. Probably something I should write up in more detail at some point.

One of the problems is that you'll get this "hat baldness" you may have seen in other games. Mohawk hair sticks upwards, so needs removing when wearing a hat, unfortunately if you set the hat to "disablelayer 7", it would remove the hair regardless of style - so a long haired character would also be "magically bald". The only thing I can think to solve this initially is to break hair into multiple subsets somehow, so you'd have multiple areas of hair which could be separately disabled i.e. power armour helmet removes all subsets of hair, baseball cap only removes "sticks upwards" subset, allowing "downwards" hair to remain etc. I think it's possible, but don't know how yet.

Yes to female versions for all. If there's not an existing model, you've got a bit of creative freedom regarding the exact shape etc.
Title: Re: female scientist
Post by: Horatio on June 10, 2012, 03:38:17 pm
Hmm, let's first introduce the doctor lady.

(https://i.imgur.com/dTqo9.jpg)
download (http://www.sendspace.com/file/mlnywq)

@Luther: to -1: yes, i would appreciate, if someone else created the texture for helmets. I just can't get this unique leather look to them.
0: Thank you! :) Praise is always nice!
1. I was thinking if there is a more efficient way to resize clothes, like deforming them with armatures, before applying them on a bodytype. As far the other clothes, i'd like to continue on T-Ray.
2. That's sad. I think i'll try other tricks, like background colour or simple geometry. The head piece of that scientist could be painted grey, i think it would be unnoticable. As for extracting pieces of bodies... It worked well for clothing, but not on the arms, where the muscles are rather curvy, so i extracted the loops for arms by myself.
3. Okay, i think i'll concentrate on quantity now and will apply some final quality before someone updates the armor tracker.
4. Will do that further and thanks.

For the beards: will do. Also, for the surgeon suit: is there only dirt on it or is it blood? Should i make it look like some "evil genious" suit?
Title: Re: Armors and clothing
Post by: Jotisz on June 11, 2012, 09:54:55 am
These are looking real good Horatio.
Title: Re: surgeon suit
Post by: Horatio on June 11, 2012, 05:14:22 pm
Thanks, Jotisz!  :)
I thought, i'd answer your praise with some content. This really motivates me.

(https://i.imgur.com/iM2qV.jpg)
download (http://www.sendspace.com/file/rlcos5)
Title: Re: Armors and clothing
Post by: Lizard on June 13, 2012, 02:22:25 pm
Excellent work, Horatio! Keep on going, you're contributing a great work here! :)
You will get your truck mod!
Title: Re: Armors and clothing
Post by: Xisingr Will on June 13, 2012, 10:58:11 pm
All of these models are very good.....Cant wait until all of them are done :P
Title: Re: T-Ray
Post by: Horatio on June 14, 2012, 04:41:26 pm
I'm still on it... Thanks for the praise, i'll do my best! (looking for the truck modification, btw.))
(https://i.imgur.com/reyfX.jpg)
download (http://www.sendspace.com/file/ige5rr)


T-Ray is done.


Title: Re: Armors and clothing
Post by: Mike Crosser on June 14, 2012, 05:13:54 pm
Um the colors should be a tiny bit darker
Title: Re: darkened T-Ray
Post by: Horatio on June 14, 2012, 06:28:31 pm
Thank you for the constrictive critics, Mike!

(https://i.imgur.com/D3z6a.jpg)
updated .PSD (http://www.sendspace.com/file/kpk58u)
Title: Re: Armors and clothing
Post by: Mike Crosser on June 14, 2012, 08:17:43 pm
The
(https://i.imgur.com/iM2qV.jpg)
This guy too should be a little bit darker.
Title: Re: Armors and clothing
Post by: Horatio on June 14, 2012, 08:37:01 pm
This dark?
(https://i.imgur.com/A8JGr.jpg)
Title: Re: Armors and clothing
Post by: Surf on June 14, 2012, 08:43:02 pm
You shouldn't worry too much about the hue or brightness about them yet, things that look "right" in the render preview here may look totally off ingame then - you will need to tweak the .psd files as you test the models ingame on the fly either way. ;)
Title: Re: Fisherman
Post by: Horatio on June 14, 2012, 10:11:25 pm
That's why i keep' em good 'dem PSDs, Surf... ;)

Also, GMs, i missed the skin giveaway event because of sleep due work next day. Is there a way to get this skin in game? *politelyask*
(https://i.imgur.com/PJbcN.jpg)
download (http://www.sendspace.com/file/weuja7)

(it still needs some work)

Title: Re: Armors and clothing
Post by: Luther Blissett on June 15, 2012, 01:20:45 am
Much agreement with what Surf said above. Most of the graphics will need tweaking several times as adjustments are made to the lighting and stuff.

