[QUOTE=wraithcat;37540354]Small update for the IG.
[B]Not in addon format.[/B] You'll have to unzip it into the right addon yourself. I'll do that once I finish this update completely. Will also add it to the OP only after that.
[URL="https://dl.dropbox.com/u/6252145/misc%20ports/Ultra_update3.zip"]https://dl.dropbox.com/u/6252145/misc ports/Ultra_update3.zip[/URL]
Fixes constraints on white hair female and adds some bodygroups.[/QUOTE]
what bodygroups are added?
[QUOTE=Joazzz;37547183]btw any tzeentch fans here?
because you know i like how the Thousand Sons look and...[/QUOTE]
Oh god yes
What extent are you going to with the pre-heresy armour? Some of it can be insanely complicated.
It's actually a really cool idea to get some of this pre-heresy stuff going. There's so much to explore.
Also are you thinking of pre-heresy or post Thousand Sons?
[IMG]http://fc00.deviantart.net/fs25/f/2008/071/2/7/Ban_Thousand_sons_pre_heresy_by_Bastou.png[/IMG]
Pre-heresy TS look pretty cool I reckon
post-heresy
also i'm gonna have to make the pre-heresy shit a bit less detailed than seen in the art but the main things will be there (different helmets, that weird 4-tube chest rig thingy, backpacks, shoulder plates etc)
Nice, that sounds great.
[QUOTE=Cone;37547411]what bodygroups are added?[/QUOTE]
Just minor stuff - sergeant markings on chest, imperial aquila for men, backpack, fix for the for the white haired female.
[QUOTE=Joazzz;37524007] note that if that's the next phase, you're gonna have to wait for a bit; taking all kinds of stuff like beakie helmets and heresy-era shoulder pads from DoW2 and hi-ressing them up will take some time[/QUOTE]
The Space Marine game has the Corvus pattern armor. It may be easier to just use that one. It also has the Mk4 Maximus armor, as I previously stated in the post :)
Yeah SM has a pretty robust selection of armor to mess with.
[url]http://spacemarine.wikia.com/wiki/Category:Armor_sets[/url]
[editline]5th September 2012[/editline]
Huh. I forgot they had Dreadnought DLC.
yeah but the question is are we gonna wait for someone to port that stuff
[QUOTE=Joazzz;37550592]yeah but the question is are we gonna wait for someone to port that stuff[/QUOTE]
I probably would. I don't really like the look of the DoW2 beakie helmet. Too overdone... And the Maximus helmet is my favorite helmet in the game, but that's just me.
the overdone look of the DoW2 corvus helm can be fixed
i do drool at the Maximus helmet tho
[QUOTE=Joazzz;37550843]the overdone look of the DoW2 corvus helm can be fixed
i do drool at the Maximus helmet tho[/QUOTE]
Do what you think is best. It will undoubtedly look awesome either way.
Also, you are definitely not alone. I went as far as making a full and real Maximus helmet to wear :}
holy shit, pictures now
[QUOTE=Joazzz;37551063]holy shit, pictures now[/QUOTE]
Can't right now, im using my phone to post at the moment(unless someone here knows how to post pictures from the iphone picture gallery), but later today possibly :)
[QUOTE=lonefirewarrior;37550149]Yeah SM has a pretty robust selection of armor to mess with.
[url]http://spacemarine.wikia.com/wiki/Category:Armor_sets[/url]
[editline]5th September 2012[/editline]
Huh. I forgot they had Dreadnought DLC.[/QUOTE]
problem is you wouldn't be able to bodygroup all the sets onto one guy I think, too many textures.
[QUOTE=Vasili;37551639]problem is you wouldn't be able to bodygroup all the sets onto one guy I think, too many textures.[/QUOTE]
Actually, you should be able to. Necrobard's DoW 2 Marines have(quoting from the forum) over 10,000 body group combinations on a single model. [url]http://www.facepunch.com/showthread.php?p=23956630#post23956630[/url]
i'll rather take bits and pieces from here and there, don't feel like doing all of those anyway
[QUOTE=Joazzz;37554070][img]http://www.leet.cc/HorusIAmYourFather.png[/img]
looking proper yet?[/QUOTE]
Have all my winners. :v:
it's great that Relic were kinda lazy with the Space Marine models; there aren't too many parts that would be connected to eachother with vertexes so you can easily hack n slash
also, could this helmet be used for something pre-heresy, if i removed the tubes, the spike and hi-res'd both the mesh and the texture?
