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Zeealex

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Everything posted by Zeealex

  1. I'd kind of like an RPG in the Ghost Recon series honestly, maybe as a spinoff game as opposed to a game in the main line. I think it could work really well, but it would have to embrace the SP RPG playstyle all the way, in-depth story in a very rich setting, player choices, character development, and so on, unfortunately Ubisoft sucks at those things in particular.
  2. I think the game's 'servers' in the more colloquial sense are sperate to the game validation servers which is part of the Uplay service, I believe. So provided Uplay is still connected, the game will still be playable, albeit in single player. Quick way of testing I guess is to block internet access from the game .exe in windows firewall but keep Uplay open and connected, if the game runs, then it will be fine when the gameplay servers go offline.
  3. Bit sexist and baseless, but okay. All of the production managers for the original ghost recon were women. There was at least one woman in almost every main team in the original Ghost Recon's production Female characters have been present, no, integral to the game since the very start. In a time where it was very uncommon to include them except as eye candy in low cut belly tops or skin suits for guys to ogle, it was a risky move to include respectfully written and developed women suited up like the guys in such a time, yet they still did it. There was also no "for boys" restrictions to the game, it was made for anyone who wanted to play it, I, a person who happens to be a woman, played it and modded it religiously and still do. The base of female gamers has increased since 2001 - however this does not forseeably account for why Ghost Recon's gameplay has shifted. Correlation =/= causation. Furthermore, of the board of directors in Ubisoft, today, March 2nd 2022, there are three women sitting on the board, and 10 men. Only one of those women would have had any steer in Ghost Recon's development, as she was a senior gameplay programmer for Ghost Recon specializing in AI (go figure). However she appears to be a new addition to the board and so far would not have had much in the way of steer for the franchise in recent history. The other two women, specialise in recruitment and IT operations, the day to day running of the business and ultimately would have had very little impact over the gameplay. Unless you want to say that the increased use of Z-Brush and AMD based computers is also a cause of Ghost Recon's gameplay deteriorating or something. This fundamentally is not a "woman" issue. To conflate it as such is an exercise in myopia. This is an issue of Ubisoft fighting off multiple controversies and hostile takehovers from stakeholders (see Vivendi) while also desperately trying to keep up with the increasingly demanding consumer base and complexity of modern systems and as such over the years losing their identity to greed. It is also, most likely, a simple lack of proximity to Tom Clancy. You know, cause he passed and all. He was a big advisor in the first (and I think second) game. RSE started to have less and influence in GR after GR:AW and the development of narrative and also gameplay was dished out to other studios. This lack of proximity and resultant lack of narrative flare was also more likely a major contributing factor than "person has uterus, person bad"
  4. I don't do 3D anymore unfortunately, especially with max 5 lol. Max 2013+ has a neato little tool called skin wrap which makes the rigging process 900x easier. Having to do it all by hand is just way too stressful for me after so many years. Happy to show peeps where the buttons are, and I'll still be trying to chip away at a CHR plugin for modern max versions (and no doubt harassing the other Alex lol) at some point, but otherwise I'm taking a wee break from 3D.
  5. Lol right?! Character modelling in any game is a PITA honestly, lots more moving parts, literally. I don't have max installed anymore (gg me) but I think I have a VM with max 5 on, I'll show you how to modify the model hopefully sometime today
  6. It's also worth noting it appears you've moved the bone positions to fit the model as well, bad juju. If you change bone positions the character will not work well in-game. You need to fit the model to the bones. There's an example character file lying around somewhere, lemme see if I can find it.
  7. Unfortunately not, unlike more modular games such as Arma 3 it is not possible to change the memory allocator for the Ike engine. There are injectors such as enbseries which can inject some functionality of DirectX 9 however this does not do much except add bloom and other global screen effects (at one point it did fix the game for Windows 10). The rest of the rendering goodness such as the new optimizations 9c offered is limited by how the engine uses it, as Ghost Recon was designed and built around DirectX 8.1 it cannot take advantage of the newer API functions. You would essentially need to have the source code, a really good reverse engineer, or rebuild the game from the ground up in order to have it manage memory in a more modern manner. Process injection can only go so far, and in doing so you would be opening the game up for further instability as you could inject data into the wrong memory address at any time.
