• Spacemarine porting spree.
    3,379 replies, posted
Lascannon arm(s) for Contemptor Dreadnought [img]http://files.1337upload.net/lascannon-d028d0.jpg[/img] only the Magna-Melta and Conversion Beamer left to do for this guy, then its weapon loadout is about ready
[QUOTE=Sally;47694196]how is that 4x4?[/QUOTE] The texture itself can be tiny, since he's mostly targeting flat planes.
The specifics of how it's done are a little more complex than that. The idea around a month or two ago was to try and make a modeled electrical arc effect for source that could be bound to specific parts of a model rather than using flat particles (which look pretty ugly imo) My first thought was to use the dota2 particle system (supports spawning models) to randomly dot a limb with an small archive of electrical arc mdl. But since my final asset was to be as optimized as possible without a loss of quality I dropped that idea and spent a month re-working it. First let me explain what limitations I set for myself after changing the original plan. I was to: -limit myself to 1 model, material, and basetexture only -basetexture must be smaller than 1024 by 1024 -keep memory at the absolute minimum possible while still looking as good as it's would be expensive concept. -No $translucent. Yes really. After a month I finally figured it out how the fuck I was going to pull this off; and then axed it's intended use. It was supposed to be used on the damaged alternative of this thing. [IMG]http://orig09.deviantart.net/734d/f/2015/108/e/5/buttens000000_by_blueflytrap998-d8q7u0x.jpg[/IMG] Well after an entire damn month I'm wasn't letting it go to waste. So I got to work on an alternative use. So. First thing I did is salvage a handful of lightning spritecards and textures form a few games on my hardrives. Usually through texturedumping. Culled a whole bunch that I didn't like visually and merged the winners into what was a 512 and 1024 greyscale texture. This is it's current alliteration. [IMG]http://orig03.deviantart.net/892e/f/2015/134/d/2/ref1_by_blueflytrap998-d8te56f.jpg[/IMG] From there I placed it on a 2x1 flat plane and made 16 copies specifically. Spend a couple days slicing and positioning them as need be. End result was this with original reference plane included for reference. [IMG]http://orig12.deviantart.net/59e4/f/2015/134/c/4/ref2_by_blueflytrap998-d8te5u6.jpg[/IMG] You'll notice the uv looks all fucked up. That's intentional. Here's a shot of the uv before editing and then after. [IMG]http://orig11.deviantart.net/c932/f/2015/134/1/3/ref3_by_blueflytrap998-d8te6z8.jpg[/IMG] [IMG]http://orig12.deviantart.net/c872/f/2015/134/3/2/ref4_by_blueflytrap998-d8te6zp.jpg[/IMG] You'll notice that the uv is actually the same as before; only now it no longer tiles. Now remember when I said I made 16 specifically? Earlier in the thread I also said my basetexture was 4x4 exactly. My uv was divided into a 4x4 grid in order to be an animated texture that takes up almost no memory. Speaking of which. I exported the smd and then got to work. The basetexture was an animated black square with each pixel being white for 2 frames in no particular order. I just exported a texture for each dot, copied them, and gave them a random number between 1 and 300. For the remaining 278 frames I just rendered a 310 frame black video from the sfm at 4x4 res and just merged it with my existing frames. Basically I made all of these. [T]http://orig14.deviantart.net/d4dc/f/2015/134/7/5/ref5_by_blueflytrap998-d8te84f.jpg[/T] The rest is entirely vmt magic. Basetexture is a compressed to greyscale 313 (I don't know where the extra 3 frames came from) image that loops every 10.43 seconds. It is very important to note the basetexture is set to point sample. 'Pixels' will not blend with one another and retain their hard edges. The detail is the original basetexture set to tile over the basetexture on a scale of 4. This lines up perfectly with it's butchered uv shown earlier. How it flashes in and out is a matter of the additive parameter. How additives work is they cannot darken anything behind them. As such black doesn't even show up. The detail is set to darken the basetexture and has no effect when it's already black. However. When the basetexture flashes white the detail darkens all but the lightning. Since that area is no longer pure black the lightning quickly flashes before it changes frames. I managed to cut the memory down to only 1.50 MB doing this. And it's also unlitgeneric since using selfillum (yes that works with additives) was a little too bright for my liking. Final vmt is as follows. [CODE]"UnLitGeneric" { "$baseTexture" "models\spacemarine\weapons/powersword/arcs" "$detail" "models\spacemarine\weapons/powersword/electrical_arcs" "$detailblendfactor" "1" "$detailblendmode" "0" $DETAILSCALE 4 "$nocull" 1 "$additive" "1" "Proxies" { "AnimatedTexture" { "animatedTextureVar" "$basetexture" "animatedTextureFrameNumVar" "$frame" "animatedTextureFrameRate" "30" } } }[/CODE] Works in garrysmod. Hell it looks fucking fantastic in garrysmod. [video=youtube;-NS-B4AiVtQ]http://www.youtube.com/watch?v=-NS-B4AiVtQ[/video] Ignore the music. I couldn't be bothered to mute it.
