tmichc 6 Posted March 31, 2004 Share Posted March 31, 2004 Well, since I've started to make some weapons for GR (see my thread here for renders, etc) I thought I'd start properly making skins and stuff to go with them. So here's my first real attempt at skinning: The guys on the blue and green backgrounds are Tangos (mercenary bodyguards for my lead bad guy), and the guy on the red background is one of my jungle skins, replacing the rifleman. Note, these are V1 at the moment. Need to e-mail Bajabravo with a request and pray that he grants it. Comments and suggestions are gratefully recieved. If all goes well then the mod should be available at some point..... (no timeline yet, fitting this in between 2 jobs and other real life stuff ). Tim Quote Link to post Share on other sites
Suicide Commando 0 Posted March 31, 2004 Share Posted March 31, 2004 Looks good to me so far. I like the bodyguard chr's. Quote Link to post Share on other sites
Sgt.Crocodile 0 Posted April 8, 2004 Share Posted April 8, 2004 Nice work......way to go! Oh...ya sig is awesome.... .....I wish i had more time to play AA:SF.. Quote Link to post Share on other sites
Stewy 0 Posted April 8, 2004 Share Posted April 8, 2004 Love the Hawain shirt - he needs a beer! Quote Link to post Share on other sites
tmichc 6 Posted April 10, 2004 Author Share Posted April 10, 2004 Yeah, I know, a nice bottle of something cool and refreshing....May use one of the kits for that in a mission . Need to redo it though, since he's still got the default bulge at the back of his shirt from the original chr. HAven't done much recently, been trying to get my head round the CRYEngine . May have something later on this weekend, depends on work. (Damn this real life thing getting in the way of essential modding ) @Croc: Yeah, I haven't played it in a while, been trying to mod and read pages of documents. Will probably go back once 2.1 is released though, maybe before that... Tim Quote Link to post Share on other sites
Chems 0 Posted April 10, 2004 Share Posted April 10, 2004 Use the smooth modifier on the bodies before export, or now, just use it as it comes on, with 1 selected it works best then. Quote Link to post Share on other sites
Joker_USVN 0 Posted April 10, 2004 Share Posted April 10, 2004 The tangos look like mercs is that what they're supposed to be? Quote Link to post Share on other sites
tmichc 6 Posted April 13, 2004 Author Share Posted April 13, 2004 Yeah, they're meant to be part of a PMC that removes certain 'concerns' for the guy in charge. Your team are International Spec Ops types (probably called GISFG - Generic International Special Forces Group ), who take on misisons and eventually find out he's behind it. Need to fire up IGOR again (after a long absence) and get scripting. Thanks for the hint Chems (Again, why is it you always throw in an odd tip that always seems to make my stuff look 100% better? ), I tried a smooth group of 1, and they look a lot nicer. Am currently trying to work on a bit of headgear at the moment (along with my M4). May also have a different version of Susan Grey at some point before the end of the week, but don't hold your breath (depends on work and 3DSM). Tim Quote Link to post Share on other sites
tmichc 6 Posted April 16, 2004 Author Share Posted April 16, 2004 Ok, here's a slighty reworked version of Susan Grey. The skin's not properly finished, she's getting a PASGT vest and a MOLLE webbing set, like the rest of the spec ops guys. Comments/suggestions welcome as ever. Tim Quote Link to post Share on other sites
Suicide Commando 0 Posted April 17, 2004 Share Posted April 17, 2004 Susan looks good to me. Nice work. Quote Link to post Share on other sites
tmichc 6 Posted April 19, 2004 Author Share Posted April 19, 2004 Here's Suan with the PASGT and MOLLE stuff. Which do you think looks better? I ask because I'm satisfied with both, but wonder what you guys think. Tim @ Suicide: Thanks man, glad you like it. Quote Link to post Share on other sites
Suicide Commando 0 Posted April 19, 2004 Share Posted April 19, 2004 I like the newer variant better. Quote Link to post Share on other sites
tmichc 6 Posted April 20, 2004 Author Share Posted April 20, 2004 Cool, well I'll go with that version then . On a side note, when you guys redo the 'weightless' vertices, do you set the weighting to 1 on the nearest bone, or do you grade it? I ask because I have a couple of vertices on the arms of both friendly models that I can't seem to get right. When I look at them with 'Edit Envelopes' both selected and deslected, they seem to come from the biceps area. However, when I set the weighting to 1, they don't move at all when the model is exported and the guy moves in-game . So, should I continually redo the weightings (0.7, 0.85, 0.87, etc) until I get it right, or leave it at 1.0? Tim Quote Link to post Share on other sites
tmichc 6 Posted May 6, 2004 Author Share Posted May 6, 2004 Quick update for you all. I haven't been totally idle, just partially idle (and playing Chems British Infantry mod ). Here's a quick render of another specialist based upon the main Character (is it Snake, or Big Boss?) in MGS3: Thoughts? Impressions? Just cracked open IGOR again after a long absence, should be an interestign experience . Tim Quote Link to post Share on other sites
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