40K Source

Exterminatus - Rival Species 2 => Contributions => Topic started by: migb on December 16, 2005, 10:54:13 PM



Title: The model progress thread
Post by: migb on December 16, 2005, 10:54:13 PM
I'd just started this thread so everyone working on something for the mod can post their progress.

Thanks to the updated media site, we now know that most of the marine weapon models are in progress. The artist could post the progress of those weapons here, so the rest of us can follow it.

Personally, I've worked on a chainsword model. The model are almost finished, no skin or animations yet.
Someone mentioned a place we could upload pictures and such. If you tell me where and how, I can post some work-in-progress shots for you.

This thread should probably be stickied


Title: The model progress thread
Post by: Typheron on December 16, 2005, 11:20:38 PM
all updates will be made on the main page, this thread is uneccicary and chrome if your out there, promptly locked.


Title: The model progress thread
Post by: ChromeAngel on December 16, 2005, 11:39:44 PM
The team members have our own area for organising this kind of thing and the media page is really only intended for finished content.  Work in progress is not always was well recieved as you might hope.

If any non-team members would like to post their work on here that would be great (it's nice to know where to look for future team members).

I see no need to lock or sticky this thread at the momment.


Title: The model progress thread
Post by: Korkonius on December 21, 2005, 02:34:49 PM
Or you could goto the IRC channel theres generaly a rather big chance of getting sneak peaks and stuff there compared to here in the forums...


Title: The model progress thread
Post by: migb on December 21, 2005, 03:27:24 PM
As I look for a place to host the screenshot, look at the picture I used as rotoscope reference for my chainsword:
http://uk.games-workshop.com/download/popup.htm?/spacemarines/artwork/images/01-big.jpg
The marine to the right holds it in his right hand.

EDIT:
It actually didn't take long to find an image host.
Screenshots here:
(http://img.villagephotos.com/p/2005-12/1123122/chainsword2.jpg)(http://img.villagephotos.com/p/2005-12/1123122/chainsword1.jpg)
I'm a bit proud of the on/off switch, it is placed so it can be operated by thumb (theoretically, that is :wink: ). It might be hard to see that there is a "U" at the bottom of the handle.
It still needs animations, and a skin.


Title: The model progress thread
Post by: ChromeAngel on December 21, 2005, 06:55:55 PM
Pretty good stay migb, you seem to have the knack :)

A few suggestions before you go too far :
    Leave the Ultramarine badge for the skinner, so it can be re-skinned for another chapter.
    Your blade narrows toward the tip , leaving the "cut in" section looking alarmingly thin.  If you look closely at  the referenece the front and back of the blade run parallel.
    The tip of the blade in the reference has a curved tip, where as your's has gone all boxy, which is suprisng given the curviness of the hilt.
    Finaly in most cases the chainsword (motor?) at the base of the blade wraps around the bade rather than sitting on it's side.


Most of these oints could potentialy vary between styles of chainsword, but I thought they were worth mentioning.  I hope they help you make a better chainsword.


Title: The model progress thread
Post by: migb on December 21, 2005, 08:08:10 PM
Three first points taken, I'll see what I can do.  8)


Title: The model progress thread
Post by: Anonymous on December 21, 2005, 08:34:34 PM
I repeat what i said go to irc and get almost instant feedback there instead of waiting for it here ^^


Title: The model progress thread
Post by: migb on December 21, 2005, 09:43:38 PM
I havent seen any mentions on a IRC-channel for the mod.
What channel is it on?

I've made the proposed changes. Do you think I should round the edges of the chainsword? I've done it at the top, but I can change it back quickly.


Title: The model progress thread
Post by: ChromeAngel on December 21, 2005, 10:09:15 PM
IRC details are on the conatcts page (http://www.40ksource.com/contact.php) of our website and on our moddb profile.  THe most insteresting stuff happens there ;)


Title: The model progress thread
Post by: JEBUS on December 21, 2005, 11:26:35 PM
I think this should be its own seperate forum. And only Devs. can creat new threads. And you have to be registered to view it. Which would probably make more people join.


Title: The model progress thread
Post by: migb on December 22, 2005, 09:58:24 AM
Quote
I think this should be its own seperate forum.