the sheer creativity here blows my mind
Heresy Predator weaponry [t]http://files.1337upload.net/predatorcannons-3e9d37.jpg[/t][t]http://files.1337upload.net/predatorturrets-17855e.jpg[/t] still going to add the melta, flamer and conversion beamer cannons, as well as flamer sponson turrets
conversion beamer [img]http://files.1337upload.net/conversionbeamer-c8a297.png[/img] the Contemptor is getting one of these too might also make an infantry-portable version
Just posting to let people know i havnt died or disappeared, My work has been too much lately and probably will be for the next month or two, and im still trying to learn blender. progress has been slow.
[QUOTE=Joazzz;47733046]conversion beamer [img]http://files.1337upload.net/conversionbeamer-c8a297.png[/img] the Contemptor is getting one of these too might also make an infantry-portable version[/QUOTE] I've never seen this weapon before, but it looks like some kind of weapon the imperials had if they had their own 50s sci-fi era
Contemptor dreadnought version [img]http://files.1337upload.net/contemptor_C_Beamer-24bdad.png[/img] [QUOTE=warmarine;47736888]I've never seen this weapon before, but it looks like some kind of weapon the imperials had if they had their own 50s sci-fi era[/QUOTE] [url]http://wh40k.lexicanum.com/wiki/Conversion_beam_projector[/url]
[QUOTE=BlueFlytrap;47727181] Works in garrysmod. Hell it looks fucking fantastic in garrysmod. [video=youtube;-NS-B4AiVtQ]http://www.youtube.com/watch?v=-NS-B4AiVtQ[/video] Ignore the music. I couldn't be bothered to mute it.[/QUOTE] I thought about how you did it for the past week, still couldn't understand it until now. What stumped me for the longest time when you said 4x4 was the texture, I was confused on how the lighting bolts appeared to have more than 16 pixels, but from what I understand you only used them to highlight certain parts of a UV like, BBBA AABA BBAA ABBA Where A is white and B is black or white being blue, I understand the additive function and might I say its quite handy and looks better than translucent for light. I also understand that the real pixel information (the lightning bolts) were used as detail, because Halo CE uses the same concept for coloring their terrain, using a low resolution diffuse that has base colors on it and then upscaling it and applying a higher resolution grass texture as the detail. What you did is simply amazing
i'm giving some of the vehicles some additional bones that i'm rigging the otherwise-solid hull to this way, by manipulating those bones, you can simulate deformation for wrecks and such [editline]17th May 2015[/editline] testing a prototype [img]http://files.1337upload.net/rhinopunch-7dd38a.jpg[/img]
[img]http://files.1337upload.net/TheseTanksAreMadeForCrushin-a9ec44.jpg[/img] [img]http://files.1337upload.net/TankGotFukdUp-7dc814.jpg[/img] note that i'll add this feature to all land and air vehicles except walkers - that means Titans, Dreadnoughts, Sentinels and such won't have it
That's pretty ingenious. Both you and BlueFlyTrap have some interesting concepts on the table. So all it takes for vehicle destruction are extra bones?
yeah, well, you can't detach things that are part of the hull but all the moving parts can be moved around and the extra joints that the hull is rigged to are for deformation effects i'm honestly pretty surprised that something like this hasn't been done before [editline]17th May 2015[/editline] i'm going to work on the Marine vehicles a little more but then i'll jump to something else for a bit i assume you don't all follow what Forge World does for 40k, right? because this is their latest baby [t]http://files.1337upload.net/IMG_4115-09c04b.jpg[/t] do you know what it is [img]http://files.1337upload.net/IMG_4113-74ce17.jpg[/img] do you know what that fucking thing is it's a fucking thing that i'm going to make a 3d model of i'm going to make a 3d model of that thing, scrap some of the old versions i made, and then release three Mars pattern titans - Warhound, Reaver, and Warlord - in various Legiones Titanica warpaint schemes it's going to cause a little delay in everything, but i don't care, at least i'll have a reason to finally release some of the complete Titans. i'm not sorry, fuck, i'm not even sorry. you're all going to suck my Warlord Titan so hard
Seeing the squishable vehicles makes me wonder if its possible to add battle damage externally without messing with the textures, as well has bodies loosing limbs and stuff? i know Joazzz probably isnt going to make body groups for injuires and stuff? Like when i make a animation about a space marine chopping an orks arm off mwhat would i need to do?