The skin giveaways are for the 2D graphics that are already in game. The 3D stuff only exists on various test repos at the moment, though if you're feeling adventurous there should be enough info in the tutorials if you want to set up a 3D test repo yourself. The difference between colour in game and colour in Photoshop is also quite severe at times, so it can be very useful to check this in game, then tweak slightly and re-export, check again etc.
Title: female tribal
Post by: Horatio on June 16, 2012, 12:20:32 am
Luther, i tried to setup the test server, but failed. Will try again later, when i'm done with few more models/skins.
Yet, shouldn't all these models be rigged/animated before they can be tested?

All i do is also stored in PSD, except that "special" working layers, which i'll reserve for later.

(https://i.imgur.com/vadrs.jpg)(https://i.imgur.com/kQvvL.jpg)

tribeswoman (http://www.sendspace.com/file/4z2crx)
updated tribesman (http://www.sendspace.com/file/0uxo58)

The woman hasn't much details, they could be added later. I will now drink some beer and watch some football.
Thanks for Graf and the repository, it's a real treasure chest!
Title: Re: Armors and clothing
Post by: Beret on June 16, 2012, 09:50:21 am
Woman is good, mabye add details to pants. Very good work!
Title: Re: Armors and clothing
Post by: JovankaB on June 16, 2012, 11:04:07 am
I think the tribals shoul have the pants/bra slightly darker. IMHO right now
the clothes look a bit too similar to the skin. Especially the female model.
It looks like you couldn't decide if you want them nude or in some clothes.
Title: Re: Armors and clothing
Post by: Jotisz on June 16, 2012, 03:42:43 pm
The outfits are looking good but as the others said they are a bit too bright but well it probably look different ingame.

On the note of them needing to be rigged to test them in game I think they could use the default skeleton that Karpov uses to make his animations they may not fit perfectly but should be able to make them move. (beside by default I think it would be done by tweaking Karpovs animations to fit to these models easier then making a new rig and animate them from scratch)
Title: tweaked tribals
Post by: Horatio on June 16, 2012, 05:59:59 pm
Fixed a bit of lighting, good that all is stored in layers.

Jovanka, i was pretty sure about MY preference, but i wouldn't go and try to damage the fragile psyche of some players with female curves. So i covered them up.
Oddly, there wasn't any nude female texture in the repository, perhaps to fend off pervs. Also, the female texture seem to have two versions with different UVs.

Jotisz, they will sure be needed to be adjusted. I will do that later when i'm done with these rough drafts.
And the textures are more easily exchanged that complete models with rigs, no? I will also go and try some rigging later.

Beret, thanks! I added the rim of the pants, but i haven't noticed many details on female pants, like holes or something like that, but i will add them perhaps later. :)

(https://i.imgur.com/wFS5D.jpg)(https://i.imgur.com/oLKwV.jpg)
download (http://www.sendspace.com/file/kjr9ki)

Title: Re: Armors and clothing
Post by: Haraldx on June 16, 2012, 06:44:02 pm
Pretty nice stuff there. Doing good! ;)
Title: Mrs. Bishop, new bodytype and hairstyle
Post by: Horatio on June 17, 2012, 06:11:08 pm
Thanks, Haraldx, i'm doing my best so far...

(https://i.imgur.com/54WiF.jpg)

So what will happen to the models here? So far, i recall NastyKhan made the mechanic outfit for the dwarf, but the armor tracker wiki still says it's unavailable.

Should they all being rigged and tested in game before uploaded to the repository?
Title: Re: Armors and clothing
Post by: Mike Crosser on June 17, 2012, 06:29:11 pm
(https://i.imgur.com/54WiF.jpg)

She looks like a 2070s housewife
Title: One shot before the game.
Post by: Horatio on June 17, 2012, 08:37:04 pm
Heh, i guess she does. :)

Title: Re: Armors and clothing
Post by: Haraldx on June 17, 2012, 09:05:46 pm
Yup, all clothes/armors should be rigged if use an additional model. If it's just a texture change then it should be already working properly.
Title: New haircut on a t-shirt guy.
Post by: Horatio on June 27, 2012, 05:31:27 pm
Well, for plain, snug clothes a texture will be enough, i think.
I have a question to Karpov: with which brush did you make this awesome hair texture? I used the female hairbob texture for this haircut.

