Unit design

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And BTW: there are transparency problems with you´re mortar. Try to clone the faces of the barrel and then invert them the way that the textures are shown on the inside of the barrel also.
 
Duke van Frost said:
And BTW: there are transparency problems with you´re mortar. Try to clone the faces of the barrel and then invert them the way that the textures are shown on the inside of the barrel also.

I don't understand what that happens when you remove the top poly. :confused:

And you just spoke Greek so I'll have to check into that inverting stuff....
 
He means that you didn't model the inside of the mortar barrel. In your screenshot you can see the ground through the inside of the barrel.

To fix it, you can grab the open edge of the barrel, hold shift and drag the edge down inside the barrel to create new faces (I showed you how to do this in my tutorial). However, this won't reproduce the texture perfectly (although I don't think it needs perfect reproduction for the inside of a barrel, really)

To get a slightly better result, you could select all the faces of the outside of the barrel, clone them, scale them inwards slightly, and then in the Edit Mesh right-hand menu you'll find an option to "Flip Normals". This inverts the faces so they face the other direction. By doing that, you'll have created the inside of the barrel with the same texture as the outside of the barrel. If that makes sense?

Or you could just leave it and hope nobody notices :P
 
I did method A and that closed up the hole quite nicely. I'll upload the new version after trying it in game.
 
Fixed version here.

The coolest thing is that the mortar actually "recoils" when firing from the tank animations. :)
 
I think we need some units holding the powder rammer (????) and the fuse lighter now. They'd be a nice addition.
 
woodelf said:
:lol:

I can't even draw stick people! I think neener is the cannon crew creator. ;)

Hey now, did I do that tutorial for nothing?!

Check the last couple of posts in the tutorial thread. I uploaded a totally default human character based on the Scout for Sezereth to fool around with. You can download it and import it into Max and start making your own cannoniers! You know how to add detail to meshes, and you know how to unwrap a character. The only hard part would be the texture, which you might be able to get someone else to do.
 
Yes boss. ;)

I guess it wouldn't be that bad if they just stood there and didn't move, right?
 
Duke van Frost said:
just give them the animations of the vanilla gun-crews.

It would be great if Firaxis released all of the full models so we could manipulate all animations like I've been doing with the tank.

I'll see what I can do to make a cannon crew soon.
 
I posted this on the public thread, but I figure I'll put it here too in case someone has any thoughts.

Orcingame.jpg


He has custom animations (modified from the Praetorian, but still, I could mess with them quite a lot more if I had the patience), and they seem to work fine. So that's cool.

I figure he works okay as an Orc Scout as he his now. I can re-texture him with tribal tattoos to make him into a Savage Orc, and I thought if I attach a small amount of armour (new head, new shoulder pads, maybe) he could be an ordinary Orc Boyz, and with lots more armour (new head, new shoulder pads, new leg guards or something, maybe a big banner on his back) he could be a Black Orc. If that sounds okay to everyone else?
 
Awesome work neener!

He works well as a scout and with some nifviewing of attachments he can be lots of orcs. :)

I can't wait for the custom animation tutorial. :p
 
Looks great neener!:thumbsup:
Just the legs seem to be a little too long compared to the torso, should be the other way round imo. Think you can modify it yet or would that mess up the animations?
Great job so far. Can't wait to play around with it:D
 
I don't think it's that his torso is short, so much as he's hunched over so much (as Orcs do). You're right that his legs are straighter than they should be, though, and I'll fix that at some point. Like I said, now that I know how possible it is to modify animations, I can mess with him a lot more. It's just a matter of patience. Maybe I'll teach Woodelf how to do it and get him to be an animation slave. :)
 
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