• The Facepunch Mass Effect models W.I.P megathread
    4,020 replies, posted
i forgot about that, i'll do it in a few minutes. Well thanks to filefront being slow and shit and me being forgetful it ended up being a few hours instead [url]http://www.filefront.com/17372362/dtmechmasseffect.zip[/url]
thanks Floater, youve done lots for me since i joined this site [editline]09:10PM[/editline] [img]http://img232.imageshack.us/img232/260/csparkhouse0000.jpg[/img] thanks Floater
In other news - fixed somewhat the shoulders on the female mercs and the tights on the male mercs. Still need to work on the fingers for both, but ought to have a revamp on them soon.
Port a Garrus in civilian clothes, please. [IMG]http://i51.tinypic.com/24onc00.jpg[/IMG]
[QUOTE=Engineer_Rus;25363976]Port a Garrus in civilian clothes, please. [img_thumb]http://i51.tinypic.com/24onc00.jpg[/img_thumb][/QUOTE] I'm on it.
[QUOTE=FloaterTWO;25099400]So i tried making a new asari facemap for a character of mine using the tints and stuff somewhat based off Tela Vasir. [img_thumb]http://dl.dropbox.com/u/9988278/alyssa.png[/img_thumb] Then i realised that the ME2 merc armor textures are all shit and low res. compared to the ME1 armors and look dreadful in screenshots. So i just spent (literally) my whole day rearranging the texture from an ME1 armor onto the merc armor. Which involved fitting this: [img_thumb]http://dl.dropbox.com/u/9988278/sheetiputonit.png[/img_thumb] onto this: [img_thumb]http://dl.dropbox.com/u/9988278/origsheet.png[/img_thumb] and the end result looks[I] fucking awesome.[/I] [img_thumb]http://dl.dropbox.com/u/9988278/ahugebitch.png[/img_thumb] Except the bumpmap is shit and makes it look shiny, might play with that a bit more.[/QUOTE] Try this one? [img_thumb]https://sites.google.com/site/korrosinamgehoster/home/me2-chars/sheetiputonit_NRM.png[/img_thumb]
That wouldn't fit the texture sheet, you made a bumpmap from the original ME1 texture. The texture i'm using fits onto the second sheet, this is the bumpmap i have [img_thumb]http://dl.dropbox.com/u/9988278/generic_diff_fuckery_norm.png[/img_thumb] I'll probably tweak them at some point, it was my first go at bumpmaps using the plugin for photoshop so they're not perfect. They also look really low-res for some reason from looking at them like that, any way to make them sharper?
[QUOTE=FloaterTWO;25367306]That wouldn't fit the texture sheet, you made a bumpmap from the original ME1 texture. The texture i'm using fits onto the second sheet, this is the bumpmap i have [url]http://dl.dropbox.com/u/9988278/generic_diff_fuckery_norm.png[/url] I'll probably tweak them at some point, it was my first go at bumpmaps using the plugin for photoshop so they're not perfect. They also look really low-res for some reason from looking at them like that, any way to make them sharper?[/QUOTE] Not sure, i used CB, lemme run it thru again... Here we are, try this: [img_thumb]https://sites.google.com/site/korrosinamgehoster/home/me2-chars/origsheet_NRM.png[/img_thumb]
Although i hate bumping myself, i'm running into impediments, (One of which being those damn lindens removing the mesh beta viewer from DL WHILE i'm dling it...) I'm tryng to compile this joker playermodel i rigged up, and it keeps yelling at me, here is hte compile log: [code]GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/ Loaded QC file - "C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP\mdldecompiler.qc" Created command line: "C:\Program Files\Steam\SteamApps\korrobravin\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\korrobravin\portal\portal" -nop4 -nox360 "C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP\mdldecompiler.qc" qdir: "c:\documents and settings\ethan scott\my documents\gmod cmod\korro playermodel v2\models\jokervbp\" gamedir: "c:\program files\steam\steamapps\korrobravin\portal\portal\" g_path: "C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP/reference.smd VTA MODEL C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP/mdldecompiler_expressions.vta SMD MODEL