Yeah, if more topics like this come up.
Quote
And only Devs. can creat new threads. And you have to be registered to view it.

Hmm...  :?


Title: The model progress thread
Post by: Korkonius on December 22, 2005, 10:42:32 AM
Showing off every WIP screen in some forum would kindof ruin some of the fun when the news are posted...


Title: The model progress thread
Post by: migb on December 22, 2005, 03:50:52 PM
No.
Reason 1: This is for "unofficial" models that might come into the game.
Reason 2: You can't get feedback for something you don't show.

And, by the way, a screenshot where I've fixed the model a bit.
(http://img.villagephotos.com/p/2005-12/1123122/Chainsword3.jpg)
Next step: creating a low-poly version (the w_ model)


Title: The model progress thread
Post by: Typheron on December 22, 2005, 06:53:28 PM
why make unofficial models?

there are 2 kinds of models, Offical ones and works in progress ones. Unless you do something silly like mofe a necron monolith for a mod without necrons.

BTW, not to put a downer on your fine modeling work there but you know we have a chainsword already made?


Title: The model progress thread
Post by: migb on December 22, 2005, 11:06:59 PM
Quote
you know we have a chainsword already made?
I didn't know it when I started on this one.
And since the maker of the "official" chainsword (ChromeAngel) says it's good, it might come to replace that.
But Chrome, tell me if it's worth the work to skin, animate and make a low-poly version of it.

I've been asking for things to model, and as I didn't got any suggestions, I just started on the chainsword.  :roll:
Now trying to make a skull for various uses (Gundrone, medidrone, iconography)


Title: The model progress thread
Post by: Typheron on December 22, 2005, 11:48:28 PM
probably your best bet right now is to do scenery stuff and generic things as we have still not totally decided on what races to go with.

Get into the IRC chat, your far more likely to get thigs to have a go at if your in there since thats where most of the detail decisions are made, and where you will have to spend your time if you want to be part of the dev team, or even just a alpha tester.


Title: The model progress thread
Post by: JEBUS on December 23, 2005, 12:12:07 AM
Why not a dropship where the Marines respawn? Wouldn't be a bad model for some maps.


Title: The model progress thread
Post by: Typheron on December 23, 2005, 01:54:16 AM
we have a thunderhawk in progess, it will be used to deploy the respawns somehow by flying in and dropping them off.


Title: The model progress thread
Post by: Ozymandias on December 23, 2005, 01:58:07 AM
Can't go past gothic styled map props really. They will definately want a heap of those. Other props like rubble, alien plants, WH40K styled building trimmings, signs, bunker doors, lights etc. will all be needed regardless of the setting. The list is endless.


Title: The model progress thread
Post by: JEBUS on December 23, 2005, 03:00:37 AM
Quote from: "Ozymandias"
Can't go past gothic styled map props really. They will definately want a heap of those. Other props like rubble, alien plants, WH40K styled building trimmings, signs, bunker doors, lights etc. will all be needed regardless of the setting. The list is endless.


Well if thats the case then just go out looking for prop modelers. There are probably more prop modelers than other modeler.

I wish I could help, but I will show some of my friends this who can prop model.


Title: The model progress thread
Post by: Razielk on December 23, 2005, 10:17:28 AM
ive always just thought of them as modelers, no matter what they make!  anyway, any modelers wanting to contribute something to this mod, there are quite a few probs that could be done, as said earlier.  if however you are set on making player and weapon models do feel free to do so, just keep in mind that we might not be able to use them, depending on the outcome of the poll.  but as Chrome keeps saying, a model is never wasted if you are getting practice   :)


Title: The model progress thread
Post by: migb on December 24, 2005, 05:03:32 PM
I am in need of feedback.
Currently working on a Land Raider, but I can't really get it right.
It's not finished yet, but comments on the features already made, especially the turret, will be welcome.
(http://img.villagephotos.com/p/2005-12/1123122/LandRaider1.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaider2.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaider3.jpg)
Also, if someone have a usefull reference photo, please post link.