  8. I wonder if it could be an engine/rendering API issue. Where it's having to make so many new draw calls per frame that the engine simply can't keep up. Its a theory, but it would make sense given the age of the game. So, iirc replays in GR work super weird. It's not technically a video replay but actually just a record of every move every character took and every shot that was made and what the effect of that shot was being replayed through the mission file, pretty neato, but it's essentially rendering everything again in real time, hence enemy characters might actually be different than when you played. If you're running mods that have higher resolution textures and higher poly models, at 8x speed, it's having to flush and redraw a lot more than, say 1x speed. For example, you're in iron dragon, at the very start you can't see the caves, so the rendering API doesn't draw the caves and the engine has little need to commit the textures or models to VRAM, because you simply can't see it. However, as you get closer, to the point where you can see it, the rendering API makes a draw call, the engine commits vertex indices and textures to VRAM and the caves are drawn on your screen. At 1x speed, the engine and the rendering API really don't need to change that much to draw a new frame, or load too much into VRAM. you might see a new character or a piece of scenery, however that's a few new draw calls at most. Now, at 8x speed, the difference between frames might be huge, you might go from the start of the mission all the way up to the caves in just a few seconds, which means the engine is having to work much harder to quickly call the rendering API to 'draw that character in this frame' then commit the necessary textures and model files to RAM, instead of just a few times per second, it's now having to potentially do this dozens, if not hundreds of times per second. Add non-billboard, higher resolution textures and higher poly models to the mix, the game may struggle to flush these out when not needed or appropriately allocate memory for each model and texture file. While your computer may be able to handle it, the engine will have an upper limit where performance begins to diminish, Ike was optimised for fewer lower resolution models and textures. And I think it usually begins to see a performance drop at 20,000 vertices per frame, despite having an index buffer which would allow for 65535 vertices per model. I'm sure someone will come over and debunk this theory as GR has many little niggles I'm still wrapping my head around after many, many years, it could be that simply the mods don't play too nice with replay files.
  9. I'm trying to write a .chr plugin for modern max versions, that will allow for use of the features in those versions such as skin wrap which will make things about 900 times easier lol its gonna take some time especially with my work schedule.
  10. Honestly, not too far, the older max versions are super hard to work with. I'm shifting to something different to see if I can get that working.
  11. giving it a go! -I'm surprised how similar the weightings are to modern max versions
  12. Aye, that's where I'm at too, Pz gave me a great starting point and I need to experiment, see how far I get. If I get something I'll letcha know!
  13. Ghost Recon/DirectX 8 has a 16 bit vertex index buffer which means the max number of vertices per model is theoretically 65,535. However I think the engine has a hard limit of how many vertices can be in a frame at any given time RE: Sam Fisher model, let me see if there's an Xbox file structure around, and if it uses the same Xqob format on the Xbox version as the GR2 models, if so I wrote a converter for that.
  14. Thanks for the assist Pz! Will take a look this weekend
  15. Yeah I think if I remember rightly he had some technical difficulties and took an extended break. Would deff be good to see him around again though, I've got those models I promised him!! ❤️
  16. okay good, glad my math was right for once lmao! at this point, I'm calling it. The timeline makes no sense otherwise. Rocky do you know anyone at ubi I can share this rant to? 😅
  17. Okay, so I replayed the Wildlands campaign this weekend for funzies, and something stuck out to me in the initial opening dialogue. Karen Bowman states that the Ghosts don't officially exist, so they *still* don't officially exist in 2019. Swinging back around to my modern heroes point around it being a really silly idea for the Ghosts to do a tell-all documentary about a highly classified mission they were on in north Korea within 2 years. It would've been WORSE if the team had done it when they knew they didn't officially exist, therefore, Revising the timeframe of the modern heroes thing to say it couldn't have been filmed until sometime after 2019. There would have been way too many questions about Burke and Diaz (such as why the are they there as shooters????) if no information about the Ghosts was available at that time. Even if you bring up the (frankly loose) datapoint where the ghosts were *supposedly* broken down and reformed as the GST in 2014, and therefore while the Ghosts DID officially exist, the GST did not, Burke would have still had to have been alive to film it in 2014. My math skills may be really bad but I'm pretty confident if she was dead in 2013, she couldn't have filmed that documentary in 2014. I swear guys, I do go outside!!