C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP/ragdoll.smd SMD MODEL C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP/phymodel.smd ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'Joker.mdl' [/code] And my .QC [code]$cd "C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Korro PlayerModel V2\Models\JokerVBP" $modelname "Joker.mdl" $model "joker" "reference.smd" { flexfile "mdldecompiler_expressions.vta" { flex "Right_Upper_Eyelid_Close" frame 1 flex "Left_Upper_Eyelid_Close" frame 2 flex "Right_Lower_Eyelid_Close" frame 3 flex "Left_Lower_Eyelid_Close" frame 4 flex "Right_Upper_Eyelid_Wide" frame 5 flex "Right_Lower_Eyelid_Wide" frame 6 flex "Left_Upper_Eyelid_Wide" frame 7 flex "Left_Lower_Eyelid_Wide" frame 8 flex "Right_outer_eyebrow_up" frame 9 flex "Right_outer_eyebrow_down" frame 10 flex "Right_inner_eyebrow_up" frame 11 flex "Right_inner_eyebrow_down" frame 12 flex "Left_outer_eyebrow_up" frame 13 flex "Left_outer_eyebrow_down" frame 14 flex "Left_inner_eyebrow_up" frame 15 flex "Left_inner_eyebrow_down" frame 16 flex "Right_cheek" frame 17 flex "Left_cheek" frame 18 flex "Right_upper_lip" frame 19 flex "Left_upper_lip" frame 20 flex "Right_lower_lip" frame 21 flex "Left_lower_lip" frame 22 flex "Right_smile" frame 23 flex "Left_smile" frame 24 flex "Right_depressor" frame 25 flex "Left_depressor" frame 26 flex "Mouth_open" frame 27 flex "Sneer" frame 28 } eyeball righteye ValveBiped.Bip01_Head1 -1.220 -3.400 68.750 eye_r 1.000 -0.200 eyelashes 0.550 eyeball lefteye ValveBiped.Bip01_Head1 1.200 -3.400 68.770 eye_l 1.000 0.200 eyelashes 0.550 eyelid upper_right "mdldecompiler_expressions.vta" lowerer 32 -0.500000 neutral 0 0.000000 raiser 1072693248 0.000000 split 0.1 eyeball righteye eyelid lower_right "mdldecompiler_expressions.vta" lowerer 32 .500000 neutral 0 0.000000 raiser 1072693248 0.000000 split 0.1 eyeball righteye eyelid upper_left "mdldecompiler_expressions.vta" lowerer 32 .500000 neutral 0 0.000000 raiser 1072693248 0.000000 split -0.1 eyeball lefteye eyelid lower_left "mdldecompiler_expressions.vta" lowerer 32 .500000 neutral 0 0.000000 raiser 1072693248 0.000000 split -0.1 eyeball lefteye mouth 0 "mouth" Head 0.000 1.000 0.000 flexcontroller phoneme blank "range" 0.000 1.000 flexcontroller phoneme Right_Upper_Eyelid_Close "range" 0.000 1.000 flexcontroller phoneme Left_Upper_Eyelid_Close "range" 0.000 1.000 flexcontroller phoneme Right_Lower_Eyelid_Close "range" 0.000 1.000 flexcontroller phoneme Left_Lower_Eyelid_Close "range" 0.000 1.000 flexcontroller phoneme Right_Upper_Eyelid_Wide "range" 0.000 1.000 flexcontroller phoneme Right_Lower_Eyelid_Wide "range" 0.000 1.000 flexcontroller phoneme Left_Upper_Eyelid_Wide "range" 0.000 1.000 flexcontroller phoneme Left_Lower_Eyelid_Wide "range" 0.000 1.000 flexcontroller phoneme Right_outer_eyebrow_up "range" 0.000 1.000 flexcontroller phoneme Right_outer_eyebrow_down "range" 0.000 1.000 flexcontroller phoneme Right_inner_eyebrow_up "range" 0.000 1.000 flexcontroller phoneme Right_inner_eyebrow_down "range" 0.000 1.000 flexcontroller phoneme Left_outer_eyebrow_up "range" 0.000 1.000 flexcontroller phoneme Left_outer_eyebrow_down "range" 0.000 1.000 flexcontroller phoneme Left_inner_eyebrow_up "range" 0.000 1.000 flexcontroller phoneme Left_inner_eyebrow_down "range" 0.000 1.000 flexcontroller phoneme Right_cheek "range" 0.000 1.000 flexcontroller phoneme Left_cheek "range" 0.000 1.000 flexcontroller phoneme right_upper_lip "range" 0.000 1.000 flexcontroller phoneme left_upper_lip "range" 0.000 1.000 flexcontroller phoneme right_lower_lip "range" 0.000 1.000 flexcontroller phoneme left_lower_lip "range" 0.000 1.000 flexcontroller phoneme Right_smile "range" 0.000 1.000 flexcontroller phoneme Left_smile "range" 0.000 1.000 flexcontroller phoneme Right_depressor "range" 0.000 1.000 flexcontroller phoneme Left_depressor "range" 0.000 1.000 flexcontroller phoneme Mouth_open "range" 0.000 1.000 flexcontroller phoneme Sneer "range" 0.000 1.000 flexcontroller phoneme blank_end "range" 0.000 1.000 %Right_Upper_Eyelid_Close = Right_Upper_Eyelid_Close %Left_Upper_Eyelid_Close = Left_Upper_Eyelid_Close %Right_Lower_Eyelid_Close = Right_Lower_Eyelid_Close %Left_Lower_Eyelid_Close = Left_Lower_Eyelid_Close %Right_Upper_Eyelid_Wide = Right_Upper_Eyelid_Wide %Right_Lower_Eyelid_Wide = Right_Lower_Eyelid_Wide %Left_Upper_Eyelid_Wide = Left_Upper_Eyelid_Wide %Left_Lower_Eyelid_Wide = Left_Lower_Eyelid_Wide %Right_outer_eyebrow_up = Right_outer_eyebrow_up %Right_outer_eyebrow_down = Right_outer_eyebrow_down %Right_inner_eyebrow_up = Right_inner_eyebrow_up %Right_inner_eyebrow_down = Right_inner_eyebrow_down %Left_outer_eyebrow_up = Left_outer_eyebrow_up %Left_outer_eyebrow_down = Left_outer_eyebrow_down %Left_inner_eyebrow_up = Left_inner_eyebrow_up %Left_inner_eyebrow_down = Left_inner_eyebrow_down %Right_cheek = Right_cheek %Left_cheek = Left_cheek %Right_upper_lip = right_upper_lip %Left_upper_lip = left_upper_lip %Right_lower_lip = right_lower_lip %Left_lower_lip = left_lower_lip %Right_smile = Right_smile %Left_smile = Left_smile %Right_depressor = Right_depressor %Left_depressor = Left_depressor %Mouth_open = Mouth_open %Sneer = Sneer } $cdmaterials "models\joker\" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -3.500 -7.710 -3.850 7.500 5.710 3.960 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -3.370 -3.700 12.510 3.400 2.410 $hbox 4 "ValveBiped.Bip01_L_Forearm" -0.900 -3.490 -3.170 9.490 3.100 2.410 $hbox 4 "ValveBiped.Bip01_L_Hand" -1.110 -1.890 -2.380 5.720 1.460 2.340 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.370 -2.370 12.390 3.410 3.800 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.990 -3.500 -2.370 9.330 3.100 3.270 $hbox 5 "ValveBiped.Bip01_R_Hand" -1.190 -1.860 -2.330 5.310 1.940 2.610 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -6.000 -3.550 17.850 4.000 4.450 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -6.000 -4.550 17.850 4.000 3.400 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -6.000 -6.000 7.500 6.000 6.000 $hbox 2 "ValveBiped.Bip01_Spine2" -6.500 -2.500 -7.000 10.500 7.500 7.000 $attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 -0.00 rotate 0.00 -80.10 -90.00 $attachment "Center" "ValveBiped.Bip01_Spine1" -6.20 2.09 0.00 rotate -0.00 96.62 90.00 $attachment "Chest" "ValveBiped.Bip01_Spine4" -2.70 3.88 -0.00 rotate -0.00 79.75 90.00 $attachment "LHand" "ValveBiped.Bip01_L_Hand" 3.00 -0.00 -0.00 rotate -0.00 0.00 -0.00 $attachment "RHand" "ValveBiped.Bip01_R_Hand" 3.00 0.00 0.00 rotate 0.00 -0.00 -0.00 $attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $includemodel "m_anm.mdl" $includemodel "m_shd.mdl" $includemodel "m_all.mdl " $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $surfaceprop "flesh" $eyeposition 0.000 0.000 72.000 $illumposition -1.866 0.053 36.320 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $collisionjoints "phymodel.smd" { $mass 90.0 $inertia 1.00 $damping 0.01 $rotdamping 0.40 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -50.00 57.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -102.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 30.00 0.20 $jointmassbias "valvebiped.bip01_l_forearm" 2.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 4.00 0.20 $jointmassbias "valvebiped.bip01_l_hand" 4.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" y limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.20 $jointmassbias "valvebiped.bip01_r_forearm" 2.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 4.00 0.20 $jointmassbias "valvebiped.bip01_r_hand" 4.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" y limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 39.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20 $jointmassbias "valvebiped.bip01_r_calf" 2.00 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20 $jointmassbias "valvebiped.bip01_head1" 2.00 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.20 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.20 $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 20.