<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Models Things]]></title><description><![CDATA[<p dir="auto">Hi peeps.<br />
i was Checking out the Models that Judas Get form the Original files and i dicover and figure out this things:</p>
<ul>
<li>i can use the original model as reference for Make the new one more detailed and more Smooth, i aready do the Pod Look awesome i gonna upload it soon<br />
Pod Pick:<br />
<img src="/uploads/files/upload-777d3d88-38ff-4ef8-9f5b-5bccd36b1622.png" alt="2016-02-25.png" class=" img-fluid img-markdown" /></li>
<li>the original way the models where maked on game (where fun saw how they figure out this thing on that time XD)</li>
</ul>
<p dir="auto">Also we can use the original Texture, we have to Rezise it (they are 64X64), clean it, add more details (scratch, Wires and stuff) and make Normals</p>
<p dir="auto">i read on the RoadMap that wanna Add a Unit Editor in that case we have to make the Unit Modular, In the 3D program i just make the Part separate form the "Torso", in Game we have to make the Torso a main Piece and add Empy Child for the Legs , Weps , Face ,ETC. (I was working on this one in Unity but i could Figure it out on UE4</p>
]]></description><link>http://wiredforwar.org/topic/99/models-things</link><generator>RSS for Node</generator><lastBuildDate>Sat, 16 May 2026 11:16:51 GMT</lastBuildDate><atom:link href="http://wiredforwar.org/topic/99.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 25 Feb 2016 14:39:59 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Models Things on Thu, 03 Dec 2020 13:54:18 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/136">@marvin</a> said:</p>
<blockquote>
<p dir="auto">Hi, I  created a Reaper in Blender. It is already rigged and textured. For the Textures it may be helpful to have some basic Materail-Textures for the Metal, so that the Models look not too different. I already created some and if you like them I can share them. ;D</p>
<p dir="auto">Based on the model, i uploaded two vids. In one animation i just let the legs move, to better support a moving body for aming in first person for example.</p>
<p dir="auto">//Added: Run Animation:<br />
<a href="https://www.youtube.com/watch?v=3dZQe4IduA8" rel="nofollow ugc">Animation with moving body</a><br />
<a href="https://www.youtube.com/watch?v=MtXgOm8ja-k" rel="nofollow ugc">Animation without moving body</a></p>
<p dir="auto">Here is the Result:<br />
<img src="/uploads/files/upload-f9f01acc-2299-4466-ac24-8d5715c2f26b.png" alt="FirstRender.png" class=" img-fluid img-markdown" /></p>
</blockquote>
<p dir="auto">Hey, that's pretty cool</p>
]]></description><link>http://wiredforwar.org/post/1720</link><guid isPermaLink="true">http://wiredforwar.org/post/1720</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Thu, 03 Dec 2020 13:54:18 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Mon, 17 Dec 2018 21:31:44 GMT]]></title><description><![CDATA[<p dir="auto">Gotcha, thanks.</p>
]]></description><link>http://wiredforwar.org/post/1545</link><guid isPermaLink="true">http://wiredforwar.org/post/1545</guid><dc:creator><![CDATA[Refragger]]></dc:creator><pubDate>Mon, 17 Dec 2018 21:31:44 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Sat, 09 Jun 2018 16:15:31 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/144">@Refragger</a><br />
Same here. It's difficult whe you have to sart from zero. But there was some excitement some months ago due to the possibility that Night Dive Studios might make a remake.<br />
Maybe we'll see Eden 4 once again.<br />
<img src="/uploads/files/upload-1cc2945f-2361-4125-af1e-4c4bbf23ee85.png" alt="Eden 4.png" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/1516</link><guid isPermaLink="true">http://wiredforwar.org/post/1516</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 09 Jun 2018 16:15:31 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Fri, 01 Jun 2018 11:06:37 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/136">@marvin</a> Well done, looks great!</p>
<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/144">@Refragger</a> Not quite, there has been some divided focus on working on a remake project, but there was a lack of commitment. It's a bit difficult to commit to it for me right now as I have a lot going on. That said, I know <a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> was recently using a framework to make a prototype.</p>
]]></description><link>http://wiredforwar.org/post/1515</link><guid isPermaLink="true">http://wiredforwar.org/post/1515</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Fri, 01 Jun 2018 11:06:37 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Mon, 28 May 2018 01:21:53 GMT]]></title><description><![CDATA[<p dir="auto">Ok, dumb question. I must check in more often. I appreciate the work, and I hope it comes to  completion.</p>
]]></description><link>http://wiredforwar.org/post/1512</link><guid isPermaLink="true">http://wiredforwar.org/post/1512</guid><dc:creator><![CDATA[Refragger]]></dc:creator><pubDate>Mon, 28 May 2018 01:21:53 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Mon, 28 May 2018 01:15:51 GMT]]></title><description><![CDATA[<p dir="auto">Is there a new Machines game being created here?</p>
]]></description><link>http://wiredforwar.org/post/1511</link><guid isPermaLink="true">http://wiredforwar.org/post/1511</guid><dc:creator><![CDATA[Refragger]]></dc:creator><pubDate>Mon, 28 May 2018 01:15:51 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Thu, 07 Jun 2018 08:42:59 GMT]]></title><description><![CDATA[<p dir="auto">Hi, I  created a Reaper in Blender. It is already rigged and textured. For the Textures it may be helpful to have some basic Materail-Textures for the Metal, so that the Models look not too different. I already created some and if you like them I can share them. ;D</p>
<p dir="auto">Based on the model, i uploaded two vids. In one animation i just let the legs move, to better support a moving body for aming in first person for example.</p>
<p dir="auto">//Added: Run Animation:<br />
