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Old 11-26-2005, 12:17 PM   #201
Tesla(DF)
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I'm going to make a disable cull shader for my kilts, and a spec shader for my ARCs, also make a Envmap for the visors


Codename: Tesla
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Old 11-26-2005, 12:43 PM   #202
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Quote:
Originally Posted by Tesla(DF)
By all means go ahead, I don't care at all =D
here is the meager amount of editing I have done to the Commando map he sent us all



Oh and one last thing, there are two GMs on PCGM and I already made one, make sure yours is super excellent.
This looks like a great team project so far, my only complaint is the UV layout could be massively improved...use maximum space for UV sheets! anyway, keep up the good work.

P.S.: Glad to see you here Cuillere, better late than never .

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Old 11-26-2005, 12:51 PM   #203
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Ahhh Psyk0Sith, me meet at last :P


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Old 11-26-2005, 12:58 PM   #204
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Aye.... and he quoted me! I feel special.

Ruku PM if you think having a envmap on the visor and a spec shader at the same time on the helmet will work and how that could be achived. Crafty shader work


Codename: Tesla
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Old 11-26-2005, 01:02 PM   #205
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Quote:
Originally Posted by Tesla(DF)
Aye.... and he quoted me! I feel special.

Ruku PM if you think having a envmap on the visor and a spec shader at the same time on the helmet will work and how that could be achived. Crafty shader work
I don't think an env map specifically for the visor is really worth it, nor necessary. A spec map should suffice.


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Old 11-26-2005, 01:29 PM   #206
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Marcus + shaders = bleh


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Old 11-26-2005, 01:33 PM   #207
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Two bonus model ideas:

- Helmetless Commander Cody
- Armourless Jango Fett (in casual garments, seen in AotC)


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Old 11-26-2005, 01:36 PM   #208
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Alright since I have nothing better to do, can I do Commander Neyo Marz? Once I get the basic skin down I'll ask you for parts.



Last edited by MarcusLeCoy; 11-26-2005 at 02:31 PM.
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Old 11-26-2005, 02:10 PM   #209
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anyone considered the clone pilot or 'beehive trooper' ?
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Old 11-26-2005, 02:17 PM   #210
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how about a Bacara model? ^^


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Old 11-26-2005, 02:32 PM   #211
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:P I couldn't wait. This is all I could do so far considering mirroring textures.. any help on this would be appreciated. I am still working on the helmet, cuz the side-holes (or w/e) was just given a base texture, and now I still have to blend it. Sorry if I'm being obnoxious Marz



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Old 11-26-2005, 02:47 PM   #212
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Are any parts that have been added onto clone varients able to be surfed off? such as Cody's visor thing etc.
Anyway these skins/models are looking great, cant wait till they are released.
Gonna have fun skinning these babies.
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Old 11-26-2005, 02:53 PM   #213
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i think these will be released before christmas they look almost dun


"The reall commander Appo"
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Old 11-26-2005, 03:07 PM   #214
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Quote:
Originally Posted by NeoMarz1
:I'm shooting for a release date of Novemver 30th (if not sooner).
Hmmm..
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Old 11-26-2005, 03:16 PM   #215
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Update from Marz

Hey you guys couldnt wait on the commando, hehe. Well.... Sorry guys but I have to skin something. Your all having way to much fun Here what I got so far. I plan on doing something with the body textures, cuz its not accurate. Anyhooo, Its great to see the all knowing Psyko make an appearance. Good to see you man. Marz out

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Old 11-26-2005, 03:19 PM   #216
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That's looks great!


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Old 11-26-2005, 03:40 PM   #217
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Commando varients

Marz are you going to add in Different commando varients such as Sev,Fixer,Scortch, or the leader
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Old 11-26-2005, 03:45 PM   #218
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Quote:
Originally Posted by MarcusLeCoy
:P I couldn't wait. This is all I could do so far considering mirroring textures.. any help on this would be appreciated. I am still working on the helmet, cuz the side-holes (or w/e) was just given a base texture, and now I still have to blend it. Sorry if I'm being obnoxious Marz

Let's compare the above image to the one below:



You've defined the details of the helmet almost perfectly; good work. My complaint is that the side areas of the helmet seem to take up too much space. The highlighted areas should less wide, which you will see if you closely compare both images.



All in all, good work! Just a small touchup and I think it'd be perfect. Also, don't forget the insignia on the right side of his helmet and right arm, his right leg, the straps over his chest, as well as the shoulder pads which will probably have to be modeled, unless they can be added as surface elements.


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Old 11-26-2005, 03:57 PM   #219
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Yeah, the textures are mirrored, so it will be tough to put the symbol on the model.

Marz, I'll need that small shoulderpad thing , and the straps(if you can't do the straps, I could try to skin them on.) Thanks.


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Old 11-26-2005, 04:14 PM   #220
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Quote:
Originally Posted by NeoMarz1
Update from Marz

Hey you guys couldnt wait on the commando, hehe. Well.... Sorry guys but I have to skin something. Your all having way to much fun Here what I got so far. I plan on doing something with the body textures, cuz its not accurate. Anyhooo, Its great to see the all knowing Psyko make an appearance. Good to see you man. Marz out

Are you going to include the commando pistols and riffles?
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Old 11-26-2005, 05:32 PM   #221
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Great work, let's slow down a tiny tiny bit though. Marz that visor is all wrong... but I like your style =D And you are going to want to burn the armor a tiny bit.

To Ruku: I'm going to try somthing Almighty_Gir taught me, and if I can't get desired effect I'll trash the visor shader.

I am 100 percent done ARC Trooper Collage soon!