(https://i.imgur.com/e2PNa.jpg)
download (http://www.sendspace.com/file/zw4byk)
Title: Re: Armors and clothing
Post by: Lizard on June 30, 2012, 05:06:06 pm
Impressive work, Horatio.
The textures need to get cleaned up a bit and add some highlights/shadows, though.
Title: Re: Armors and clothing
Post by: Horatio on July 01, 2012, 10:00:15 pm
I know. I'm just afraid to polish up the only thing i made and getting nowhere with it. So i think, i'll leave it for a while, maybe i'll polish them up, maybe i make some new models. I don't know.
Title: Re: Armors and clothing
Post by: Mike Crosser on July 01, 2012, 10:02:48 pm
Well, for plain, snug clothes a texture will be enough, i think.
I have a question to Karpov: with which brush did you make this awesome hair texture? I used the female hairbob texture for this haircut.

(https://i.imgur.com/e2PNa.jpg)
download (http://www.sendspace.com/file/zw4byk)
Looks like a male barbie doll.
Title: Re: Armors and clothing
Post by: Lexx on July 01, 2012, 11:12:06 pm
That's what 3d models are. Kind of.
Title: Re: Armors and clothing
Post by: Horatio on July 02, 2012, 11:35:59 am
I prefer the word "action figures".
Title: Re: Armors and clothing
Post by: LagMaster on July 02, 2012, 09:18:33 pm
OK, here I will Post a list of armors and the Stage of development.

(http://www.fo2238.fodev.net/wiki/images/e/e2/Spreadsheet.png)

Orange - applicable to this body type, but missing
Blue - not applicable to this body type
Green - done

If something is wrong, let me know. Note that an armor being in a stage does not mean the author is actually working on it, but what the armor model needs.

You can post your progress in armors in this topic.

is this up to date?
Title: Re: Armors and clothing
Post by: Haraldx on July 02, 2012, 10:14:37 pm
« Last Edit: July 07, 2011, 05:40:06 pm by Graf »

The answer lies within the words you quote.
Title: Re: Armors and clothing
Post by: Lizard on July 03, 2012, 09:31:17 am
Looks like a MS Excel chart. Anyone care to update this with wiki?
Title: Re: Updated armor tracker
Post by: Horatio on July 03, 2012, 08:04:50 pm
Just because i needed practise with OpenCalc.

Well, i looked around on forums for done armors. And this came out.
(https://i.imgur.com/BenZQ.jpg)

Green for done (pretty sure its correct)
Orange for (to be done?) or planned?
Purple for done, but not available to download.
Title: Re: Armors and clothing
Post by: Johnnybravo on July 03, 2012, 11:25:17 pm
Excellent choice of colors on that graph, now it looks like everything is done and there's just little to be finished :d.
Seriously though, the game would require only "hero" to be complete, which it on closer examination appear to be.
But for players it's required for those to look very much like sprites, which is yet not true for everything that is done.
Title: Re: Armors and clothing
Post by: Mike Crosser on July 04, 2012, 09:31:49 am
Veteran armor needs to be renamed LAPD riot armor.
Title: Re: Armors and clothing
Post by: Haraldx on July 04, 2012, 10:30:12 am
Does it matter when we talk about it in the forums?
Title: Re: Armors and clothing
Post by: Lexx on July 04, 2012, 10:52:58 am
Not at all. Naming will be done when it's added to the game.
Title: Re: Armors and clothing
Post by: Haraldx on July 04, 2012, 11:17:03 am
Not at all. Naming will be done when it's added to the game.
Glad you understand my point. :)
Title: Re: Updated armor tracker
Post by: Lizard on July 04, 2012, 11:17:19 am
chart

Thanks for your work! But could the mere texture clothing be also applicaple for every other bodytype, like vault suit for kids?
Title: Re: Armors and clothing
Post by: Mr Feltzer on November 25, 2012, 10:54:43 am
These models are great work. :D
Title: Re: Armors and clothing
Post by: TommyTheGun on December 10, 2012, 02:00:34 am
Ok, so I decided to mess a bit with Blender. Got a bit rusty, never used to be really good at it though. I know the project seems to be dead..ish but I've got some time to spend, so... yeah... Anyways:

Tweaked gasmask texture a bit - last time some of you guys decided it is to bright.

Also, managed to dig up female model, tweak it a bit. Theres one problem though - the arms - as you can see - seems to miss the texture. Chcecked UV and rendering options and it seems to be okay, still the arms are supposed to have body texture like the rest of the model. I also checked normals and they are facing the right way.

The last thing is my approach for a fatman bodytype. Although I'm not sure if I'm using the right model. Oh... And i dont have a texture for that one.

