Search found 53 matches
- Tue 18 Feb, 2014 11:11 am
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
Re: New GK unit: Dreadknight
However, striving to manage some time for the development. Geometry is quite complex and Internet pictures do not help. Those pistons and limb joints make me crazy.
- Tue 11 Feb, 2014 1:03 pm
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
Re: New GK unit: Dreadknight
The development is delaying. I'll become a father shortly, so... you know.
- Tue 24 Dec, 2013 8:15 pm
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
Re: New GK unit: Dreadknight
Thanx for morale support. I'm surprized by your positive feedback even for far early sketches. When I was modelling Enclave Power Armor for FOnline, I was overfluded by negative comments for every minor mismatch with original sprite.
I'll do my best, I swear.
I'll do my best, I swear.
- Sun 22 Dec, 2013 4:08 pm
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
Re: New GK unit: Dreadknight
fankater wrote:Any news/screenshots about DK ?
Sorry, lack of time.
I'll keep on, but I don't know how long will it takes. Making model from a scratch is allways a pain in ass
- Mon 16 Dec, 2013 5:33 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Question regarding the texturing. Is it possible to access the uv map in max in regards to the VA model? I'm looking to start over with what I I'm going to try and do if possible. Yes, just shift down to editable mesh and apply "Unwrap UV" modifier. Don't collapse skin modifier after all ...
- Sun 15 Dec, 2013 9:08 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Finally I did it. The rifle and an attachment for upgrade visualization. I should complete it way earlier, but had some real-life troubles. http://img41.imageshack.us/img41/5048/804e.jpg http://rapidshare.com/share/08706848DE64B95B6BC7B88058D4C650 Note that attachment is using parent mesh textures: ...
- Sun 08 Dec, 2013 9:15 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Actually, specular need some love too. It has strange transparency, I couldn't edit it with my version of Photoshop. Scout elements are still recognizable there (rear torso for example).Orkfaeller wrote:I*d like to take a look at the vindis tem maps, if it has time till next weekend.
- Sun 08 Dec, 2013 2:47 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
A few hints for working with team textures. The ._tem file has red for primary and green for secondary color, blue is for accessories and alpha is for the 4th color slot. If you don't use the 4th color and rescale the texture don't forget to make a new alpha afterwards. Also you can adjust the inte...
- Wed 20 Nov, 2013 6:59 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Right, so I did generate originally. Using nvidia's dds plugin for photoshop. I'm unclear what format to save in it (obviously .dds) the default is RGB 8 bpp | 256 colors. I'm wondering if using a different option (DXT1 ,3 or 5) would do it. I use Paint.net for final conversion. Never was satisfied...
- Mon 18 Nov, 2013 3:29 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Generate mipmaps when saving the file.Flash wrote:About darkening the textures. They've been darkened in photoshop, but the models appear pink in game. I don't have anytime to fix/figure that out until xmas break starts :/. exam hell time has started, and it's not like I had much time to begin with. Sorreh
- Fri 15 Nov, 2013 12:50 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
AFAIR, faction choose option is allways a scroll-down menu. Never a button or an icon. If It's so, it's an API solution, not UI.Lulgrim wrote:Not right now, although someone on RN was working on a solution (it's rather complicated and apparently requires rebuilding the UI or such).
- Fri 15 Nov, 2013 12:12 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Any way to divide GK (or Ordo Malleus) from SM to a dedicated faction?Radio the Forest wrote:They can't add another commander for SM because there isn't a fifth commander slot.
Check out my GK commander thread on Balance Discussion titled "Purifier Brotherhood Champion."
I had plans for Tau and Necrons...
- Wed 13 Nov, 2013 9:18 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
There are two topics about Vindicare assassin already. No need to multiply it more.Flash wrote:Would you prefer I posted about the textures here or in a seperate thread?
- Tue 12 Nov, 2013 2:02 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
What would I need to do to make the unit available from the HQ? Spent some time playing with the textures in Photoshop. Would like to see if they're presentable or absolute rubbish first, if Gray doesn't mind. My main rule: if I upload something - it's for public use. You are free to modfy any text...
- Sun 10 Nov, 2013 8:17 pm
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
Re: New GK unit: Dreadknight
I've been wondering, what is the technique of texturing you use, Gray? You unwrap the model and somehow fit the picture to match? Because if so, it sounds extremely hard to do. At least I know I wouldn't be able to do it. You'd better not to see my technique It's just a mess. I'm shredding picture ...
- Sun 10 Nov, 2013 8:05 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
I'd like to see the list of upgrades to make some appropriate visual wargear attachments.Caeltos wrote: I'm roughly 99% done with the unit stats / design, so maybe if we're lucky we can get it in within a week.
- Sun 10 Nov, 2013 3:44 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
3D model is complete and fully functional.Kilgarn wrote:Let me know when I can start to do the portrait for the Vindicare Assassin lol
Its near completition it seems ^^
- Sun 10 Nov, 2013 8:07 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Latest (and I hope the last) model hotfix. Previous links are not available.
