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Is 3D modeller needed?

Posted: Mon 21 Oct, 2013 2:50 pm
by Gray
Hi everyone!
I am an experienced low-poly modeller since 2001 and I want to help you with your mod. Working slowly, but carefully. Good with ripping, optimization and polishing, not so good with animations. Recent noticeable gamedev experience - Fonline 2238. Now I have a DoW: Soulstorm Titanium Wars mod with most codex units, wich may be ripped.
If anybody tell me what to do and share any tools - I can start just tomorrow.

Re: Is 3D modeller needed?

Posted: Mon 21 Oct, 2013 3:24 pm
by Caeltos
We would appriciate any help we could get! Private message me your steamID and we can chit chat.

Re: Is 3D modeller needed?

Posted: Mon 21 Oct, 2013 3:34 pm
by Gray
I wish to remember my steam pass :)

Re: Is 3D modeller needed?

Posted: Mon 21 Oct, 2013 8:16 pm
by David-CZ
Could you show us some stuff you've made? I'm curious as I'm trying 3D myself. Also what software do you use? I could really use some help with certain issues in 3DS Max.

Re: Is 3D modeller needed?

Posted: Mon 21 Oct, 2013 9:52 pm
by Kilgarn
Yeey ^^

3D guy :3 Just what we needed :D :D
New oil to the machine ;) Cant wait to see what can you come up with ^^

On that note:
David, I'm working on the textures a bit, just had a lot of stuff (still) IRL and I'm working in a snails pace on drawings atm :/

Re: Is 3D modeller needed?

Posted: Tue 22 Oct, 2013 5:24 am
by Gray
David-CZ wrote:Could you show us some stuff you've made? I'm curious as I'm trying 3D myself. Also what software do you use? I could really use some help with certain issues in 3DS Max.
Running 3D MAX only.
Nowhere used:
Image
Image
Image
Image
Image
all models are limited to 250-300 polys

Fonline 2238:
Image
texture snatched directly from New Vegas, mesh - my own.
More here:
http://fo2238.fodev.net/wiki/3d_armors_development_tracker
http://fo2238.fodev.net/wiki/3d_graphics_development_tracker

Re: Is 3D modeller needed?

Posted: Tue 22 Oct, 2013 2:06 pm
by David-CZ
@Kilgarn:
I'm sure whatever you're working on it's more important than a little fashion change. Take your time.

@Gray
Nice to hear you're working in 3DS Max. I had some issues rendering textures. For some reason there are black dots randomly placed all over the picture from time to time. But once they're there, there's no way to get rid of them. And when I say randomly placed, I mean in random places but in exactly those places after each rendering. I tried looking this up on the internet with no luck so far.

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


When you zoom in black pixels are visible on the wood pattern. It's ok in the game because it's not visible but if I were to make an HD texture it'd start messing things up since the broken pixels are trough out all the layers and alphas.

Any idea what could be the cause of this?

Re: Is 3D modeller needed?

Posted: Tue 22 Oct, 2013 2:34 pm
by Gray
David-CZ wrote:I had some issues rendering textures...
Not a single idea. I usually make textures in Photoshop or just rip from somwhere and use it partially. Never tried to render it.
My design technics is obsolete and primitive, but effective on a low polycount. I'm not sure if I can help you with such complex issues

So what about the main question? Is there any converter or resource pacher to use? I have to know what to do.

Re: Is 3D modeller needed?

Posted: Tue 22 Oct, 2013 3:13 pm
by David-CZ
I suppose the mash and the textures can be ripped but the problems are the bone structure and animations. Because of that any new models need to be placed on already created bones. Unless there's someone who'd actually know how to make animations.

I don't know how well you know how to get models to work in DOW2 but you're going to need Santos Tools 2 for the models and Cope's Toolbox for implementation.

Re: Is 3D modeller needed?

Posted: Tue 22 Oct, 2013 4:06 pm
by Gray
That's exactly what I needed.
Animation will not be a problem if the tools export models with bones. I can just reshape a model to anything you want, saving the bone structure. In FOnline 2238 I made Enclave Power Armor from Van Buren's Power Armor exactly the same way.

Re: Is 3D modeller needed?

Posted: Tue 22 Oct, 2013 5:35 pm
by Lulgrim
You can find all the tools here, as well as a bunch of tutorials and possibly contact some experienced DoW2 modelers (if someone's still around). You could ask Shuma, he probably made the most stuff.

http://forums.relicnews.com/forumdisplay.php?257

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 3:13 am
by Nuclear Arbitor
those are super low poly, and in some awkward places, but they'd probably work for dow2. from what i remember seeing it's generally a little higher poly though. the textures are quite nice though.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 7:15 am
by Gray
Nuclear Arbitor wrote:those are super low poly, and in some awkward places, but they'd probably work for dow2. from what i remember seeing it's generally a little higher poly though. the textures are quite nice though.
That was just an example. Nobody planned to include real weapon in DoW (if I don't misunderstand you, language barrier is still a bit high for me).
I've mastered the tools. Any ideas where shoul I start? Maybe TAU?