  18. Hi peeps!! I have a VM with 3dsm5 loaded up and ready for shenanigans, but I'm having some trouble importing and exporting ghost recon .chr files Original tutorials made reference to a CHR import plugin for 3dsm 5 however I can't seem to locate this Does anyone have the plugin and a full process they can share?? Love ya! ❤️ Zee
  19. So as discussed a little while ago - I wanted to explore in slight more depth what interactions she would have with the rest of her team, and with the peeps from GR1 as the timelines cross and she has likely interacted with a number of them. This exploration will explore some of the other characters a little deeper, and works on the assumption that the character breakdown earlier in this thread is correct. 1 - Diaz Diaz is likely the easiest to place, based on the snippets of character she has in the original bio's and the books, reads as definitely an introvert with more intuitive traits (IN--) but it's hard to really pull out whether she's judging or prospecting. She's *most* likely a thinker given her career field and her general cool, detached demeanour, she definitely doesn't take things to heart. In her interactions she does read more as an INTJ - very direct and to the point, whereas an INTP would be expected to be a bit more 'scattered' - i'd have to subject myself to the books again to get a closer idea but for now I'll settle on INTJ. So this means Diaz and Burke are almost polar opposites of eachother. In just looking at the pair of them without the MBTI pseudoscience that's pretty clear too. As an introvert, Diaz would likely lose a lot of mental energy trying to keep up with a likely very chatty, outwardly energetic and boisterous Burke. On the other side, Burke could perhaps misread Diaz's more serious demeanour and introversion as being upset/displeased at something and either constantly ask if she's okay, or think she's a bit of a "no-fun" hardass. But, there are in-game references to the two working insanely well when they're together on a mission. Pair that with the two occasionally lightheartedly teasing eachother back and forth, it indicates the two are comfortable sharing a sense of humour. Diaz is a very cunning woman, as is Burke, this is probably what fuels the noted synergy between the two. they both use their brains and experience together with devastating effect. There likely would be a knowledge transfer here from Burke to Diaz as well - Diaz being a marksman/sniper who may stay at a fixed position for a long time, Burke may have showed her how to craft and improvise a few sneaky and rather deadly traps to keep her safe and warn her of incoming danger. Also add in that they're the only two women in Alpha team, they likely would have spent a lot of time together out in the field. They would've been 'tent buddies' and would've likely had at least a few nights huddling together for warmth to save from freezing their t*ts off. They would've also naturally had eachother's backs on base, and out in the wilds. At home as enlisted soldiers, unless one of them lived off base or the rules were different for the Ghosts, they likely would've been roommates/flatmates too. So that time spent together would've meant they had a lot more time to get to know eachother than if they were just "in-passing" - they would probably know slightly more personal details about the other that aren't really shared with the rest of the team, such as Diaz's frequent nightmares, and that would've probably led to a more 'sibling-like' bond between the two, where the two understand eachother on a very deep, personal level. Burke, being older and having joined earlier, would've likely been more of an 'older sister' figure to Diaz. However Diaz, being relatively independent would've relied on her less for mentoring than perhaps other female Ghosts. But Burke would perhaps still feel rather protective, even if this was quietly so. While Diaz may have helped Burke to slow herself down and understand that its okay to need some space to think. On the negative side, there's a good chance that a misalignment of "smarts" exists between the two - Both women are probably very intelligent, you kind of have to be to join the special forces and last longer than 5 seconds, but Diaz is by far more academically intelligent than Burke who was likely average at best. This could have contributed to some feelings of intimidation/inadequacy or on the flip side, could have led Diaz to become impatient with Burke's apathy toward such subjects or slowness to grasp what she thinks is a 'simple' concept - this could've led to some slightly more heated discussions or straight up falling out, but they likely would've mended it over quite quickly. The chances are both would've valued the other's respective intelligence, but there is a large vector for misunderstandings and loss of patience in this particular discussion sphere. Similarly Burke may very quickly and easily push Diaz a little too far sometimes and this could lead to a rather snappy response or pushing back, but manifestation of both of these two negatives would've likely been few and far between by 2011/2012 Bottom line/TL;DR Burke and Diaz would've been incredibly close and rather sisterly, despite their differences.
