Page 2 of 3
Re: New GK Unit: Vindicare Assassin
Posted: Tue 22 Oct, 2013 9:57 am
by Orkfaeller
Well, he propably ment a DowII mod

Also, I think this is "just" a retexture, right?
Re: New GK Unit: Vindicare Assassin
Posted: Tue 22 Oct, 2013 11:09 am
by Gray
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?
Re: New GK Unit: Vindicare Assassin
Posted: Tue 22 Oct, 2013 1:56 pm
by Orkfaeller
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 )
Re: New GK Unit: Vindicare Assassin
Posted: Fri 25 Oct, 2013 10:25 pm
by Gray
First untextured render.

Critic is wellcome
Re: New GK Unit: Vindicare Assassin
Posted: Fri 25 Oct, 2013 10:59 pm
by Orkfaeller
Whow, great to see allready something

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

)
______________
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 : )



Re: New GK Unit: Vindicare Assassin
Posted: Fri 25 Oct, 2013 11:19 pm
by Gray
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.
Re: New GK Unit: Vindicare Assassin
Posted: Sat 26 Oct, 2013 12:31 am
by PePPeR
Neat effort
Re: New GK Unit: Vindicare Assassin
Posted: Sun 27 Oct, 2013 12:08 am
by Gray
Another WIP render. Slimmed down, reworked legs, helmet
Started to working on textures.

Suffer from lack of original HD textures. Compiling original DoW Vindicare Assassin and DoW 2 Scout texture. Handmade require some time. Results still unsatisfactorily.
Re: New GK Unit: Vindicare Assassin
Posted: Sun 27 Oct, 2013 12:42 am
by Orkfaeller
really nice improvements on the visor *thumbs up*
Re: New GK Unit: Vindicare Assassin
Posted: Sun 27 Oct, 2013 12:18 pm
by fankater
Gray wrote:Another WIP render. Slimmed down, reworked legs, helmet
Started to working on textures.

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

.
Are you going to do sniper rifle for him ?
Re: New GK Unit: Vindicare Assassin
Posted: Sun 27 Oct, 2013 12:43 pm
by Orkfaeller
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?
Re: New GK Unit: Vindicare Assassin
Posted: Sun 27 Oct, 2013 2:52 pm
by Gray
fankater wrote:Awesome work Grey! He looks better than any anyone suppose

.
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.
Re: New GK Unit: Vindicare Assassin
Posted: Wed 30 Oct, 2013 6:30 pm
by Gray
OK, I'm back. Rested and ready to work.
New update on mesh and texture:

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

Re: New GK Unit: Vindicare Assassin
Posted: Wed 30 Oct, 2013 6:59 pm
by fok12
Can't wait to see this in-game, great work.

Re: New GK Unit: Vindicare Assassin
Posted: Wed 30 Oct, 2013 10:21 pm
by Forestradio
Pure awesome.
"Ask not for whom they seek, lest it be thyself."
-Officio Assassinorum
Re: New GK Unit: Vindicare Assassin
Posted: Wed 30 Oct, 2013 10:37 pm
by Lulgrim
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.
Re: New GK Unit: Vindicare Assassin
Posted: Wed 30 Oct, 2013 11:59 pm
by Nuclear Arbitor
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.
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 10:46 am
by Lulgrim
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.
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 12:09 pm
by Jazz-Sandwich
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?
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 12:15 pm
by Gray
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.
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 12:33 pm
by Jazz-Sandwich
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?
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 12:45 pm
by Gray
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.
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 12:56 pm
by Lulgrim
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.
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 2:04 pm
by Gray
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?
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 6:25 pm
by Nuclear Arbitor
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.
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 6:41 pm
by Lulgrim
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).
Re: New GK Unit: Vindicare Assassin
Posted: Thu 31 Oct, 2013 7:41 pm
by Gray
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.
Re: New GK Unit: Vindicare Assassin
Posted: Sat 02 Nov, 2013 6:14 am
by Gray
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.
Re: New GK Unit: Vindicare Assassin
Posted: Sat 02 Nov, 2013 7:21 am
by Lulgrim
Have you looked on the RelicNews forum?
Re: New GK Unit: Vindicare Assassin
Posted: Sat 02 Nov, 2013 9:31 am
by Gray
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