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20 $jointmassbias "valvebiped.bip01_l_calf" 2.00 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20 $jointmassbias "valvebiped.bip01_l_foot" 2.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 -1.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20 $jointmassbias "valvebiped.bip01_r_foot" 2.00 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -21.00 6.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20 $animatedfriction 1.000 1000.000 0.800 0.500 0.000 } [/code] Any help? the phymodel DOES have a mat applied to it (the phy.bmp) (also if you know what i'm talking about the mesh beta, and have the viewer, can you upload it to somewhere for me to DL =D?)
[QUOTE=Korro Bravin;25367371]Not sure, i used CB, lemme run it thru again... Here we are, try this: [img_thumb]https://sites.google.com/site/korrosinamgehoster/home/me2-chars/origsheet_NRM.png[/img_thumb][/QUOTE] If the bumpmap makes it look shiny, you need to modify the exponent texture and specularity mask (embedded in the normal alpha) AS to the violation - do you actually have the folders created? Lastly try opening the phys in max - make sure that everything is in there.
[QUOTE=wraithcat;25385878]If the bumpmap makes it look shiny, you need to modify the exponent texture and specularity mask (embedded in the normal alpha) AS to the violation - do you actually have the folders created? Lastly try opening the phys in max - make sure that everything is in there.[/QUOTE] Max? I use MS3d, and everything is there... and the folders, it's compiling to the main models folder...
[quote="That help thread"]About: Solution #1: Open Half-Life Model Viewer ("Steam > Tools > Source SDK > Half-Life Model Viewer") and leave it open while you compile your model. Solution #2: Since the Orange Box related Source SDK update, it has been necessary to add a new parameter to its launch options for it to work. To add this parameter, do the following: "open Steam > Tools > Right-click Source SDK > Properties > General > Set launch options...". Now just add in "-engine ep1" (minus quotation marks) and click "OK". Solution #3: The general cause of this is because the Source SDK has just messed up. Try refreshing your Source SDK content ("Steam > Tools > Source SDK > Refresh SDK Content"). If you still have no luck, try having HLMV open while compiling ("Steam > Tools > Source SDK > Half-Life Model Viewer"). If you can't open HLMV because it keeps crashing, close down Source SDK entirely and then open HLMV before you try another compile attempt. Solution #4: Go to this directory: "C:\Program Files\Valve\Steam\SteamApps\(steam-account-name)\half-life 2\hl2\" and then open the file named 'Gameinfo.txt'. Inside you will see the word 'SteamAppid' followed by a number. (usually 220) Change this number to 215, then save the txt document and recompile. Please note that this number reverts to 220 whenever you play Half-Life 2, or a HL2 modification. Solution #5: If the previous solutions didn't work, then it could be caused by you using a different game as your 'Current Game'. (open Steam > Tools > Source SDK > Current Game) So if you are using a game other than Half-Life 2, then you'll either have to set it back to Half-Life 2 (recommended as this is what all my tutorials assume you are using), or change the 'GameInfo.txt' in the directory of the 'Current Game' you're using. To sum it up, goto the directory of whichever game you're using for the 'Current Game', then edit the 'GameInfo.txt' as usual. Solution #6: If you've had no success up to this solution, then it's probably caused by a faulty export or a bad mesh. Try re-exporting your SMDs, if the problem persists import your SMD into your 3d modelling application, check for any notable problems (strange-looking meshes, random joints etc. fix/delete where possible), and then re-export it back to .SMD.[/quote] Try something here
[QUOTE=Korro Bravin;25367371]Not sure, i used CB, lemme run it thru again... Here we are, try this: [img_thumb]https://sites.google.com/site/korrosinamgehoster/home/me2-chars/origsheet_NRM.png[/img_thumb][/QUOTE] Oh...ooohohohho dear god...
