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Defunct Community Model Project

  1. #3301
    Member DMz's Avatar
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    Using the L43 unaltered just scaled wouldent work, it would look all wrong for a 105mm, the way ive done it you can use your texture by cut and pasting the main parts and altering 1 or 2 small parts. The only reason i didnt use my origional custom barrel was because you wanted the model, and it wasnt uv mapped. I was personally content with relics barrel, it looked okay correctly smoothed.

    The AEC isnt uvmapped, but you should finish whatever stuff you have first and not worry about rushing .

    The 37mm i will sort out as youve obviously got your hands full. Ill sort the grant too .

    As for Lorans stuff thats remaining, ive always been dubious as to its origins, which is why ive not worked on them for a long while, however if you send me the ones you want smoothed and fixed i will do what i can for them as a favour to you. Sweeten knows my view on this. I will deffinatly not mix my stuff with anything apart from relics origional or some of TDs if he allowed it. And even that would only be because i like TD and the favor would cut both ways. As ive said before, theres nothing that needs making that i cant make by myself or using relics stuff, it avoids a lot of unpleasentness and conflict.

    The gpa, i did say id fix the required uv parts. Im begginiing to realise that after making an ocl some parts of each uv are thrown about or mashed up. And i suspect this to be the cause of the problem. (IE on the muleteer. i just had to fix all the left side supension and mounts, because the uv had gone screwey after creating the occlusion, yet when you unwrap it, it looks fine on the map. Only fix seemed to be to reuvmap them, in this case it was easier to clone and mirror, so i did that and deleted the screwed up parts).

  2. #3302
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    Okay, i got it.
    Even now I am efforting to finish whatever i can because I really am running out of time. I have commitments at work I must do. I have finished the goblins all around, all is left is the shurtzen but that is no biggy, maybe a couple of hours and then your StuG III as we know it is done with possibilities of states. I WILL finish the Sturmy skin when I get around to it.
    I remade the wreck skin to give it more of a character than the usual Relic stuff. So thats out of the way also.
    I will have to do the maps though, nrm, gls and spc. I reckon you have occlusion stuff ready to go. If not I can burn the ocl map as well.

    Then its ready to ship out. Few days but dont bang on my door, that I said so, lol !
    Attached Images

  3. #3303
    http://botb.fiffa.net Halftrack's Avatar
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    if you need any assistance with the maps, I would be happy to help.

  4. #3304
    Member eliw00d's Avatar
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    That would be great! We have quite a few models that need UV maps.

  5. #3305
    Member DMz's Avatar
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    The occlusion is in the rar mate, it looks white but it has all the alpha surrounds on it, if you check it in ps youll see the channels there, and the model has channel 2 on it on all versions. including the early ones. What you have there is very good.

  6. #3306
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    if you need any assistance with the maps, I would be happy to help.
    And I would be eternally greatful for any help, whether doing uv or gls, nrm, spc maps of the dif. I even like uvmapping, its my thing but I simply cannot keep up with the demand due to severe shortages of time I can commit to this. If you are content with the skins I can put together then I am here for you but and any help I receive is worth its weight in gold. I can then focus on diffuse maps and push them out by the dozen. lol

    The occlusion is in the rar mate
    Yeah, i found it mate, thanx, sometimes I cant find things until they jump up and bite me in the arse. lol
    Okay, whats left to release the StuG is the Saukopf mantlet, the skirts, the 10.5 cm barrel and the various maps for the export. Everything else (Finnish Sturmy skin or alternate skins -camo, zimmerit and so on-) can be added later I am sure. The main thing is to get all the parts for the initial release of the StuG III variants.

    @DMz
    What about the early StuG III (A) with the stubby gun, which would also serve as a platform for the F variant, if memory serves? That could be uvmapped. You left it with me but it might be a little faster if Halftrack or you could do it actually. I dont wanna shake it off me, its just I could use the hand.
    We will have to do the GPA but I could even re-uvmap the parts need to be redone. When? Dunno yet, but sometimes in the foreseeable future.

    @Eli
    Question:
    Since we have all the skirts in separate piece, would it be viable to actually be added piece-by-piece as states? I personally would love to be able to add only a few of the skirt parts as oppose to the whole deal or nothing. This would be the very first time we could do it. Oi mean without alpha out any unwanted parts like i have to do now. Just asking...