(http://imageshack.us/scaled/landing/717/gunsmithset.jpg)

Oh - Just remembered - I used to try creating Mordino thug armor. Wonder if i still got the files...
Title: Re: Armors and clothing
Post by: Horatio on December 10, 2012, 06:49:19 am
The 3d project isn't dead, it just sleeps in a arcane underwater city and wake occasionally up to eat some cultists.
Title: Re: Armors and clothing
Post by: Graf on December 11, 2012, 04:33:59 pm
The fat man version is absolutely brilliant, Tommy. Do you mind to send me these files? Although this isn't the priority now, I will add this to the repository, so it would be used later. Moreover, if you're up to remodeling of the gunsmith clothes, it may be a good idea to make a version of it for the weak peasant and normal civilian as well.

Regarding the fat man model texture - if you've got the latest model, then it should be using exactly the same texture, as every other human or ghoul model, thanks to Luther for that.

P.S. Is this the model for the Mordino's thugs clothes, which you have mentioned?
(http://www.fo2238.fodev.net/wiki/images/a/a4/Elsuitmale_sw.jpg)
Title: Re: Armors and clothing
Post by: TommyTheGun on December 11, 2012, 07:39:24 pm
Wow, thanks :) I will gladly upload/send all the stuff, I only need some info since I think i forgot more about whole 3d stuff that i knew form the start ;)

1) So - what format should i choose to import them? Is it .x or something else?
2) I would love to reshape it for all the other bodytypes, unfortunately I only found the fatman on my computer, so if theres any source for all of them, please let me know :)

Also - I mean the other mordino thug the one with red bandana and some sort of chain over the sleeveless jacket.
Title: Re: Armors and clothing
Post by: Cyber Jesus on December 11, 2012, 08:18:15 pm
How much in % are all of the models done?
Title: Re: Armors and clothing
Post by: Graf on December 12, 2012, 03:58:02 pm
You can import them to .3ds or .OBJ, whichever you prefer better.

As for the other body types - here (http://www.mediafire.com/?xf1b29676vc146q) they are. They also can be obtained from the test repository (http://xp-dev.com/svn/F3D_stuff/) of Fonline 3D project.
Title: Re: Armors and clothing
Post by: TommyTheGun on December 13, 2012, 02:32:02 pm
Hmm... So quiet here. Anyways:
(http://img525.imageshack.us/img525/6797/dwarfscreen.jpg)

the dwarf - i actually like this one, tried to make it so it seems like the clothes are to big for this poor little fella.

E:

Damn you, junkie, you've lost your shoe!
(http://img198.imageshack.us/img198/4163/junkiescreen.jpg)
Title: Re: Armors and clothing
Post by: Horatio on December 14, 2012, 08:48:05 pm
Looks good, Tommy, i would like to see the ghoul in the outfit, too.
Title: Re: Armors and clothing
Post by: Karpov on February 13, 2013, 06:16:16 pm
I've been working on the alternative versions of the armors for death. I just have to make a hole on them and slice them along the waist, then save them as a separate file.

But I found the male robe was missing, so I made one. It looks quite good.
(http://img28.imageshack.us/img28/2709/robedguy.jpg)

I think this is the last thing I have to do. Once I'm done with this, we can move on and port to the new SDK. Let's hope everything goes ok.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 14, 2013, 03:05:03 am
Excellent. Do you want me to get on with sorting out that stuff with the hair/subsets etc? (or is there anything else I've got half-done somewhere which needs finishing first?).
Title: Re: Armors and clothing
Post by: Karpov on February 14, 2013, 03:30:51 am
Well...that's a non important task, but I can't think of anything else, at least for now. Go ahead if you want to do it. The idea is to separate the hair into 2 subsets; the top of the head, and the rest. Then you can disable the subset from the fo3d file. I think it works; I should check...
 There is also a way to disable meshes/objects inside the x. file. If you have 2 objects inside a file, you use Mesh 0, or Mesh 1, instead of Root, and then disable the subsets. I don't think this will help you but I find it very interesting.
 I was thinking of adding the power armor as an object with it's own skeleton. Which makes perfect sense since the Power Armor is actually an exoskeleton. But I had this problem with the head, where the height of the armor didn't match the height of the man, so the head was not totally visible. I guess I can add a fake head, now that I know how to select the different Meshes inside the fo3d file. The hardest part is that I need to convert all of the animations to the PowerArmor skeleton. Good thing is I don't need female versions for those.

 However, I'll stick to the power armors we have now for a while, there is nothing wrong with them, other than they don't look at all like the sprites, of course.
Title: Re: Armors and clothing
Post by: Luther Blissett on February 14, 2013, 06:18:03 pm
If the power armour links to a separate fo3d file, would it be possible to separate the head with subsets (i.e. disable rest of body), then to reposition it with the scale/x/y/rotation coordinates like you have done with the weapons and other hand items? Not tested this of course, but in my head it sort of sounds like it would work.