You're quoting the wrong person Adrian, Nachocheese was working on an M9.
You're quoting the wrong person Adrian, Nachocheese was working on an M9.
Ok well im going to upload this For Eliw00d Later.
Beefy and myself added Channel 2 (OCL) redid the RGM and reburned the rgo so it recognises the rgm ect. then added gurdy occlusion texture.
The paths in the rgm now point to axis blah bla bla but it works and the lighting is a lot lot nicer then before, Beefy also flipped the entire uv map so that the alpha on the nrm and the bumpmaps are no longer inverted.
The whole model looks a lot nicer now. Please remember that worldbuilder always shows models lighter then they are ingame, so all four versions of this will look slightly darker once ingame.
First the default Grey,By Gurdy, which was basically done so people would have a clean area to skin or recolour to as referance.
Then Gurdys Camo, which surprised me once we sorted the lighting, because although its very clean it still looks excellant and is possibly my favourite.
Then one of my recolours\reskins in a German disruptive camo.
And finally the usual Ambush pattern by me, which is probebly my Second favourite.
Anyway Eli will have this lot later today, so i daresay he will rerelease it when he has time after uni.
I need to add that this gun probebly has one of the most detailed NRM trxtures in company of heroes atm, this is entirly due to Gurdys Efforts on the High poly version and NRM burn,
Although i had to trim some parts and redo some uv areas on the skin (Gurdy wasnt really sure how to layout a uv for a coh model, so it was on 4 textures). and reduce the model down to main gun and wheel variants. (two texures only).
The nrm saved the details and it lost nothing in its looks. So well done Gurdy.
Yeah mistake sorry guys, i meant Nacho
Realy net work you got here, i definetly lOve your ambush camo pattern
@Eli - There is a zip file called pak_40_v2.0.zip on hg, along with the new referance and some other textures, incase you want to do your own and or alter things. removed the data art high and low as this will not requie it, it will show up irrespective of your grapics settings, we made sure of that.
Having finished both ZB26 and ZB30, http://forums.relicnews.com/showthre...eased!/page100 I want to complete the Bren gun also and get the ZB-series out of the way. Progress is rather slow what you see is one full day's work - but I hope you will find its worth it.
Looks excellent! Don't worry about slow progress if it results in something like this
Agreed with DMZ, as always it's very very well detailed mate
Done. The ZB-series is ready to go. Since I was at it I decided to make a new Bren. Here it is. The ZB30 I dont show now but the ZB26 and the Bren are side by side for comparison.
wish i could texture like that
The way he does it is kind easy. He's using photos to texture. All you have to do is model from a reference and from there it's mostly cut and paste with some modifications. It does require patience and attention to detail though.wish i could texture like that
Just need to find some good shots to use for the texture. Like this Garand for example http://www.weapon-storage.com/weapon...s/M1Garand.jpg You model after this picture in max, then uvvmap it and use the picture to make a texture, would need additional shots of the bolt and butt plate, maybe more for more complicated weapons though.
I've been doing inf weapons the same way aswell. http://i.imgur.com/jhfT3.jpg Here's an Ak for example.
Last edited by Aidas2; 11th May 12 at 7:12 AM.
@DMz: Very good too see that you have these ambition to improve your work; the result is really amazing compared to the actual older release! BTW: the DL on medpackstudio is not working.
@Eli: Sorry mate I totally forgot about your last PM. You can use all ui work or skins I made for any of your models that I`m using in BK. Sadly I have no matched archive with all ui`s. So if you need something in special I can upload it for you.
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FOUNDER & PROJECT LEADER
@Xalibur: Until Eli is linking the new version we have to wait, the old link is disabled like Eli said above. The new model should be v2.
Photos cause a lot of problem unless they were made in a studio environment with special lighting and stuff. First you have to process the photo before you can use it. But that is how I do it yes. I make a model by blueprint and then try and find photos of the same weapon that I can use. But since most photos are not made exactly perpendicular to the object they are useless. So I use whatever parts I can and process the photos into a a texture. Patience, painstaking labour - but I like it.He's using photos to texture
When I textured the vehicles I used reference material also and just processed those. You can hardly ever find exact photos but they are good for references and some of them even for a base texture. Try it out @nacho!
@Aidas2 Yes but you self confess that you cannot make the specular, glossieness, normal and ambient occlusion for it, because that actualy requires skinning and texturing. Also to do a WWII weapon correctly with a photoskin, just the diffuse alone, and make it look like those is increadibly difficult. Compared to an AK47, ive done literally dozens of AK's, Galil's and M4 Commandos, and really didnt feel any pain till i tried to do a gun for Day of Defeat. Theres a vast differance between Modern and WWII when it comes to photoskins. Finding the material to do it in the first place, then having to lay it out on a small texture (512x256 or 384x384 or even 256x256 in some cases) without loosing the detail requires texturing to highlight and recolour it correctly. Any one can photoskin on 1024x1024 (which i assume you ak is on) but not everyone on 512x256...