[QUOTE=nubblecakes;25405851]Oh...ooohohohho dear god...[/QUOTE] What? PNG rape?
I think he just means the quality of the bumpmap, seeing as you made it using the low-res shitty version of the texture. I'll whip up my own in a minute, gonna do some skinning anyway. [img_thumb]http://dl.dropbox.com/u/9988278/test/bumpmaps.png[/img_thumb] I meant 'in a few hours', honestly. And i have been having fun with tintmaps again. [img_thumb]http://dl.dropbox.com/u/9988278/test/helmets.png[/img_thumb] Some are pretty shit but others (like the third one on the middle row) are sexy as hell. There's a lot of cool patterns for helmets you don't see or notice ingame. There's also at least 3 awesome quality armor textures you don't see used ingame, too. Which means i can go nuts on the helmets and make them as pretty as i like.
Tune down the phong a bit. [editline]15th October 2010[/editline] Otherwise it's pretty fucking awesome
Any releases?
[QUOTE=FloaterTWO;25407677]I think he just means the quality of the bumpmap, seeing as you made it using the low-res shitty version of the texture. I'll whip up my own in a minute, gonna do some skinning anyway. [img_thumb]http://dl.dropbox.com/u/9988278/test/bumpmaps.png[/img_thumb] I meant 'in a few hours', honestly. And i have been having fun with tintmaps again. [img_thumb]http://dl.dropbox.com/u/9988278/test/helmets.png[/img_thumb] Some are pretty shit but others (like the third one on the middle row) are sexy as hell. There's a lot of cool patterns for helmets you don't see or notice ingame. There's also at least 3 awesome quality armor textures you don't see used ingame, too. Which means i can go nuts on the helmets and make them as pretty as i like.[/QUOTE] Nice, your Bump is better than mine, heh... I could have done it better with an actual model to apply it to to preview, but its cool, might try mixing CB with photoshop's bump map maker and see the results...
I would, but my crazybump trial ran out and i'm poor. Photoshop's nvidia bumpmap plugin works fine, it just requires a lot of tweaking. also, i finished all of these helmets and made .vmts for all these armors. [img_thumb]http://dl.dropbox.com/u/9988278/test/amuh.PNG[/img_thumb]
Amazing work as always mate.
Any future plans for Matriarch Aethyta?
no but maybe someone will do it. Im still waiting on the liara model
I'll have a go at making her facemap, but she'll have to be in armor though, seeing as there's no casually dressed Asaris ported. Casual outfits would be a cool thing to have ported, but Asari heads on female citizen bodies would still be pretty cool providing the hands are improved.
[img]http://dl.dropbox.com/u/7856270/new.jpg[/img] Almost finished with these.
[img]http://dl.dropbox.com/u/7856270/somemercs.jpg[/img]
Very nice, Haxx.
Indeed.
It's really cool!
[QUOTE=FloaterTWO;25421871][img_thumb]http://dl.dropbox.com/u/9988278/test/amuh.PNG[/img_thumb][/QUOTE] The Black armor with the bright red trim looks amazing, granted they ALL look amazing, but I was wondering if it might be possible to request that that particular one be made with a NOD skin (Command and Conquer) Just a request, if not, then nevermind.
[img_thumb]http://filesmelt.com/dl/gm_construct00173.jpg[/img_thumb] Working on the phong.
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