Title: The model progress thread
Post by: Wolf on December 24, 2005, 05:37:47 PM
its not long enough its like the front and back of it have been pushed together, just scale it a bit and make it more long


Title: The model progress thread
Post by: ChromeAngel on December 24, 2005, 07:13:46 PM
Have you tried looking in the GW store (http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=99120101010&orignav=10)?  The proportions of the chassis seem a bit off.


Title: The model progress thread
Post by: The Vastator on December 24, 2005, 07:24:25 PM
yeah, it seems too short.


Title: The model progress thread
Post by: JEBUS on December 24, 2005, 08:02:23 PM
Yep, a little to short. Make it longer and it will look great.


Will we be able to drive this?


Title: The model progress thread
Post by: Typheron on December 25, 2005, 03:14:56 AM
dunno really, but probably not for the following reasons:

1 - its not to a high enough standard (yet) but oviously that may change

2 - RS2 was being envisioned as a semi tactical shooter where something like a land raider would be very out of place.

in saying we dont know where RS is going to go exactly, its still too early on.


Title: The model progress thread
Post by: migb on December 25, 2005, 01:14:11 PM
I was thinking of it mainly as a scenery piece.
It could be placed in a workshop under repair, or as a wreck (perhaps objective?) on the battlefield.
Or, having a broken enginge, as a stationary turret.

By the way, what do you recommend for texture size?


Title: The model progress thread
Post by: ChromeAngel on December 25, 2005, 09:43:06 PM
I'd s go for a 256 for each door, a 512 for the tracks, a 1024 for any other metalic bits, a 1024 or 2048 for the bodywork and a 512 for the weapons.


Title: The model progress thread
Post by: migb on December 25, 2005, 09:53:27 PM
The latest landraider screenshots  :D
(removed old pics to make space in my image hosting)
I'm finished with the landraider polygon work, unless anyone have suggestions.  :)
Well, except that I have to mirror the side-lascannons and -hatch to the other side.


Title: The model progress thread
Post by: JEBUS on December 25, 2005, 11:21:41 PM
WOW!

Thats not bad at all.


Title: The model progress thread
Post by: Wolf on December 26, 2005, 12:49:59 AM
the front part of the inside bit (not the tracks ) looks to high up, maybe lower then a bit and make the front part of the trackers more rounded, there ratha points atm  :)


Title: The model progress thread
Post by: The Vastator on December 26, 2005, 03:03:31 AM
it still seems too short in my opinion..
anyway much better than the previous!


Title: The model progress thread
Post by: ChromeAngel on December 26, 2005, 09:48:36 AM
Here's a little pic to illustrate my thoughts on the migb's landraider :
(http://www.chromeangel.co.uk/Exterminatus/lraider.gif)

The proportions of the upper and lower tracks looked a bit off, infact the back  looks better in this regard.  The tracks need to curve around corners where thay are visible, i'd suggest slicing a cylinder lengthwise to give you good curved corner (their may be better shape based ways in XSI).

The L-raider on the GW store also has a front door that is closer to vertical than parallel to the front of the tracks.  The "teeth" of the front door alos protrude above the part it closes against, rather than interlocking as migb's does.

It is probably not worth hollowing the barrels of the roof mounted weapans in terms of polycounts, but their turrets and hatches could use a few more sides  to round them out.

Sorry I wasn't more descriptive last time, I was rather rushed :roll:

The T-Hawk also uses this style of twin-linked HB turret, I wonder if we could get a better look at it to see if it's applicable for re-use?


Title: The model progress thread
Post by: migb on December 30, 2005, 02:09:47 PM
A better look at the front twin-mounted guns:
(removed old pics to make space in my image hosting)
There is a center piece holding the two guns together, and connecting them to the outer shell. It also connects them to the base, rounded so it can control the height angle of the guns.


Title: The model progress thread
Post by: Typheron on December 30, 2005, 04:08:48 PM
looks good, although i would reduce the height of everything, if you were using 3d max i would advise simply using the stretch command on everything but the gun barrels and reduce the height of things to 80%.

The other thing i would advise doin is getting images to o behind your models, i dunno if your program can do it but many modeling programs can.
Get the side views either by phtographing a land raider model or searching the net for one and place it behind the virtual mode. You can then adjust the mesh to batch the bckground images and get the proportions right.