One can't just copy/paste parts of a photo onto the uvmap as DMz pointed out. I don't mean to emphasize the difficulties of making a good texture but photo surfaces has different lighting, different shadows and shiny surfaces that makes it a bitch to use them. The method I found works best for me is to use the best parts of a photo to make a uniform surface plate onto which I add scratches, shiny worn edges and dirt and stuff (especially because the texture has to be transferred to a uniform sized uvmap and closeups of a real weapon have different sizes which again makes them next to impossible to use otherwise). Then I use this general "plate" as a ready-to-go processed surface and make highlights on it to immitate a pipe or a flat surface. Even this way you can see many imperfections on my skins. Once the surface plate is done the transfer onto a uvmap is piece of cake but until then its "making friends" with Photoshop for countless hours. Many parts of my skin comes from different sources as a photo of a weapon alone is useless. Photo realism doesn't mean "using a photo and stamp tool it onto a different surface". But as my skins show it is not entirely hopeless.
I am not sure how much experience you have got with Photoshop processes, layers, multiplying and lighting but there are many tutorials on the net. Should you want to make "photoskins" I advise you to get familiar with the tools of Photoshop and start experimenting. It will take some time before you feel comfortable with it but if you want to persue modelling it is worth it. What I do doesn't require some special talent. Patience is more of a thing that comes to mind.
Progress on the Sten. The variants include two different Mk. II, an Mk. III, an Mk. V and the suppressed version aka Mk.VI - all versions will stand apart by texture.
Will you texture the suppressor with this or not ?
BTW here are some references pics if you need
The download for the Pak40 on medpak studios is not working. :/
Yes we know, till Eli is back and updates the downloads it wont be. Its only temporary.
Last edited by DMz; 13th May 12 at 6:59 AM.
hi guys, any advices about the sizing of the m9?
havent found any hint about it size, wikipedia also only shows the size of the m1 so i had to try different sizes.
dont know if the size here is correct.
ObjectEditor 2012-05-06 18-20-09-24.jpg
Well thats simple, move the whole tube down to the end of barrel marker, and leave the grips and shoulder rests where they are.
Sorry for the delay; I was out of town for a few days. Version 1.1 of the PaK 40 is now uploaded. For those of you that downloaded it before it went down, I strongly recommend deleting the files you downloaded and then installing the new version fresh.
Last edited by Martinlegend; 14th May 12 at 12:58 AM.
(if anybody interested to create a late Tiger I model try this:
Correct animator for entity_blueprint_ext: Weapons\German\Cannons\7,5cm_Pak_40
Martin,here stug 3 skins, i upload to putlocker for a free and easy download.
Celeritas et subtilitas patrio (U.E.I)
Check the team_weapon_ext (ebps) and set the values for min_capture_crew_size and max_capture_crew_size to the values you need.and can someone explain how to fix this?
thank you to all of you guys!
Jp: it didnt work
Last edited by Martinlegend; 14th May 12 at 6:57 AM.
only the number of the crew are different but the rest is still the same as the pak 30 (from which i made the copy for the models)
It looks like the animations are not playing. Are you using the supplied .abp file in the location it had in the archive? If you moved / changed anything it most likely screwed things up.
i paste them into the right root and then i made the copy of the pak 38 and changed the blueprint and everything else but nothing at the .abp
Well, seeing as your PaK 36 is affected as well, might be best to post in The Armoury for help, as otherwise this is a very simple set up.
@Eli: it looks like the combat_ext points to a non existing weapon (maybe again a typo).
If the weapon is also still there and the setup is correct, this should be ok.
the wepon is firing - but without firing animation
Last edited by Martinlegend; 14th May 12 at 9:01 AM.
The Pak40 is working for me, but the wreck isn`t showing up after destruction...
Mhmm, two things I did notice on the pak 40. It uses a very unkommon path inside "art\models\weapons\german\cannons\7,5cm_pak_40" and an also not very common setting for "variety_name" in the anim_table of the weapon. But all in all it works properly.
To mask the comma in the name of "7,5cm", the abp uses a double "[]" variant.
No idea, I didn't get a gun destroyed.
I will check this again.
But I also must say, because of the path troubles, I do use my own settings there. Will see if this do have any impacts on the wreck model.
Got problems, too. Gun's movement and firing isn't animated, crew stands "in" the gun...
Inserted many custom models now but this one is a riddle... Is it it's more than unsual path that makes the problems?
All future CMP releases will have this format, but how is the variety_name different?
I am pretty sure the wreck works, but I will double check this on my end.
Pathing makes no difference in this case, so long as the .abp points to relevant locations. Make sure you are putting the correct animator in the entity_blueprint_ext that points to the .abp and NOT the .rgm.
I reckon those of you having issues are putting something like "Weapons\German\Cannons\7,5cm_Pak_40\7,5cm_Pak_40".Originally Posted by eliw00d
No the wreck isn't showing up on my end also, the rest is fully workable, even the animations.
The variety_name is not different or else, only uncommon or not that widely used. The variable itself I mean in this case.
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