New GK Unit: Vindicare Assassin

Elite (and related) releases.
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Orkfaeller
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Tue 22 Oct, 2013 9:57 am

Well, he propably ment a DowII mod ;)

Also, I think this is "just" a retexture, right?
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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Tue 22 Oct, 2013 11:09 am

Orkfaeller wrote:Well, he propably ment a DowII mod ;)

Also, I think this is "just" a retexture, right?
Actually, I don't remember if it was in vanilla. Is there a way to use DoW1 models somehow?
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Tue 22 Oct, 2013 1:56 pm

yeah, the Vindicare Assassin was part of vanilla Winter Assault.

I've yet to see someone who ported whole models over from DoW1 ( not saying it didnt happen )
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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Fri 25 Oct, 2013 10:25 pm

First untextured render.
Image
Critic is wellcome
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Orkfaeller
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Fri 25 Oct, 2013 10:59 pm

Whow, great to see allready something :D

I asume he is based on the Scout model?

I dont know how far into it you allready are, nor do I understand much about modeling;

All I can say is I think he could get a bit "slimmed down", still.

Stuff like his forearm armour and his boots to make him look a bit more athletik,

maybe that was on your to-do list anyways ( or maybe not :P )

______________

My other idea is maybe giving his visor a bit of an angle, or split it into two lenses to make it look a bit less like Cylop's ( X-Men ) goggles. ? .


Also I hope he'll get some skull buckles when hes finished.

All in all however, this is a highly specific "criticism",

allready looks better than I hoped for.

Please keep up the great work : )




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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Fri 25 Oct, 2013 11:19 pm

Orkfaeller wrote:I asume he is based on the Scout model?
Yes, of course. Only scouts and rangers have proper animation sets. Rangers don't close enough, so it was a scout.
Orkfaeller wrote:I dont know how far into it you allready are, nor do I understand much about modeling;
It doesn't matter. If I ask for opinion, that means I need a new direction to work to. I can do anything you wish, but I have to know what to do.
Holding a mesh in my mind plays a mind trick with me: I can't see mismatches. So I need a clear eye to guide me.
Orkfaeller wrote:All I can say is I think he could get a bit "slimmed down", still.
Stuff like his forearm armour and his boots to make him look a bit more athletik
Got it.
Orkfaeller wrote:Also I hope he'll get some skull buckles when hes finished.
It's a part of texture, diffuse and normal maps.
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Re: New GK Unit: Vindicare Assassin

Postby PePPeR » Sat 26 Oct, 2013 12:31 am

Neat effort
"SNAPPED LIKE A STEM"
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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Sun 27 Oct, 2013 12:08 am

Another WIP render. Slimmed down, reworked legs, helmet
Started to working on textures.
Image
Suffer from lack of original HD textures. Compiling original DoW Vindicare Assassin and DoW 2 Scout texture. Handmade require some time. Results still unsatisfactorily.
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Sun 27 Oct, 2013 12:42 am

really nice improvements on the visor *thumbs up*
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Re: New GK Unit: Vindicare Assassin

Postby fankater » Sun 27 Oct, 2013 12:18 pm

Gray wrote:Another WIP render. Slimmed down, reworked legs, helmet
Started to working on textures.
Image
Suffer from lack of original HD textures. Compiling original DoW Vindicare Assassin and DoW 2 Scout texture. Handmade require some time. Results still unsatisfactorily.

Awesome work Gray! He looks better than any anyone suppose :D .
Are you going to do sniper rifle for him ?
Last edited by fankater on Sun 27 Oct, 2013 3:30 pm, edited 1 time in total.
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Sun 27 Oct, 2013 12:43 pm

Are you able to do stuff like the little lights / lasers on his rifle / helmet?

Would you have to add some particle effect or is it just a case of a transparent sprite?

Ever done something like it befor?
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Sun 27 Oct, 2013 2:52 pm

fankater wrote:Awesome work Grey! He looks better than any anyone suppose :D .
Are you going to do sniper rifle for him ?
Still far from perfection, but I'll keep working.
Sniper rifle is not even a question. I'll just take the original one from DoW 1.
Orkfaeller wrote:Are you able to do stuff like the little lights / lasers on his rifle / helmet?
Would you have to add some particle effect or is it just a case of a transparent sprite?
Ever done something like it befor?
If somebody tell me how it works here. Each game engine has unique effects structure.

P.S. Sorry for slow work, usually it takes way less time. I'm just exhausted, I need a pair days sleep off. No updates until 30th, don't panic.
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Wed 30 Oct, 2013 6:30 pm

OK, I'm back. Rested and ready to work.
New update on mesh and texture:
Image
Mesh - final. (If nobody minds those bracers, I'm afraid to damage finger bones' enveloping)
Head texture - starting
Body texture - final draft. If there is an artist here, I could use some help, 'coz texture painting is not my best. I just leave it here, texture map is quite intuitive.

[The extension png has been deactivated and can no longer be displayed.]


And just one thing. I failed with normal mapping. It's new tech for me and I didn't master it yet.
So one or two days for envelope polishing and your unit will be ready.
Awaiting for criticism/wishes/suggestions.

P.S. almost forgot. The rifle
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Re: New GK Unit: Vindicare Assassin

Postby fok12 » Wed 30 Oct, 2013 6:59 pm

Can't wait to see this in-game, great work. :D
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Re: New GK Unit: Vindicare Assassin

Postby Forestradio » Wed 30 Oct, 2013 10:21 pm

Pure awesome.