Title: The model progress thread
Post by: migb on December 30, 2005, 04:20:10 PM
I have used landraider shots as background.
The problem with that is that I've only found isometric shots of the land raider, I need front/side/top shots to do it properly.
And I don't got 40k models myself, stuck with Warhammer.

New landraider screenshots:
(removed old pics to make space in my image hosting)
7376 triangles.


Title: The model progress thread
Post by: migb on December 30, 2005, 04:54:45 PM
With a tiny bit of optimizing, 7316 triangles.

I've unhallowed everything all barrels except the lascannons, and simplified the lascannons.
The polycount is at 5290 now.

UPDATE
4750 triangles, below the limit at 4800 Chrome set.  :D


Title: The model progress thread
Post by: migb on January 01, 2006, 08:25:44 PM
Please don't flame me for double posting:wink:
I have made a crude skin for the Landraider now.
Screenshots comming up:
(http://img.villagephotos.com/p/2005-12/1123122/LandRaiderd3.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaiderd2.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaiderd1.jpg)
I know that I need to make "holes" in the smoke launchers, and do the tracks and exhaust pipes. Anything else?


Title: The model progress thread
Post by: migb on January 04, 2006, 12:20:32 AM
Triple-posting!  :D

At long last, here it is, right from the forge! *fanfare*
I would prefere to get someone else to animate it, though.
If noone haves comments, it's *done*.
(http://img.villagephotos.com/p/2005-12/1123122/LandRaidere1.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaidere1.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaidere2.jpg)
(http://img.villagephotos.com/p/2005-12/1123122/LandRaidere3.jpg)(http://img.villagephotos.com/p/2005-12/1123122/LandRaidere4.jpg)


Title: The model progress thread
Post by: ChromeAngel on January 04, 2006, 09:05:37 AM
I think the weapons could still use some refinements.

How many skins at what resolution?

Why is the metalwork green?  I have a few more suggestions to improve the skin, i'll go through them on IRC with you.

Did you make the UM symbol on the front?  I ask beacuse we are not allowed to use GW artwork in mods.  If you were inspired by a GW piece that's fine.


Title: The model progress thread
Post by: migb on January 04, 2006, 11:11:15 AM
Yes, the guns could be more interresting. Any suggestions?

The metalwork isn't green, but I've made grass and dirt strains on the tracks.

Uups... I did actually CnP the GW icon... erm, I'll make something for myself. Or if someone wants to do it for me, please.

And, I'm in need of hosting. I was offered a space at the 40ksource.de site, but it wouldn't accept my password, and I have not got a reply to my error-report post yet. If anyone knows a site that allows upload of HL2 models, please write  :roll:


Title: The model progress thread
Post by: ChromeAngel on January 04, 2006, 08:48:21 PM
Those metallic bits definitely LOOK green.  Are you sure you didn't set a  diffuse colour for their material?

Those curved tubes under the lascannons, seem rather high poly, I suggest you make that  a bit simpler and restore some of the lascannon barrel details you cut out.

Prehaps the heavy bolters could be improved by a closer study of the models.

I found a site with landraider front and side views (ignore the extra armor)
http://www.forgeworld.co.uk/lrrarmour.htm

See the same sort of gun pods are used here
http://www.forgeworld.co.uk/thunder2.htm


Title: The model progress thread
Post by: Shadowdragoon on January 05, 2006, 12:17:24 AM
nice


Title: The model progress thread
Post by: Wolf on January 05, 2006, 01:32:34 AM
heres a lil nid gun ive bin working on, i cant remember the name and im too lazy to look in my codex, it aint finished, no where near finished, jsut wanted some comments
http://img.photobucket.com/albums/v688/benny14/nid1.jpg
http://img.photobucket.com/albums/v688/benny14/nid2.jpg


Title: The model progress thread
Post by: Typheron on January 05, 2006, 01:40:41 AM
bear in mind that any scans like that can only be used for personal use and should not be posted anywhere for all to see.

e-mail it or its IP infringement.