Texture mipmaps generated, bones are slightly tweaked.
http://rapidshare.com/share/747E921C38DDD3B8840D4A3CC88CE31A
Texture mipmaps generated, bones are slightly tweaked.
http://rapidshare.com/share/747E921C38DDD3B8840D4A3CC88CE31A
- Sun 10 Nov, 2013 3:36 am
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
Re: New GK unit: Dreadknight
I see, it's more a venerable dreadnought then an exo-suit. Looks badass, less problems with animation... I like it
Now I need the some HD photos for the textures. I googled some, but they are different-styled and lighted. If somebody have a 360 degree photosession - I'll appreciate it.
Now I need the some HD photos for the textures. I googled some, but they are different-styled and lighted. If somebody have a 360 degree photosession - I'll appreciate it.
- Sat 09 Nov, 2013 8:28 pm
- Forum: Modding
- Topic: New GK unit: Dreadknight
- Replies: 38
- Views: 22302
New GK unit: Dreadknight
Starting new unit development. For the beginning, I want to define a prototype (because I am not a GK fan and I don't know this unit). Source miniature: http://www.mi40k.com/wp-content/uploads/dreadknight.jpg Source animation set: Wraith Lord. Right hand - melee, left hand - ranged. Anything else I ...
- Sat 09 Nov, 2013 12:22 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
This was a pain. Anyway so that everyone knows should they ever encounter the same issue - it's the mipmaps. All that is needed is simply to save the dds file with the checkbox 'generate mipmaps' checked and it'll work. What a powerfull sorcery! That works! http://img809.imageshack.us/img809/5772/j...
- Sat 09 Nov, 2013 5:54 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
I give up. I've summoned a very powerfull woodoo, I've broken my tambourine, but all I have is: http://imageshack.us/a/img34/9338/5u0l.jpg http://imageshack.us/a/img28/5206/8k4a.jpg It works in army painter, but not in the game. The only reasonable inference is that something wrong with textures. No...
- Fri 08 Nov, 2013 8:09 pm
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
I feel like the armour textures should be a lot darker, and the Exitus Rifle should be either dark green or black. I've always seen them painted/illustrated that way. The models looks nice though. The textures are not so shiny, it's because of shaders the model looks so bright. You can test it by r...
- Fri 08 Nov, 2013 10:14 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Latest fix. Helmet is merged with body (I hope multi-materials will work properly). Animation bones enevelopment is set manually (they was accidentally lost). Rifle is added and textured. Functionality was tested in Model Editor, I hope in-game will be the same. http://img841.imageshack.us/img841/61...
- Fri 08 Nov, 2013 5:08 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Either way, feel free to upload the new & updated model. You could also chip in with a screenshot here so people got an idea what the guy looks like. The point is that I am not a modder, so it requires a shaman dance to see model in-game and I can't achieve its' full functionality. So my screen...
- Wed 06 Nov, 2013 11:20 am
- Forum: Community General Discussion
- Topic: Unit Preview: Vindicare Assassin
- Replies: 123
- Views: 54854
Re: Unit Preview: Vindicare Assassin
Any screenshots? I wonder if it need any visual fixes. I've compiled new model with a head attached and minor animation bugs fixed. If it is necessary - I'll upload it.
- Tue 05 Nov, 2013 4:18 am
- Forum: Releases
- Topic: New GK Unit: Vindicare Assassin
- Replies: 76
- Views: 41733
Re: New GK Unit: Vindicare Assassin
i would suggest increasing the head size and then shrinking the entire thing if you need to. i don't have much experience with animating but that would require the least bone tweaking. you shouldn't even have to scale the bones either. There will be no problem if the bones be scalable. The only way...
- Mon 04 Nov, 2013 4:11 pm
- Forum: Releases
- Topic: New GK Unit: Vindicare Assassin
- Replies: 76
- Views: 41733
Re: New GK Unit: Vindicare Assassin
As I cuspected, body mesh need to be shrinked to about 80-85% of current size. Otherwise the head looks too small. Have no idea how to do it without breaking animations.
- Sun 03 Nov, 2013 7:34 am
- Forum: Releases
- Topic: New GK Unit: Vindicare Assassin
- Replies: 76
- Views: 41733
Re: New GK Unit: Vindicare Assassin
Well if you check the texture section under each material in Model Editor, does your model still point to the Scout textures? No, I just didn't work at those maps at all. I took all of them (except diffuse map) unmodified, because the model refuses to export without them. Now I need a confirmation ...
- Sat 02 Nov, 2013 9:31 am
- Forum: Releases
- Topic: New GK Unit: Vindicare Assassin
- Replies: 76
- Views: 41733
Re: New GK Unit: Vindicare Assassin
Finally, I did it. Don't ask me how - I dont understand it myself, it was a shaman dance. A had to use all original scout maps (normal, specular, dirt etc) as well as file names, but it is a future business. Now I need to ensure that it generally works. I didn't find a way to override in-game models...