  7. #3307
    Member DMz's Avatar
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    The gpa is a 10 minute job for me to fix so send it please. Thanks. Ill uvmap my other stug unless halftrack wants to map and skin it. Eigther way its not a problem, just dont hold your breath waiting for it if im doing it. Also if your really keen on a devent 105 stuh barrel this is my origional one. It would need uvmapping. Has 8 sides and i think is sexy. But i took it off because someone wanted a stug to skin .

    Last edited by DMz; 27th Oct 11 at 4:21 PM.

  8. #3308
    Member eliw00d's Avatar
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    @inuk
    Technically we could do that with the Panzer IV or StuG IV, I just never got around to it. I could look into ways to incorporate it into the revised Panzer IV package.

  9. #3309
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    this is my origional one. It would need uvmapping
    I want that babe. I get it done and stick it on the StuH. So what is the name of the file (I reckon it is on the server).

    @Eli
    Thanks for looking into it! Appreciate that.

  10. #3310
    Member DMz's Avatar
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    OrigionalStuhBarrel.rar

  11. #3311
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    got it. i am done with all the maps, will send it to Eli this evening or tomorrow morning, including the stuh gun. all is done, its ready to export.
    i manipulated the uvmaps a little, will send the max along in the package.
    gpa is coming your way also.
    if halftrack is serious about chipping in with skinning or whatever, then we are pretty okay i guess.

  12. #3312
    Member eliw00d's Avatar
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    Mostly animated:


  13. #3313
    Member eliw00d's Avatar
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    Just missing a few things, like the halftrack FX in the back. Butt, otherwise done.



    Unfortunately, I am on really slow internet, so I am going to postpone the actual release of anything for at least a month while I am visiting home. However, I will try to get things ready for release during that time.

  14. #3314
    Member Aidas2's Avatar
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    That was fast, looks great to!

  15. #3315
    Member eliw00d's Avatar
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    @Aidas
    Well, once I figured out the issue with animating treads (thanks to DB), it's pretty easy. Honestly, the hardest and most time consuming part of the whole process is OE. If I had some help in that area these things would go more smoothly.

  16. #3316
    Member GzaDrunkGenius's Avatar
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    I don't want to be a hater or sound ungrateful but shouldn't the tracks look more like this one?
    Maybe it can be done by skinning, i don't know, if so forgive my rudeness.
    "If everyone smoked a blunt, relieve the mind, the world could be a better place."

  17. #3317
    Member eliw00d's Avatar
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    Moving on...

  18. #3318
    http://botb.fiffa.net Halftrack's Avatar
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    honestly, I also have time issues with RL, so joining in for uvw maps could be hard,
    but I would love to help you especially with the normal, occlusion and spec/gloss maps,
    as ( no offense here ) you guys still seem to have problems making those correctly.

    so if you have the StuG III ready ( model & dif ) I could need the 3D file and prepare them
    for animation..

  19. #3319
    Member Aidas2's Avatar
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    It can be fixed with a retexture. What's next on your list, Eli?

  20. #3320
    Member eliw00d's Avatar
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    @Halftrack
    The StuG III is already animated. Help would definitely be appreciated, though. I believe most of the darkness issues have been corrected with the newer models.

  21. #3321
    Member DMz's Avatar
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    As far as i know theres only two models where maps are a problem.and it isnt nrm spc or gls, it was plain simple occlusion causing the problems on one and a mess up with the welding and smoothing on the other (mainly caused by confusion and the same modelbeing used ove and ove again, plus then the wrong shader being used). Since release ive struggled to fix most of those issues by making new nrms for the models that needed them and replacing all the ocls with ones that have the image on the alpha but a plain white background under it. in 80% of them this has worked.

    Xalibur has spent a rediculous amount of time aswell and sorted many of the other textures in Blitzkrieg.

    in the last 8 possibly 9 releases there have been no lighting problems or texture issues. I also believe Eli has 7 possibly 8 animated but not released, due to testing. which border on being spot perfect, its no good me making extravagant skins for things because no one can reskin them. So i end up having to use default colour schemes or plainer schemes to allow for recolours and reskins. Recently i have been including camo variants in releses but as yet none but one of those has been released, so till the rest are released, we wont know how much i suck at that.

    As for the Mule its a default relic scheme, once released anyone can reskin or reclour it. I really see no point in doing more then making it and giving it a basic texture.