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Re: New GK Unit: Vindicare Assassin

Postby Lulgrim » Wed 30 Oct, 2013 10:37 pm

Gray wrote:
Orkfaeller wrote:Are you able to do stuff like the little lights / lasers on his rifle / helmet?
If somebody tell me how it works here. Each game engine has unique effects structure.

Generally just markers with fx attached to them. I think the Scout sniper rifle has a lazor, open it in Santos' Model Editor and see how it works.
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Re: New GK Unit: Vindicare Assassin

Postby Nuclear Arbitor » Wed 30 Oct, 2013 11:59 pm

standard attachment points from the little i've looked at it. santos should help but i know exporting will bring the attachment points with it into max. to actually get them on the model you have to make an fx.
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Re: New GK Unit: Vindicare Assassin

Postby Lulgrim » Thu 31 Oct, 2013 10:46 am

Uhh unless it's something radically new and different, why??? I've added a bunch and I've never needed to make a new one... There are plenty of them available to grab.
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Re: New GK Unit: Vindicare Assassin

Postby Jazz-Sandwich » Thu 31 Oct, 2013 12:09 pm

Gray wrote:Sniper rifle is not even a question. I'll just take the original one from DoW 1.


Would there not be concerns about allegations of copyright breach?
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Thu 31 Oct, 2013 12:15 pm

Jazz-Sandwich wrote:
Gray wrote:Sniper rifle is not even a question. I'll just take the original one from DoW 1.


Would there not be concerns about allegations of copyright breach?
OK, let THQ sue me.
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Re: New GK Unit: Vindicare Assassin

Postby Jazz-Sandwich » Thu 31 Oct, 2013 12:33 pm

Gray wrote:
Jazz-Sandwich wrote:
Gray wrote:Sniper rifle is not even a question. I'll just take the original one from DoW 1.


Would there not be concerns about allegations of copyright breach?
OK, let THQ sue me.


THQ do seem to be reluctant to take action against modders in Russian areas, but it's Elite mod itself that I'd be concerned about. The issue has been brought up in other threads (eg that of the Force Commander's voice-over), and it applies here too.

You're happy to risk your own neck; fair enough. But what of Elite mod?
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Thu 31 Oct, 2013 12:45 pm

Jazz-Sandwich wrote:THQ do seem to be reluctant to take action against modders in Russian areas, but it's Elite mod itself that I'd be concerned about. The issue has been brought up in other threads (eg that of the Force Commander's voice-over), and it applies here too.

You're happy to risk your own neck; fair enough. But what of Elite mod?
OK, I can make it from the scratch using this one as a template. The geometry is simple enough. I can also restyle a texture to make it unrecognizable. But it takes a day or two.
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Re: New GK Unit: Vindicare Assassin

Postby Lulgrim » Thu 31 Oct, 2013 12:56 pm

Yes I recommend you just make your own version so nobody has copyright complaints about it. No rush anyway as we have weeks-months between releases generally.
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Thu 31 Oct, 2013 2:04 pm

One more question: is it have any upgrades? I mean, should I make it as one solid piece of wargear or split it into a customizable puzzle.

UPD. maybe, my question is not clear enough, I ask about the assassin itself, not the rifle. Should I make any accessories attachments for the upgrades visualization?
Last edited by Gray on Thu 31 Oct, 2013 6:39 pm, edited 1 time in total.
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Re: New GK Unit: Vindicare Assassin

Postby Nuclear Arbitor » Thu 31 Oct, 2013 6:25 pm

Lulgrim wrote:Uhh unless it's something radically new and different, why??? I've added a bunch and I've never needed to make a new one... There are plenty of them available to grab.

i meant that more figuratively than literally.
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Re: New GK Unit: Vindicare Assassin

Postby Lulgrim » Thu 31 Oct, 2013 6:41 pm

Gray wrote:One more question: is it have any upgrades? I mean, should I make it as one solid piece of wargear or split it into a customizable puzzle.

I assume the unit would have an upgrade or two, but idk what exactly and what might suit them visually. If you have any ideas about add-on or alternative pieces, they can certainly be used in some way (as Army Level unlocks if not upgrades).
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Thu 31 Oct, 2013 7:41 pm

Lulgrim wrote:I assume the unit would have an upgrade or two, but idk what exactly and what might suit them visually. If you have any ideas about add-on or alternative pieces, they can certainly be used in some way (as Army Level unlocks if not upgrades).
I am planning to attach some fancies (bullets, dagger etc.) to bracers to make it less boring, so I need to know, where to link them - a parent mesh or accessories.
Additioanlly, a visor can be made in less detailed variant (I can just delete left part). And so on: bullets, poaches etc.
Generally, I see. Creating accessories file.
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Sat 02 Nov, 2013 6:14 am

Unexpected problem with exporting models from 3D MAX. Model editor open exported model as blank. re-import to 3D MAX returns untextured mesh.
Anyone have an experience? Need help. I understand that texturing is an issue, but I haven't any idea what to do.
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Re: New GK Unit: Vindicare Assassin

Postby Lulgrim » Sat 02 Nov, 2013 7:21 am

Have you looked on the RelicNews forum?
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Sat 02 Nov, 2013 9:31 am

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, so I need somebody to do it.
Here it is an archive. Armor model and head model separately.
http://rapidshare.com/share/4A0E8E9E5347A9A5CC74A5BE51D5AD59

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