<a href="https://www.youtube.com/watch?v=3dZQe4IduA8" rel="nofollow ugc">Animation with moving body</a><br />
<a href="https://www.youtube.com/watch?v=MtXgOm8ja-k" rel="nofollow ugc">Animation without moving body</a></p>
<p dir="auto">Here is the Result:<br />
<img src="/uploads/files/upload-f9f01acc-2299-4466-ac24-8d5715c2f26b.png" alt="FirstRender.png" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/1509</link><guid isPermaLink="true">http://wiredforwar.org/post/1509</guid><dc:creator><![CDATA[marvin]]></dc:creator><pubDate>Thu, 07 Jun 2018 08:42:59 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Mon, 04 Jul 2016 04:49:20 GMT]]></title><description><![CDATA[<p dir="auto">I would love a copy of the models, im working on remakes in my spare time, but i need a base to start with for proportions.</p>
]]></description><link>http://wiredforwar.org/post/1150</link><guid isPermaLink="true">http://wiredforwar.org/post/1150</guid><dc:creator><![CDATA[JRL101]]></dc:creator><pubDate>Mon, 04 Jul 2016 04:49:20 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Tue, 01 Mar 2016 23:27:56 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
<img src="/uploads/files/upload-f7c2fe64-a8ca-4a46-ad04-bdf36be9ddaf.gif" alt="504[1].gif" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/1042</link><guid isPermaLink="true">http://wiredforwar.org/post/1042</guid><dc:creator><![CDATA[Ddc_Cl]]></dc:creator><pubDate>Tue, 01 Mar 2016 23:27:56 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Tue, 01 Mar 2016 18:11:47 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/98">@Ddc_Cl</a> Excellent! I can provide you with reference sheets then, since I too want to add new things. As soon as I can I will post them on a separate thread.</p>
]]></description><link>http://wiredforwar.org/post/1041</link><guid isPermaLink="true">http://wiredforwar.org/post/1041</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Tue, 01 Mar 2016 18:11:47 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Tue, 01 Mar 2016 03:54:19 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> Models Itselft the Original (or the Base ones)<br />
But if wanna add a new stuff like Machines, Wep or anything then should send me a Ortographic Front-Side(-back) Ref Sheet<br />
Example i do the "plasma Bolt mortal" of @Encrypted, based on the Draw that he post</p>
<p dir="auto">PS: Sorry if use To Much Cap i am very Used to the CamelCase ID</p>
]]></description><link>http://wiredforwar.org/post/1040</link><guid isPermaLink="true">http://wiredforwar.org/post/1040</guid><dc:creator><![CDATA[Ddc_Cl]]></dc:creator><pubDate>Tue, 01 Mar 2016 03:54:19 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Tue, 01 Mar 2016 03:54:28 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a> Yeh come Splited and in diferent Files, The  external part of the Pod is a file and Internal Part of the Pod is another file, the shadow itselft is another part ID<br />
and in that way all the other models</p>
]]></description><link>http://wiredforwar.org/post/1039</link><guid isPermaLink="true">http://wiredforwar.org/post/1039</guid><dc:creator><![CDATA[Ddc_Cl]]></dc:creator><pubDate>Tue, 01 Mar 2016 03:54:28 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Sat, 27 Feb 2016 14:35:58 GMT]]></title><description><![CDATA[<p dir="auto">@Encrypted<br />
Yeah it seems that the extractor tool didn't receive the proper location data of the objects. Trust me, piecing a reaper together is not fun haha,</p>
]]></description><link>http://wiredforwar.org/post/1038</link><guid isPermaLink="true">http://wiredforwar.org/post/1038</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Sat, 27 Feb 2016 14:35:58 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Sat, 27 Feb 2016 14:04:10 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a> said:</p>
<blockquote>
<p dir="auto">Were their parts all in pieces and disconnected?</p>
</blockquote>
<p dir="auto">Well, I once opened these models in AC3D. I didn't even know if <em>these</em> were the actual models! I guess this explains everything if they all were in pieces, though.</p>
<p dir="auto"><em>yay.gorilla</em></p>
]]></description><link>http://wiredforwar.org/post/1037</link><guid isPermaLink="true">http://wiredforwar.org/post/1037</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Sat, 27 Feb 2016 14:04:10 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Sat, 27 Feb 2016 00:56:14 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/98">@Ddc_Cl</a><br />
¡Awesome! Also, are the references like character sheets or are they the models themselves?</p>
]]></description><link>http://wiredforwar.org/post/1036</link><guid isPermaLink="true">http://wiredforwar.org/post/1036</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 27 Feb 2016 00:56:14 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Fri, 26 Feb 2016 14:32:40 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/98">@Ddc_Cl</a></p>
<p dir="auto">I wouldn't worry about the Unit Editor (That's already going to be included in UE4 anyway), but yes, the units would have to be modular anyway so different parts can move properly.</p>
<p dir="auto">On another note, when you opened the extracted models in Maya, were their parts all in pieces and disconnected? I found it kind of difficult to put them back together when I first looked at them. I did that so far with a pod and an assassin warlord.</p>
]]></description><link>http://wiredforwar.org/post/1035</link><guid isPermaLink="true">http://wiredforwar.org/post/1035</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Fri, 26 Feb 2016 14:32:40 GMT</pubDate></item><item><title><![CDATA[Reply to Models Things on Thu, 25 Feb 2016 17:58:25 GMT]]></title><description><![CDATA[<p dir="auto">So it's like making a model HD? That's awesome!<br />
I would love to see a HD Gorilla!</p>
<p dir="auto"><em>yay.gorilla</em></p>
]]></description><link>http://wiredforwar.org/post/1034</link><guid isPermaLink="true">http://wiredforwar.org/post/1034</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Thu, 25 Feb 2016 17:58:25 GMT</pubDate></item></channel></rss>