Title: The model progress thread
Post by: Shadowdragoon on January 05, 2006, 02:25:56 AM
Quote from: "Wolf"
heres a lil nid gun ive bin working on, i cant remember the name and im too lazy to look in my codex, it aint finished, no where near finished, jsut wanted some comments
http://img.photobucket.com/albums/v688/benny14/nid1.jpg
http://img.photobucket.com/albums/v688/benny14/nid2.jpg


its a fleshborer i believe the one that shoots those small creature things


Title: The model progress thread
Post by: zenarion on January 05, 2006, 04:14:04 PM
think of the Hornet gun in HL1. something like that. except the hornets dont just bite you, they start eating through you.


Title: The model progress thread
Post by: migb on January 05, 2006, 11:18:58 PM
I've made this picture for the Land Raider.
The eagle was painted on top of a googeled photo, but no direct copying this time.  :)
http://img.villagephotos.com/p/2005-12/1123122/eagle1.gif


Title: The model progress thread
Post by: zenarion on January 05, 2006, 11:28:42 PM
this actually made me think. arent two-headed eagles just chaos mutants?


Title: The model progress thread
Post by: migb on January 06, 2006, 12:02:14 AM
No, they are a sacred race of the eagle.
Someone can tell you which world they come from...


Title: The model progress thread
Post by: Wolf on January 06, 2006, 12:55:50 AM
holy inquisitorial planet of Uranus


Title: The model progress thread
Post by: migb on January 10, 2006, 01:48:41 PM
I think the Landraider is nearly finished, which makes me think - what do I do about it?
I don't know how to convert the file into something readable by 3dmax, but I do have an exporter to .smd files (HL2 model files) and .vmf.
The scene file (.exp) is at 12.8 megabyte, in .smd format it's 1.16 megs. Also, the original textures are Paint Shop Pro-files, 33 megs total. I've used .gif copies for fast texturing, but you would probably want another format, as there is only 256 colours in gif pics.

I haven't made any animations for it, someone else have to do it. It should have scrolling-texture-tracks, as they are not modelled for "real" animation.


Title: The model progress thread
Post by: Typheron on January 10, 2006, 03:07:13 PM
send it to Chromeangel would be the thing to do. As commander and chief of this mod he gets to deal with the new models.

Probably put it into a .smd file and the .zip it to chrome.

As him in IRC tonight.


Title: The model progress thread
Post by: migb on January 11, 2006, 11:13:23 PM
I won't work any more on the Land Raider, so I'll try to make it available for the team.
Here is the skins for a start:
http://img.villagephotos.com/p/2005-12/1123122/LR_engine.gif
http://img.villagephotos.com/p/2005-12/1123122/LR_gun.gif
http://img.villagephotos.com/p/2005-12/1123122/LR_tracks.gif
http://img.villagephotos.com/p/2005-12/1123122/eagle1.jpg
http://img.villagephotos.com/p/2005-12/1123122/LR_body.jpg
Unfortunately I couldn't upload in max quality...

EDIT:
I found a place to upload in max quality.  :D
I've sent the data directly to Chrome, and anyone else can also download it here. The webpage will remove the file in 7 days, or after a "limited amount" of downloads. The ZIP contains the XSI file, a .smd export and all textures as photoshop files. 12 megs total.
http://s37.yousendit.com/d.aspx?id=1DSM9LKXYE7V22C2NE1GYBAE9H


Title: The model progress thread
Post by: TRAX CB9 on January 16, 2006, 09:34:55 PM
Hi all, I am new here. I am working on a lictor claw, see it:

(http://img481.imageshack.us/img481/5511/lictorclaw24st.th.jpg) (http://img481.imageshack.us/my.php?image=lictorclaw24st.jpg)


Title: The model progress thread
Post by: migb on January 17, 2006, 11:34:43 AM
It should have spikes on both sides, and a clear hook at the end of the claw.
http://uk.games-workshop.com/download/popup.htm?/tyranids/lictor-camo/images/d1.jpg
But good work so far.
I think Chrome decided to aim for 2000 polygons for the hi-detail weapons (those you see when using the weapon) and 500 for the low-poly versions (those other people see when you are holding the weapon).


Title: The model progress thread
Post by: Typheron on January 17, 2006, 01:03:54 PM
its a work in progtress, im sure that TRAX CB9 knows what he is doing.


