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    Buildings inside and out.

    OpenMachines
    models
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    • JRL101J
      JRL101 @JRL101
      last edited by

      So far so good.
      STEP1) Replicate as close as possible.
      STEP2) Add additional details
      STEP3) Clean
      STEP4) Create High Detail MESH for distortion map.
      STEP5) Rework original textures and edit where needed.

      Light Infantry Factory(WIP).jpg

      1 Reply Last reply Reply Quote 2
      • JRL101J
        JRL101
        last edited by JRL101

        UPDATE:
        Light Infantry Factory
        Light Infantry Factory(WIP2).png
        Added the smoke stacks, They're in the same position as i can get them from the images, but the stacks look wrong. Maybe i have to make them lean inwards. I'll make some adjustments, i changed the ribbed things on the side to flow with the mesh, but those stacks are all one mesh each.

        AvionArisA 1 Reply Last reply Reply Quote 2
        • AvionArisA
          AvionAris @JRL101
          last edited by AvionAris

          @JRL101 Hey, it looks very cool, I'd say! Maybe I'll be able to get a model or two? I mean, screenshotted. But I'm not sure, to be honest.

          JRL101J 1 Reply Last reply Reply Quote 0
          • JRL101J
            JRL101 @AvionAris
            last edited by

            @Encrypted Still need to add the side vents, cables, pad feet, the door? that sorta cabling/piston mechanical looking weird shape.
            Light Infantry Factory LEFTOTDO.jpg

            1 Reply Last reply Reply Quote 1
            • JRL101J
              JRL101
              last edited by

              UPDATE:
              Adding the front stuff, not sure if i should give this internals.
              Getting weird triangulation creases on the front surface.. may have to manually work the vertices.

              Light Infantry Factory(WIP3).png
              Light Infantry Factory(WIP3_Closeup).png

              D 1 Reply Last reply Reply Quote 1
              • bilalB
                bilal
                last edited by

                Looking good! Let me know when/if you have a unit finished.

                JRL101J 1 Reply Last reply Reply Quote 2
                • JRL101J
                  JRL101 @bilal
                  last edited by JRL101

                  @bilal shouldn't be long before i texture this one, Animation how ever may take longer. (for the buildings/units etc) Considering i have no clue where to start. I'll stick to building the tracked units first before i attempt walking cycles.

                  AvionArisA bilalB 2 Replies Last reply Reply Quote 0
                  • AvionArisA
                    AvionAris @JRL101
                    last edited by AvionAris

                    @JRL101 You know, I think units are teleported outside the factory when they're built. That might explain why there's no door!

                    Just look at the APCs, for example - they teleport machines inside/outside of theirselves when they're taking/dropping them. There are no hatchways at all in the Armored Personnel Carriers (the things on their backs might be considered to be hatchways, but remember how they deploy the units, though - that is, they drop'em down from the front, not from the back).

                    So I guess I made your job easier now?

                    1 Reply Last reply Reply Quote 0
                    • bilalB
                      bilal @JRL101
                      last edited by

                      @JRL101
                      Most of the animation for units with tracks or hover is just going to be the guns moving backward as the unit fires, which I can do. I've done a bit of animation and modeling before for several games.

                      Mind you the animation is a lot easier for me, so I can get some basic ones out if a unit model is there.

                      1 Reply Last reply Reply Quote 1
                      • JRL101J
                        JRL101
                        last edited by

                        @Encrypted Most yes, but i was considering giving all the buildings interiors for the purpose of letting a scientist/spy into the building to speed it up/steal upgrades/disable it.

                        @bilal Easy, if you know more about animating/rigging, i'll just make the static unit and link it when they're ready.

                        1 Reply Last reply Reply Quote 0
                        • D
                          Ddc_Cl @JRL101
                          last edited by Ddc_Cl

                          @JRL101 Hey There is here a Folder with all the 3d Models of the game that the one i use for make my model, i was a bit busy with work and stuff and could been here ID

                          Here is the Link with all the models http://download.wiredforwar.org/Game/Machines Models %26 Textures.zip
                          That Judas Get

                          Also, NICE MODELING DUDE YA HAVE A LOT OF TALENT :D

                          JRL101J 1 Reply Last reply Reply Quote 1
                          • JRL101J
                            JRL101 @Ddc_Cl
                            last edited by

                            @Ddc_Cl already have that, problem is some of the units have parts all over the place, then when you open the files the mesh is all kinds of messed up. I've been using them for rough scales, but honestly i'm better off just re-making them from images. Most of the folders are also named weirdly. so finding the right ones its problematic.

                            D 1 Reply Last reply Reply Quote 1
                            • D
                              Ddc_Cl @JRL101
                              last edited by

                              @JRL101 Yeh at first glance look like a full mess of folder but its sorted
                              generally the Unit main Body is in the folder, Administ (Like command) the aggressor, average attack unit (Reaper, Grunt) and then the building, Factory, the Pod, beacon.
                              I think that is a bit more easy using the old model as a reference for the new
                              also for the unit just focus on the base and movement way (IE: Grunts wheels) instead of the Weapon, those make it in a diferent file, cuz the weapon are added as diferent file/Model so not gonna model different unit using blaster, bolt, minigun ETC

                              JRL101J 1 Reply Last reply Reply Quote 0
                              • JRL101J
                                JRL101 @Ddc_Cl
                                last edited by JRL101

                                @Ddc_Cl the models are still arranged with all the parts centered.
                                The heads are also separate. and they all see to share textures too.

                                bilalB 1 Reply Last reply Reply Quote 0
                                • bilalB
                                  bilal @JRL101
                                  last edited by bilal

                                  @JRL101
                                  There are a bunch of screenshots of units here taken a long time ago: https://drive.google.com/open?id=0B3hJvIPdNZp-YmVkZjA4NGYtZGYyZC00NjMzLWFjNDItNzg5YjE0MjZlZmE0

                                  Unfortunately, it's not all of them, which is a little weird because I thought we took more.

                                  JRL101J 1 Reply Last reply Reply Quote 2
                                  • JRL101J
                                    JRL101 @bilal
                                    last edited by JRL101

                                    @bilal Useful! Thankyou. Some are missing top views or some front views, but they'll do for now.

                                    1 Reply Last reply Reply Quote 1
                                    • D
                                      Ddc_Cl @JRL101
                                      last edited by

                                      @JRL101 hey how how many polygons have the building?

                                      1 Reply Last reply Reply Quote 0
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