  20. Hey Alex, I know CoD MW 2019 used photogrammetry for most of their characters, and I think EA/DICE have used this workflow for battlefield in some capacity for some time (since BF3 I think) Ghost Recon Wildlands and Ghost Recon Breakpoint used Marvelous Designer and Zbrush similar to my workflow on the their characters. I think El Sueno and Cole Walker's face was photogrammatrized though. Ubisoft also used Houdini (a procedural 3D modelling program) for the game's level design. There are a couple of things which still do start from scratch, mainly weapons these days, as even props and level objects can be photogrammatrized. There are also most definitely games which do their characters manually. for sure! I'm not a woman who considers herself a "feminist" (maybe an aspiring feminist-by-example) but I have been increasingly bothered by female portrayal in media. I've always loved the (90's) disney Mulan story, Terminator 2, Alien, and Miss Congeniality(lol) and I think a lot of that is because those movies had female characters who busted their butts for something bigger than themselves. They weren't written as guys with female genitalia - they had struggles relating to their femininity, and overcame them. In Gracie Hart's example, she was literally trying to be a guy with female genitalia, and it kept backfiring for her, that was her arc, getting in touch with her feminity and seeing that it can be advantageous even in a male dominated career field. These days it starts and stops with the character being a guy with female genitalia, there is no arc they stay abrasive and stuck up. I could go on a rant about different aspects of "culture" and why we need to change the definition of femininity here but I'm not going to, because it gets very political and very dark, very fast. I think one of the reasons why Burke has caught my eye since childhood (other than... other things 😳) is because she most likely worked her butt off to get where she was, but had the time of her life and she was a respected and valued member of the team - she didn't work against the guys, she worked with them, sure she has her rebellious streak, but it manifested quite realistically. Diaz was actually the GR2 gal that got my eye first as she was a little more relatable to me but to me she had the personality of a wooden plank - especially when put up alongside Burke who excudes personality whenever she speaks (Jeanie Elias did a really great job). She's also gone from being a ###### hot shot and a bit of a nerd with a lot of wanderlust (her original iteration) to a woman who joined the military to 'prove she can do a man's job' or something - when at that point, she was by no means the first woman in the Ghosts. So it does make me a bit conflicted - there's a part of me that really wants her to come back in a newer game, but there's a part of me that wants her to just remain untouched and in limbo, save for a mention, for fear her character will be butchered and turned into something she never represented. Manon Batiste seems like a great character honestly, she's caught my eye a couple of times I'll admit, but unfortunately I've not played Medal of Honor games (save for Airborne, I know, sacrilegious) But she definitely does seem like a character who would be a refreshing change of pace for gameplay as the protagonist. I think the next part of the pepe silvia rant will be exploring Burke's relationships and interactions with other characters, perhaps GR1 characters too as the timelines intersect. There'll also be another "rant" coming up in the distant future, probably another few months or so.
  21. The body so while I had spent an entire year getting her face to match the original model - her body model weas perhaps the part that saw the most significant deviation. Original below: The Retrospective Changes - Modernising The Look First and foremost, is that we can obviously look retrospectively on US special forces operators of that same time period (in this instance, 2011) and change up a couple of things based on that - This picture of US Special Forces in Afghanistan in 2011 informed some of the changes: I'd opted to keep her in a MICH as these still seemed relatively common in the field at the time, but I opted use an uncovered helmet instead of a covered one. Oakley gloves were also a big 2011 aesthetic at the time, with both frontline infantry and USSOCOM alike using them so opted to switch her out of the Nomex flight gloves into those. Most USSOCOM soldiers appeared to use Peltor COMTAC II headsets around this time too, most likely because of their active noise cancelling capabilities. The choice of camo was a bit up in the air, given that most special forces operators were pictured in afghanistan, given that Jennifer was supposed to be in North Korea around this time, I opted to keep her with M81 woodland patterns, however the Coyote Brown/Tan colours seen frequently did inform later decisions. I saught to change her kneepad from the USGI/BPE kneepad (which is super comfy FYI) to a lower profile blackhawk kneepad to modernise the look a bit - and also, changed her boots from those god-awful jungle boots (foot murder) to something else. I originally had her in Lowa Zephyrs (similar to the guy on the right of the photo above) but they looked a bit weird later on, also from experience they're not great anywhere outside of afghanistan, so I changed them over to Belleville Combat Hiker boots. Character-Informed Decisions & Conveying Character Through Visual Input One of the changes was informed by the character herself. In other words, I pulled out my pretentious art major hat and put it on. Studying the character, we know she's a little bit of a rebel, probably not one to conform to a uniform standard given half a chance (not that SOF really do in the field anyway), but looking at the original model, there's almost no suggestion of that. She's very uniform with the other guys, she doesn't really wear