    There are over 20 models out there which could be reskinned or recoloured, or which could have new nrms spcs and gls made, yet only Xalibur myself and one or two others have bothered to do so. Seriously if i can put a half reasonable camo on a mid sturmpanzer then anyone should be able to do it, because skins really arnt my area .

    ----------

    Just to point this out, since i posted its been 1 hours 10 minutes, it took that to do this, which is no where near finished. Its another reason i dont do elaborate skins, because im a, not very good at it and b, slow as hell with textures

    Spoiler


  22. #3322
    Member jalle4554's Avatar
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    could i get that model?

  23. #3323
    Member DMz's Avatar
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    Not till Eli releases it in a month or so, along with half a dozen others.

    If anyone wants this recolour theyre welcome to it.

    Spoiler



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    Download

  24. #3324
    http://botb.fiffa.net Halftrack's Avatar
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    Dont get me wrong,dont want to be a prick, I just want to help make your releases better.
    I am not talking of model, animation or diffuse map quality here.which are quite good and still becoming better.
    But correct secondary maps play a big role. I spent a lot of time on them and so
    I thought this could be the part where I could help the most.

    btw: occlusion maps... they dont need to have alphas in any way.
    occlusion maps define the power of ambient lighting on the model, thats why they need
    a second UVW channel. they dont help much if they simply have a plain colour.

    the lighting problems you had were caused by the normal maps.
    most times the alpha was missing..or the normals were flipped.

    anyway: If you have 6 or so models prepared, I would be happy to do those
    secondaries for them.
    Last edited by Halftrack; 30th Oct 11 at 5:32 AM.

  25. #3325
    Member eliw00d's Avatar
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    @Halftrack
    We are happy to have you help. I will see what I can send you. Are there any previous models that you have fixed perhaps?

  26. #3326
    http://botb.fiffa.net Halftrack's Avatar
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    yes, a few. mostly those, which I have reskinned for use in BotB...
    currently working on the Moebelwagen / Flak 43 and the StuP IV. ( your earlier release )
    I have recently fixed the Stummel Variations ( 251/9 and 234/3 ) , also the Dingo
    and the M8 Scott.

  27. #3327
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    @halftrack
    I could use some help, if you could pls make me the secondary maps I could focus on the diffuse only!
    I made all the maps for all the mesh groups for the StuG/StuH but i have the Ford GPA diffuse and I if i could pass it on to you I would be greatful.
    I could just give you a dl link in a PM or something.

  28. #3328
    Member robotnik's Avatar
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    wow., the germans sure put the flak 38 on multiple vehicles, which brings me to a vehicle of interest.



    an interesting mating of a flak 38 with captured bren carriers

    i was wondering if the team would be interested in such a vehicle, i can easily model, UV map, and skin the extra parts, i just would need someone to add the flak38 and an mg34 instead of bren gun in the hull

    some more images

    Spoiler

    A jagdpanther has a litter of 33 hetzers. 17 hetzers are eaten by at guns. What percentage of hetzers were blown to bits by at guns?

  29. #3329
    Member Aidas2's Avatar
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    Now that's interesting and unique. Don't think you'd need any new parts, just place the static flak onto the bren carrier and replace the bren gun with a mg34?

  30. Modding Senior Member Company of Heroes Senior Member  #3330

  31. #3331
    Member eliw00d's Avatar
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    Not really that interested in field mods like that, sorry. :/

  32. #3332
    Member Blackw00lf's Avatar
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    Somewher over the Rainbow...
    looks like it would tip over if you hit the brakes hard

  33. #3333
    Member DMz's Avatar
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    Spoiler



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    Finished now, altered the canopy and supports to be more accurate and changed the tow ball.
    Last edited by DMz; 3rd Nov 11 at 3:28 AM.

  34. #3334
    Member GzaDrunkGenius's Avatar
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    me gustaaaa!

  35. #3335
    Member -250 wh div-'s Avatar
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    Y a mi tambien , amazing job dmz your work is dignified of a fucking museum.
    Celeritas et subtilitas patrio (U.E.I)

  36. Modding Senior Member Company of Heroes Senior Member  #3336
    Celéstial by heart Celution's Avatar
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    DMz, that thing looks awesome!!

  37. #3337
    Member Pajeu's Avatar
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    Caramba! É demais!
    Um Raupenschlepper RSO em serviço é inacreditável...
    Marvellous, man!
    P.