Title: The model progress thread
Post by: Wolf on January 17, 2006, 04:59:37 PM
its a full lictor model btw mig, not just wep  :)  just a work in progress atm


Title: The model progress thread
Post by: TRAX CB9 on January 18, 2006, 10:33:49 PM
I have changed the estructure of the scales, like the picture of the codex, and not like the miniature. Less polygons, nice aspect.

(http://img376.imageshack.us/img376/6541/lictornewclaw20ql.th.jpg) (http://img376.imageshack.us/my.php?image=lictornewclaw20ql.jpg)


Title: The model progress thread
Post by: TRAX CB9 on January 19, 2006, 03:28:03 PM
More:

(http://img32.imageshack.us/img32/9536/lictornewclaw37fa.th.jpg) (http://img32.imageshack.us/my.php?image=lictornewclaw37fa.jpg)


Title: The model progress thread
Post by: LoC on January 19, 2006, 03:34:44 PM
Nice :)


Title: The model progress thread
Post by: JEBUS on January 20, 2006, 12:34:07 AM
Plz tell me it wont be purple in game.


Title: The model progress thread
Post by: Typheron on January 20, 2006, 12:19:23 PM
it wont be purple, since were using a luminous green and yellow scheme for all the nids.




not really, its red and black.


Title: The model progress thread
Post by: migb on January 20, 2006, 08:58:40 PM
Is it http://uk.games-workshop.com/download/popup.htm?/tyranids/artwork/images/6.jpg this link you use as reference?
It's easier to comment on people's works if you know what it's supposed to look like  :wink:


Title: The model progress thread
Post by: TRAX CB9 on January 20, 2006, 09:27:58 PM
OK OK
(http://img387.imageshack.us/img387/1189/lictornewclaw41vi.th.jpg) (http://img387.imageshack.us/my.php?image=lictornewclaw41vi.jpg)(http://img387.imageshack.us/img387/4893/lictornewclaw50xc.th.jpg) (http://img387.imageshack.us/my.php?image=lictornewclaw50xc.jpg)

And with the scales smaller:
(http://img400.imageshack.us/img400/1258/lictornewclaw5smallscales9lv.th.jpg) (http://img400.imageshack.us/my.php?image=lictornewclaw5smallscales9lv.jpg)

It is like a picture of the codex, I havent found it.

I make it purple and white because the Leviathan have this colours. But my Tyranids are black and red.


Title: The model progress thread
Post by: Stray on May 06, 2006, 04:51:19 PM
a bit late but... hows it going with land raider & the nid??


Title: The model progress thread
Post by: Typheron on May 06, 2006, 08:44:58 PM
main lictor model is being worked on by chrome, the land raider is on the to do list, but as its not crucial to the first version its low on said list


Title: The model progress thread
Post by: migb on May 08, 2006, 10:42:41 AM
How many models are considered crucial to the first release?
You said the Lictor was being worked on so I guess you want that one to be in.
What about the Zoanthrope and Carnifex?


Title: The model progress thread
Post by: Typheron on May 08, 2006, 12:09:01 PM
Crucial models are the following:

Space Marine player model
Space Marine hand model
Boltgun (both P&V models)
Boltpistol (both P&V models)
Heavy Bolter (both P&V models)
Power Sword (both P&V models)
Meltagun (both P&V models)
Chainsword (both P&V models)
Inferno Pistol (both P&V models)

This gives us the basic kit, 1 heavy wep, 1 special wep, sargent kit and leader kit.

Tyranid Warrior
Warrior Hands
scything talons (both P&V models)
guant model
fleshborer (both P&V models)
hormiguant model
Lictor
Zonathrope

This gives us the main player class, a ranged brood, a CC brood and a choise of special player class (zoneathrope or lictor)

Roughly this is what we plan to work up for first release, although this is subject to change depending on how things work. Modelwise were almost done with mianly the nid stuff to be worke don. Strnagly enough there more complicated to do than the SM stuff.


Title: The model progress thread
Post by: Stray on May 08, 2006, 06:32:31 PM
huh? are you saying that its strange that the nids are harder to do then SM's? not very strange imo...


Title: The model progress thread
Post by: Typheron on May 08, 2006, 08:48:33 PM
go to wiki, search for sarcasm. Then call me back...