anything to make her stand out and convey that she's a slightly more non-conformist character. Nick Salvatore does, he wears a T-Shirt for the entirety of GR2. So while I was mapping out her gear, I stopped short of giving her a Paraclete SOF BDU jacket like her original rendition. I opted to instead give her a pullover hoodie. But, I wanted to convey something a little more subtle in that decision, by making the hoodie "too big". This one's left open to interpretation. Maybe its not hers, and it implies a softer side to her character, a keepsake garment belonging to someone special who she misses back home. Maybe it's a long running joke/prank between her and someone else on the team to "capture" his hoodie. Maybe it is hers and she just really likes oversized hoodies. Who knows, I just think those kind of things are fun to toy around with. But it pulls out that little bit of additional character for interpretation, it doesn't fit absolutely perfectly when arguably it would've been very easy for me to do so, it sags, wrinkles and doesn't fit well, why? Additional Tidbits & The Gun I added a shemagh in, this wasn't for any particular reason other than for visual complexity, also shemaghs are cool. I also bumped her pistol from her leg to her waist because leg holsters are the worst! The gun was a very simple design choice in reality - it was a modernization; Block I to Block II with a PEQ-15, eotech and G33 magnifier. I was going to add a couple more things here, like a down-grip and a torch, but I started fizzling out at this point. The paintjob colours and positioning were informed by her original concept art, i just snuck in a bit of snakeskin for good measure. I also just muted down the diarrhea brown to a tan colour instead. : I also shifted her radio from her back to her front (I used a mag pouch because I'm lazy) what you see poking out on her back is a relocated antenna: Things That Were Kept In terms of things that were kept, she still uses BDU pants - but these are Paraclete SOF BDU pants as opposed to typical BDU pants - while the original model does use standard BDU pants, the DVD Extras point to her actually supposedly using SOF BDU pants, there are a couple of differences between the two, with the paraclete pants having additional pockets and integrated kneepads (suck it, crye). She also still uses an eagle SAS MKIII holster, it's just on her hip now instead of her thigh. And last but not least, she still has her Wiley X SG-1's, similar to the holster, they've just moved, they now rest around her neck, just on top of her shemagh. The Workflow The meat of the work for the clothing, (hoodie and pants) was created in Marvelous Designer - this is a cloth simulation program originally intended for fashion design, so basically I'm making a literal tacitcal barbie doll. I had to define a base body mesh that had reasonably athletic features - I bought one as I frankly suck at those, unfortunately most on the marketplace are relatively "slim" and skinny without a lot of musculature, so I had to make do. For now. After drawing out the pattern and simulating it will haphazardly rolled sleeves, the big problem with making the hoodie was that it was supposed to fit under a RAV - and as a result the wrinkle pattern will look odd and the RAV will appear to float if the hoodie doesn't appear to "crumple" under it - so I had to get a bit creative and define the outline of the RAV in marvelous designer and make it very elastic to define the hoodie's wrinkle pattern. When I opted to bump her holster up to her hip, I had to resim the hoodie using the holster's geometry to ensure it sagged and wrinkled appropriately again. The pants were, honestly, a pain in the backside to do, marvelous kept crashing and my PC hated me the whole time. Similarly to the RAV - I had to define the position of the kneepad in a very jerry-rigged manner so the pants would physically respond in the right way. Originally they were way too long and it required a lot of adjustment to get long-ish but not horribly oversized but then I started running into issues with the front pockets, very annoying time overall, but I got there. The boots, similar to the RAV and pouches, were a photogrammetry workflow, I had an old pair of combat hikers lying around which I nabbed and photographed Full disclosure; after making the boots, pants and hoodie, I fizzled out again - to keep the project's momentum going, I cannibalised some older work, most notably the gun, the gloves, the comtacs, shemagh and the MICH (from my ground branch work) to use here. I repainted the gun and reworked the shemagh to work on this model. Once again I lost a lot of energy just from doing that, and resorted to purchasing the kneepad and holster, I think the eotech was also a purchase. To top the whole thing off, I unified everything as best I could through textures and material work. all the models got plopped into substance painter and "muddied up" - this way she looked less "clean" and more like someone who had just done a DA mission deep in the mountain regions of North Korea Posing There wasn't anything particularly special about the posing, it was a simple rig up and go set up - I wanted her new pose to be similar to the original, but with 1) more trigger discipline, and 2) something for that left hand to do other than just kinda dangle there. I decided to have her hold her helmet in her other hand, something a little chilled out that lets you see her full head, without being an action pose or overtly cheesy. Looking at the comparison again - the overall design is supposed to still resemble her, but be slightly more modern and complex. What's next? ideally I want to revisit this later down the line and make a version that fits more closely to the muscle structure expected of a special forces operator - I want to get a full photogrammetried version complete (of her gear) but in order to do that, I've got some more work to do in the freeweight room.