[img]http://files.1337upload.net/0plague.png[/img]
[QUOTE=Joazzz;37554747]it's great that Relic were kinda lazy with the Space Marine models; there aren't too many parts that would be connected to eachother with vertexes so you can easily hack n slash
also, could this helmet be used for something pre-heresy, if i removed the tubes, the spike and hi-res'd both the mesh and the texture?
[img]http://www.leet.cc/0plague.png[/img][/QUOTE]
I strongly suspect that it could work, yes. Maybe even with the spike, if memory serves correctly. Some of the earlier helmets had spikes on them from what I recall.
i might make the spike a bit smaller though, big spikes are a tad too chaos-like
[QUOTE=Idaeus III;37550718]I probably would. I don't really like the look of the DoW2 beakie helmet. Too overdone... And the Maximus helmet is my favorite helmet in the game, but that's just me.[/QUOTE]
The DoW2 Corvus helmet is actually correct, the SM is the one that's fucked up.
[QUOTE=27X;37557604]The DoW2 Corvus helmet is actually correct, the SM is the one that's fucked up.[/QUOTE]
Hmm.... You sir, are right. I stand corrected. Stick with hi ressing the DoW2 beakie Joazzz :)
[QUOTE=Idaeus III;37552002]Actually, you should be able to. Necrobard's DoW 2 Marines have(quoting from the forum) over 10,000 body group combinations on a single model. [URL]http://www.facepunch.com/showthread.php?p=23956630#post23956630[/URL][/QUOTE]
a) MP armours require a lot more work (they're sort of broken on import to max)
b) Each full armour set uses 9 textures and you have a limit of 32. Of course that still allows a huge load of bodygroup options. Of course that still gives you have number of combinations. But with the aforementioned import issue, huge load of converting issue and who knows what else, it's just very very slow going.
c) Spacemarine models are fairly detailed. You have a pretty big chance of running into polygon limits as far as bodygroups are concerned.
So just for reference on the work involved. For each full armour set ready for bodygrouping.
a) import part
b) delete lower lod mesh
c) rotate and rescale
d) If MP mesh, generally have to redo the rigging as well as move elements to correct spaces
e) if hand mesh rename bones
f) edit textures to play ball - make sure glow textures glow, add Specular to normals and similar, make vmt's
g) test
h) repeat 8 more times
Then you might have about one full armour set.
i forgot about the texture limit. damn you valve
wait, it's only the VMTs, right?
[QUOTE=wraithcat;37559151]a) MP armours require a lot more work (they're sort of broken on import to max)
b) Each full armour set uses 9 textures and you have a limit of 32. Of course that still allows a huge load of bodygroup options. Of course that still gives you have number of combinations. But with the aforementioned import issue, huge load of converting issue and who knows what else, it's just very very slow going.
c) Spacemarine models are fairly detailed. You have a pretty big chance of running into polygon limits as far as bodygroups are concerned.
So just for reference on the work involved. For each full armour set ready for bodygrouping.
a) import part
b) delete lower lod mesh
c) rotate and rescale
d) If MP mesh, generally have to redo the rigging as well as move elements to correct spaces
e) if hand mesh rename bones
f) edit textures to play ball - make sure glow textures glow, add Specular to normals and similar, make vmt's
g) test
h) repeat 8 more times
Then you might have about one full armour set.[/QUOTE]
Aaaahhh ok, I got it. In that case I guess it would be better to just do full armor set models rather than body groups... I'm a complete noob at modelling so, forgive me if I sound like I have no clue what i'm saying because, I really don't :p
this thing has like 20 textures; count bumpmaps and selfillum masks in and i have over 30 textures to reskin
plus i have to make the alpha masks for the color tool trick. oh god
I have a question though: Will you guys be making models with more chapter sets like the Salamanders, Blood Angels, or maybe even the Legion of the Damned?
[QUOTE=Joazzz;37560322]i forgot about the texture limit. damn you valve
wait, it's only the VMTs, right?[/QUOTE]
Yeah it's only VMTs, but that's still nine materials (18 textures, 27 if you include a secondary exp map. On top of that some diffuses need a selfillum alpha and all normals need a spec alpha) So the models end up being quite heavy in a sense.
[QUOTE=Idaeus III;37562678]I have a question though: Will you guys be making models with more chapter sets like the Salamanders, Blood Angels, or maybe even the Legion of the Damned?[/QUOTE]
once Joazz finishes his grey template Space Marine, making generic marines from all kinds of chapters should only be a matter of changing the hue sliders in Photoshop or GIMP and adding some decals. of course, if you want something cooler than just a generic dude you'd have to hack on some things, but that shouldn't be too difficult for an experienced modeler.
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