  38. #3338
    Member Mr.Mind's Avatar
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    Whoa! Those halftrucks are awesome, and that skin back in post 3321 is imho really really good too :P. Seeing all these wonderfull halftrucks makes me wish this game would have similar towing feature that good ol Blitzkrieg game had.
    There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.

  39. #3339
    Member eliw00d's Avatar
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    Well, technically towing is possible. I've already added a towing marker for the CCKW. I plan on doing so to anything that acted as a prime mover. The only thing that the current method of towing lacks is a way to hide the crew when in tow.

  40. #3340
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    eli inst it possible to make the crew sitting on the legs of the at gun? like in the nis where they sit on the crommwel?

  41. Modding Senior Member Company of Heroes Senior Member  #3341
    Celéstial by heart Celution's Avatar
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    nacho, the problem is, that we can't remove the crew temporarily from their loader/gunner sync, as they are individual entities.

  42. #3342
    Member DMz's Avatar
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    This is natural progression from the Steyr RSO.

    Spoiler


    Spoiler


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    Obviously the Prime mover has the same running gear suspension and exhausts ect now plus the engine.

    And more natural progression in order to finish the above. Also no one say we have one, because i know. I dont use other people stuff even to mix. Besides, mines prettier .

    Spoiler


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    Neigther is finalised, and obviously one needs smoothing, and the pak needs a smoothing touuch up.

  43. #3343
    Member Mirage Knight's Avatar
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    Beautiful job so far!

    Who is doing the OE work for that? The reason I ask is that I was wondering if 1. the same sound fx for firing as the StuG IV's 7.5cm StuK 40 or even the Marder III's PaK 40 could be used to help keep things more consistent and 2. if different firing anims are going to be used for the gun. When firing, AT guns should exhibit very little in the way of barrel lifting (if any) as they were designed to be very stable firing platforms. Some backwards travel with the entire carriage is expected as well as a tiny bit of lifting - but when the gun barrel itself recoils within the carriage, it should only be backwards.

    Sorry but this tendency on the part of some model animators to show gun barrels leaping violently up and back when firing just for the sake of making the weapon look more exciting really gets on my nerves. Yes, this is definitely a pet peeve of mine

  44. Modding Senior Member Company of Heroes Senior Member  #3344
    Celéstial by heart Celution's Avatar
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    I agree with MK, would be awesome, also I'd prefer the Marder III weapon sound.

  45. #3345
    Member eliw00d's Avatar
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    Probably using default anims, sorry. Any work I don't have to do is good.

  46. #3346
    Member Mirage Knight's Avatar
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    Quite understandable - I know what your schedule is like, so no need to apologize

  47. #3347
    Member DMz's Avatar
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    These are now finished, in what i consider to be theyre final state before i skin them, Ill weld then smooth prior to skinning\Texturing.

    Im not altering them any further as i think theyre good enough now.

    Polycounts are ok, the At RSO is a bit high, but essentially it is a self propelled gun so on that basis its okay.

    Steyr RSO Prime Mover : 3378 Poly, with canopy, 2774 without canopy and canopy frame.

    Steyr ROS Pak40 : 4236 Poly.

    Pak40 : 1661 Poly.

    Spoiler



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    Unfortunatly all these are practically scratch built except for a few bits of relics i drastically altered. So im afraid skinning will be a bit of a bore, the RSO variants will essentially be a complete New skin each .

    The pak 40 however i may manage to skin like i did on the PZb41 using relic parts and making a texture out of them, then making my model fit it via the UV and adding\skinning a few parts myself. But even that will be quite annoying as its somewhat more detailed then a standard relic AT gun.

  48. Modding Senior Member Company of Heroes Senior Member  #3348
    Celéstial by heart Celution's Avatar
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    Great models DMz, you've outdone yourself on that RSO! Could you perhaps edit the wheels of the PaK40 a bit to have real 3d depth, and then alpha out the open spaces? I think that's quite a important thing to get that real look of the PaK40.

  49. #3349
    Member DMz's Avatar
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    Ok i was considering it, but was culling polys as i wanted a good model with good poly count, i daresay 100 poly more wont hurt.

  50. #3350
    Member Lord Wiffleby's Avatar
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    Will you be creating the ROS PzJag K43 as well? I personally think doing so would be awesome, but then again, it never actually entered production so I don't have any real justification in asking for it (outside of my personal interests). Still, I thought I would ask anyway.

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