  22. Thanks Wombat! I definitely take a lot of pride in it given that it appears to match pretty close to the original. I'll be working on the body write up soon, hopefully tomorrow.
  23. Thanks! I'll discuss a bit about the model development for the time being. While the model seems relatively, model-ish it's actually about a year's worth of constantly tinkering and tweaking to get the everything just right. Head Model The project started around June/July 2020 time - at this point I had recovered some of my mental ability to face 3dsMax after fizzling out from Game Dev. I was able to create a new base mesh and hair for the ladies in the FEMAL3 project for Arma 3 - I liked it and I wanted to revisit the old project I had started to recreate Jenny before. The original project fell short, mainly from a lack of patience and at that point technical knowledge. What you don't see in the progression image below is the literal thousands of tweaks to the model and texture files. There were also some pauses (especially between July and January) to map out and create the gear. July and January I was also stuck in a rut trying to analyse the original GR2 Model file structure with a view to convert them. On January 19th, I had cracked the file structure of the original GR2 models and developed the conversion software - this accelerated progression within this project as I was now no longer working from just two angles of Jennifer's face. I was now able to take renders across many different angles and I was able to analyse proportions and details right down to the shape of her hairline and the slight asymmetry of her nose, also the position of a freckle on her jawline. No, I'm not kidding. January also saw some major tweaks to the face texture, particularly opting to remove the camoe paint (I suck at that) and add a little more colour variation to her face. February 2021 is when these progressions from the GR2 model begin to become much more apparent, paying particular note to the strengthening of her jawline, and the lightening of her hair - the original textures appeared to suggest she was blonde, informing the second Feb 2021 render, but this was reverted back to a slightly lighter auburn colour in later versions. I also revisited the eye texture here, older versions were very dramatic and unnatural, the newer versions gave her a much more natural hazel colour, which didn't detract too much from the rest of the face. In March 2021 - The model file had become too complex for the rendering engine to manage effectively and renders started going a bit skewiff! so, I had to switch part way through, what you're not seeing here is the very amusing lighting errors which were happening. I upgraded my renderer to Marmoset Toolbag 4 and made use of its slightly more advanced skin shader and lighting system for additional finesse. In March I also revisited the hair workflow and was able to pull out some more photorealistic detail, which really lifted the model out a little bit. I tried to do the same with the eyebrows but they kept coming out a little too dark, and this was muted down by a fair margin. May 2021 saw the final version of her face, a direct analysis of two orthographic views of the new model and the original GR2 model appeared to show a very strong proportion match. I'm happy with it, but the constant tweaks and tinkering has unfortunately left its mark, particularly on the bridge of her nose. Original Model outline overlayed over rework - black lines are original model proportions, some margin of error exists due to angles. The Vest The vest was created using a photogrammetry workflow - basically taking thousands of photos of an object and letting an algorithm generate the model and texture. I actually used my green RAV instead of my woodland RAV as this was in much better condition and had far fewer quirks and defects. Using the green RAV would also allow me to generate a texture template, to retexture if needed. To facilitate ease of generation - I popped a blue shirt on the mannequin and plates in the vest, and shot on an overcast day. The point cloud came out okay, I was able to remove most of the shirt and bake this down into the final high poly model The final model, baked down into a low-poly game ready format was about 1,500 vertices I was able to remove most of the blue quirks and clean up the texture bake a little bit for the final version. The pouches were created using a similar approach, both were photogrammatrized first, however the magazine pouches were originally coyote brown coloured and retextured to be smoke green After that, it was just a case of retexturing and fitting it to the body model. I shall discuss the body model & weaponry another time as this is perhaps the most significant deviation from the original GR2 character model and I anticipate this will require quite a bit of write up
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