Codename: Tesla
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Old 11-26-2005, 05:37 PM   #222
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Quote:
Originally Posted by MarcusLeCoy
:P I couldn't wait. This is all I could do so far considering mirroring textures.. any help on this would be appreciated. I am still working on the helmet, cuz the side-holes (or w/e) was just given a base texture, and now I still have to blend it. Sorry if I'm being obnoxious Marz

I think if you widen the eye lense it will make the helmet seem less wide. I look at that photo compare up above, even if the helmet mesh was narrowed it still woul look to wide. Make the lense wider, and I bet it will improve it considerably. Marzout

Let me edit the helm for another varient, I'll get rid of the nozzles up front, and I'll make the helmet a little more narrow. Marzout again!
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Old 11-26-2005, 06:46 PM   #223
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I am having trouble with the mirrored textures for adding the symbol. Is there anyway to have the symbol on one leg and not on the other?


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Old 11-26-2005, 07:36 PM   #224
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Ok marz I have emailed you the final package, NPC BOT SKIN SHADER Supports all included and fully operational!

:Edit: Marz much appologies, there might be a line in the skin file

clonearc2/model_arc_captain it says head,models/players/clonearc2/ARC_Helmet_visor

Please delete that line >_<



Codename: Tesla
Assignment: Recreate, and enhance Dtention.

Last edited by Tesla(DF); 11-26-2005 at 08:25 PM.
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Old 11-26-2005, 07:37 PM   #225
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Quote:
Originally Posted by MarcusLeCoy
I am having trouble with the mirrored textures for adding the symbol. Is there anyway to have the symbol on one leg and not on the other?
If there is a l_leg in the skin file, just tell that to go to the base torso texture.
Same for arm.


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Old 11-26-2005, 08:02 PM   #226
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What about the head and shoulderpads?


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Old 11-26-2005, 08:06 PM   #227
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You can do the same for the shoulders, but Marz would have to make a map of the entire head to do any special side treatment for it.


“This body is not me. I am not caught in this body.
I am life without limit.”
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Old 11-26-2005, 08:14 PM   #228
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or split it in half and wieght the two halves


Codename: Tesla
Assignment: Recreate, and enhance Dtention.
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Old 11-26-2005, 08:22 PM   #229
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D=..... wonderful. Well, I can't get it to work. Whatever I try, the symbol always goes on both legs.


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Old 11-26-2005, 10:03 PM   #230
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New Screen
Now with shader.... Metal, lit visor, lit power panel on pack.

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Old 11-26-2005, 10:09 PM   #231
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Thanks for owning the modelling business atm.

Love Tesla

ZOMG AWESOME!!!

Marz when this is done and you are not busy you want to give out some mini tuts on texturing?


Codename: Tesla
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Old 11-26-2005, 10:13 PM   #232
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hot diggity... =( i wish i was in on this

~Cassa





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Old 11-26-2005, 10:16 PM   #233
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Wow, that's beautiful! Are you planning to skin Boss, Sev, Fixer, and Scorch?


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Old 11-26-2005, 10:23 PM   #234
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Quote:
Originally Posted by MarcusLeCoy
D=..... wonderful. Well, I can't get it to work. Whatever I try, the symbol always goes on both legs.
I think I know what the problem is. The model is segmented so that anything below the belt line, and above the knees is considered the "HIPS". Since there is no left and right side for the hips, it probably wont work. If the symbols were below the knee, then it probably would. Sorry about that. I would have to create a new map for that model specifcly, Just go ahead and do your best, maybe later we can do that... Ug, maybe not, cuz I would have to re-weight that too..... Dang... Let me think on that. Marz out
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Old 11-26-2005, 10:26 PM   #235
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Quote:
Originally Posted by Tesla(DF)
Thanks for owning the modelling business atm.

Love Tesla

ZOMG AWESOME!!!

Marz when this is done and you are not busy you want to give out some mini tuts on texturing?
I might do that, but Youd have to have photo shop to do the tricks I know. Maybe some of you guys could share a few tricks. Marzout
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Old 11-26-2005, 10:36 PM   #236
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Quote:
Originally Posted by Shao_X
Wow, that's beautiful! Are you planning to skin Boss, Sev, Fixer, and Scorch?
I'll think about it, but we got alot of clones here. Marzout
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Old 11-26-2005, 10:50 PM   #237
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Perhaps as a seperate pack, then? The Commandos could be released seperately from the Phase Two Clonetroopers.


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Old 11-26-2005, 11:18 PM   #238
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Um I guess im not doing anything, o well, ill wait till its released then skin something off that =\
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Old 11-26-2005, 11:46 PM   #239
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The in game armor reveals that your spec shader textures are too bright, if you used textures with a spec shader, burn them a bit.


Codename: Tesla
Assignment: Recreate, and enhance Dtention.
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Old 11-27-2005, 03:29 AM   #240
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Well, my thoughts on the Commandos:

- Release them seperately, therefor you can create all four of them without overcrowding a single pk3.
- The textures are pretty good, however the spec shader makes it look a little too.. clean/shiny. My advice is to make a really grainy, bumpy image of scratches and ripples and whatnot (strictly b&w), then map it as an environment map. It may help recreate the look of the original game.
- The visor bugs me, only because it isn't my style. To each their own, right? My opinion is that it doesn't look like a neon light, lighting the visor (which is it)... but rather a blue tinted visor (ala Commander Gree).

Just my two cents =P

I'll post my updates pretty soon, but I'd like to know what's happening with Bly and Deviss' Visor and a map-able "arc skirt".

I do apologise for my textures taking so much longer (and at this point, probably holding the release date back) but I am confident you understand it is worth the wait.



Last edited by Ruku; 11-27-2005 at 03:42 AM.
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