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 8:17 am
by Nuclear Arbitor
if you're able to model characters, tau would be the most useful as caeltos is working on the statistics for them.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 8:36 am
by Dark Riku
Or Necrons, Vindicare assassin, dreadknight, ... Better contact Caeltos about this ^^

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 9:29 am
by David-CZ
Speaking of Tau, there is already a lot of stuff made that should be used IMO. Wouldn't know what to start with myself.

http://forums.relicnews.com/showthread.php?258531-The-Tau-1-01-Updated-Helmets-and-Tanks

And regarding the Dread Knight, the lack of animations will most likely be a major issue here.

I suppose you can always just try improving what's already there. But if you want to work on something big for the future you'd really have to ask Caeltos.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 10:28 am
by Gray
Yeah, I've saw that mod. I'm not sure if a simple troop replacement will be good idea, because of animations.
Additionally, the models are not finished, UVW coordinates are mixed up. However, it's a good start. I'l do my best.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 12:42 pm
by Caeltos
Dreadknight would be a good start. Tau statistics and etc is still abit ways off.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 3:03 pm
by Orkfaeller
Caeltos wrote:Dreadknight would be a good start.


Its good we have moderate expectations and realistic targets for the very first project^^

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 4:27 pm
by Gray
Caeltos wrote:Dreadknight would be a good start. Tau statistics and etc is still abit ways off.
So I need a proxy template, a unit with a similar bone structure. It shloud be a walker or a heavy infantry, that can shoot from both hands and fight melee by right hand. Any ideas?

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 5:20 pm
by fankater
Gray wrote:
Caeltos wrote:Dreadknight would be a good start. Tau statistics and etc is still abit ways off.
So I need a proxy template, a unit with a similar bone structure. It shloud be a walker or a heavy infantry, that can shoot from both hands and fight melee by right hand. Any ideas?

Wraithlord but he can fire only from left arm.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 5:47 pm
by Orkfaeller
Wonder if not Grey Knights ( -Terminators) come closest to the Dreadknight.
I mean, its armed and proportioned like a giant GK / Space Marine.

But I dont know how easy it is to scale (up) animation skeletons in the game. Or how well they would line up if stretched that mutch.

Otherwise the Wraithlord I guess. A Sword and a Wrist mounted Gun. But he might be to "slender"

Avatar could come close, but doesnt have a Ranged Weapon Animation

Image
Image

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 5:50 pm
by Ace of Swords
The wraithlord is the closest imo, tought I don't think the animation would fit a wardknight too much.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 6:01 pm
by Ar-Aamon
If you really want to make a Dreadknight please don't take this sh** as archetype:
Image


A Dreadknight (should) actually look like this:
Image

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 6:44 pm
by Dark Riku
Fixed that for ya:
Ar-Aamon wrote:If you really want to make a Dreadknight please don't take this sh** as archetype: Apocalypseknight

A Dreadknight (should) actually look like this: RealDreadknight

Edit: What the shit is going on here? Anyone else having troubles with the links/pics?

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 7:02 pm
by Orkfaeller
aye

edit:

If I had to guess, Id say he linked that pic

Image

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 8:10 pm
by David-CZ
If it actually looks like the one Orkfaeller posted then a Terminator skeleton should be a good start. It may not even be necessary to edit the bones if bound to the mash correctly. But it's all just speculations. One'd really have to see it modeled and try it out.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 8:50 pm
by Kilgarn
Aye, a terminator or wraithlord would be as close as it gets ^^
Termi would be more accurate, since the dreadknight is technically a huge terminator exoskeleton ^^;

The wraithlord has a more clean movement, more of a walker that a dreadknight would be though... not sure if it would need both arms to fire tho, since, even terminators use only one hand to shoot around, all variants! Even all GK units do the same ^^;
So I think Wraithlord would be solid, since it has a shoulder weapon too... but then again the default terminator has a rocket launcher ^^;

I guess I'd still pick the wraithlord... its movement is just a lot more closer to a hulking behemoth then a terminator would... :3

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 9:13 pm
by Ar-Aamon
I don't know what its wrong with the pic. On the first view they appeared but now they don't show up anymore. :? pics were from 1d4chan.

And yes, Orkfaeller guessed right (well done Sir!) 8-) Thats how a Dreadknight should look like. Too bad its not the official version of GW. Anyway this model is awesomesauce.

Re: Is 3D modeller needed?

Posted: Wed 23 Oct, 2013 9:31 pm
by Orkfaeller
not sure if it would need both arms to fire tho, since, even terminators use only one hand to shoot around,

I think the actual Dreadknight model, if equpided with the sword, only has one wrist mounted weapon anyway, I think.

And yes, Orkfaeller guessed right (well done Sir!) 8-)


whoow. jackpot.

That said, I'm not a fan of the Dreadknight, neither its concept nor its design; if I were in charge it would never be implemented ( to the tabletop that is ).

But I think the posted conversion is a bit too close to the actual GreyKnights. If you dont look at the feet he just looks like an Inquisiton scaled GK model.