[QUOTE=Joazzz;47744055] it's going to cause a little delay in everything, but i don't care, at least i'll have a reason to finally release some of the complete Titans. i'm not sorry, fuck, i'm not even sorry. you're all going to suck my Warlord Titan so hard[/QUOTE] One part of me wants to see this shit. Another part of me wishes GW and ForgeWorld would just fucking stop creating stuff for the time being until you complete everything and release the shiny stuff.
Joazz with what you've been doing so far you would think you could make your own Warhammer game, although GW may not like that.
[QUOTE=SkullH4T;47748696]Like when i make a animation about a space marine chopping an orks arm off mwhat would i need to do?[/QUOTE]the possibility to shrink/enlarge parts of models through joint manipulation is there for a reason. however i'll make a bunch of armor/limb part props as the last thing - when i've made sure that everything else is ready to go - to make things easier but i'll not answer these types of questions anymore because i don't want to fucking think about all the shit i still have to do; otherwise i'll get depressed and never be able to finish all this crap
you people are going to hate me for this [t]http://files.1337upload.net/bastion1-f232d3.jpg[/t][t]http://files.1337upload.net/bastion3-971224.jpg[/t][t]http://files.1337upload.net/bastion2-016c22.jpg[/t]
Holy shet, you're literally gonna model the interior of it?
only for the cathedral, and MAYBE the forward corner towers
[QUOTE=Joazzz;47749960]the possibility to shrink/enlarge parts of models through joint manipulation is there for a reason. however i'll make a bunch of armor/limb part props as the last thing - when i've made sure that everything else is ready to go - to make things easier but i'll not answer these types of questions anymore because i don't want to fucking think about all the shit i still have to do; otherwise i'll get depressed and never be able to finish all this crap[/QUOTE] Fair enough, Do what you got to do.
Hi, this is probably too little too late, but i've done some 40K models myself [url]http://clairegrube.deviantart.com/[/url] i also did some smaller modifications for the Space Marine game [url]http://forums.relicnews.com/showthread.php?262309-Don-s-mods-now-with-Garviel-Loken-2-0[/url] Now i can't UVmap, texture or rig if my life depended on it, but if somebody does and can use these models, just ask. I also have a fair share of ripped models from Firewarrior, Dow2, Space Marine, Space Hulk and Regicide, but those are probably all ported by now. Then again, Joazzz models, maps, textures and ports his stuff faster than i can even click through the images.
holy crap it's you, i suppose i could say i'm a fan of yours. i've used your Heresy era bolter models for inspiration and reference when i've worked on mine. what sort of Space Marine and Regicide stuff do you have?
Thank you, i am also a big admirer of your art! As for Space Marine, i think you already have most of it, but i have made some smaller weapon mesh-mods for the game that i never finished. [IMG]http://i59.tinypic.com/wwmeep.jpg[/IMG] Seeing as Regicide is still Early Access and i missed the opportunity to register early to get the White Scars and Bad Moons, it isn't really much, but everything there is in the game. So, all the Marines, all the Orks. Armor modifications aren't in the game yet. [IMG]http://i62.tinypic.com/29wmn9x.jpg[/IMG] Unfortunately they aren't t-posed. I really like their style though, they have the small helmets and slim mouth grills as seen in the DoW2 intro. Also, the weapons have a slightly higher polycount (and higher-res textures) than their Space Marine counterparts. [IMG]http://i59.tinypic.com/2vxpnqs.jpg[/IMG] heck why doesn't the spoilertag work here
What kind of tau stuff do you have huzzel?
oh god those combi-weapon mods are fantastic i think i'll make my own but at least now i know how to do it also, is that power fist rigged? it and the assault cannon look so fantastic that i HAVE to have them the chainsword too and that heavy bolter hnnnngh
@SkullH4T: If you're asking about the the Firewarrior stuff, it's all pretty low-Definition by today's standards. Don't even have speculars, not to mention normal maps. In fact, every Tau model in Firewarrior has a better-looking equivalent in Dawn of War 1 or one of its mods. [IMG]http://i59.tinypic.com/wjx4j7.jpg[/IMG] @Joazzz: Check your private messages. Unfortunately i was only able to rip them in their current pose, so they aren't rigged or t-posed. But the fingers on the power fist have their knuckles grouped to elements, that should make rigging easier. I also couldn't capture the chainsword with unmoving teeth, although they can be found in the texturemap. Would require doing a quick model of a tooth yourself, you can use the existing textures. As for my combiweapons, they have stretched UVs all over the place because i can't map for shite. So plainly using them as they are would probably be a bad idea anyway.
i was planning to redo the teeth on the 'sword anyway. thanks a lot for the stuff, now i just have to get the file open; Milkshape refuses to import, probably because of the size
Okay i was just wondering thanks. EDIT: Joazzz did you get my pm recently?
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