Earth: Apocalypse 3D art thread -- W.I.P (Destruction pg. 7)
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Marth8880
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Only real complaint is the odd cylinder x-scaling around the barrel; none of those cylinders should be scaled like that, but should instead be scaled normally.
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
They were scaled normally
I can look into it though.
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Marth8880
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Re: Earth: Apocalypse 3D art thread -- W.I.P
As in they aren't perfectly round. :p
- Cleb
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Is there going to be a trigger?
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
I had thought not as it gets covered by the hand anyway, though I could implement one.
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THEWULFMAN
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Re: Earth: Apocalypse 3D art thread -- W.I.P
I usually add pretty low poly triggers, as there are times when it can be visible.
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Alright, I can make a very low poly trigger then. 
- DarthSolous
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Re: Earth: Apocalypse 3D art thread -- W.I.P
When that gets some texturing & bump mapping it will look great.
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ARCTroopaNate
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Just as an announcement, in case you guys don't know I'll be working on the sides for this map, with Loopsters and Kinetos supplying the weapon models. Sides work has begun and there should be an update within a few days.
- Nedarb7
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Oh man, I'm going to think of that every time I see "Loopy" written downARCTroopaNate wrote:Loopsters
Nice! Can't wait to see what the sides look like.ARCTroopaNate wrote:Sides work has begun and there should be an update within a few days.
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Loopsters is fine I think its funny
@ARCTrooperNate Sounds good. Progress on my end has been slow as im busy playing to much world of tanks and doing a lot of real life work. I will be able to make more progress and hopefully an update sometime next week or so.
@ARCTrooperNate Sounds good. Progress on my end has been slow as im busy playing to much world of tanks and doing a lot of real life work. I will be able to make more progress and hopefully an update sometime next week or so.
- Zapattack1234
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Yeah, real life work always gets in the way of stuff like modding. You've just got to stick with it and take it slowLoopy53 wrote:Loopsters is fine I think its funny![]()
@ARCTrooperNate Sounds good. Progress on my end has been slow as im busy playing to much world of tanks and doing a lot of real life work. I will be able to make more progress and hopefully an update sometime next week or so.
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Agh gametoast, its been a little while! I was really busy doing schoolwork and the likes. Also, I was REALLY struggling to make my m4a1 texture. Well, its now complete. With AQT's (and others) advice and some creativity, I am proud to present my final m4a1! This version WILL NOT have a trigger. I will release it too.
Both sides are identical. Screens:
Enjoy! c/q/f/j?
Both sides are identical. Screens:
Hidden/Spoiler:
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kinetosimpetus
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Re: Earth: Apocalypse 3D art thread -- W.I.P
It's definitely looking better 
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
First and foremost, even though I am busy in real life I am still passionate about this project and I really want to finish it. I haven't forgot about everyone involved and I will be PMing everyone involved shortly! With that, I thought I would post a status update with where I am at and where I hope to be in the semi-distant future. I will also post what features will be in this mod. Please note that at the time of this post I have not talked to anyone involved.
Status update 11/06/2013:
Basically, very little progress has been made by me. I know, don't hate me for it... However, I made some changes to the m4a1. I will post screenshots when I finish making changes. Changes to the m4a1 will include:
-an improved texture
-an improved model. I WILL include a trigger (contrary to previous post). This is also for better UV's and some added detail while still not passing 2.7k polygons.
-Much, MUCH better UV's (hence an improved model). Right now, if anyone else tried working on the texture it would be a complete DISASTER...
That's basically it. Now for the better news!
Where I hope to be/What I want to do in the near future
11/06/2013
-Once I get the m4a1 finished(for sure this time) I will go back to mapping. This way you guys can get some gameplay footage with stock (or possibly 'Nates) sides. I will probably be 75% complete on the map before I release some true gameplay footage though (and not just me running through and around buildings xD) This will hopefully be done in and around the first week in august, if not sooner.
- Create/finish/get in/ all building models. NoMatt, this means you ( I know you tried sending me your houses. Don't worry, I will be PMing you shortly and we can discuss it from there. )
- Once I have my models fully functional I will start mapping. By "functional" I mean finished with shadowvolume, lowrez, and hopefully not too cheese-y destruction. Yes you heard right, I want to add some sort of destruction to this mod. The modelling shouldn't talk that much time, so I'm guessing within the next 3-4 weeks I should have a large portion finished, provided I can work on it steadily.
- Send finished m4a1 and any weapon models from KinetosImpetus to ARCTroopaNate so he can hopefully post a side update. This will depend on where 'Nate is at.
- Talk to Cleb about his tank!! It looked phenomenal! I haven't heard anything from you about it. I hope you still have it as I could make great use of it!
And thats more or less it. In short: Finish M4a1, start mapping.
What features will be in this mod:
-A moderate degree of destruction. It won't be anything near the battlefield series and thats not what I am aiming for. I am aiming for tanks/rockets to strategically blow 1-2 holes in (possibly only certain) buildings while not looking too cheese-y. This is for realism and effect. I have also seen very few maps that have this type of feature. In fact, the only map I've seen with "destruction" is stock coruscant in the library.
-Marth and I discussed previously adding a railroad that brings reinforcements for Team 1. If Team 2 can derail the train then Team 1 does not get reinforcements. This should hopefully be implemented well. Named Team 1/2 for explanation purposes.
-Animated props. I am not 100% sure what exactly (other than the train) so I guess that can be up for discussion.
-Custom sides. I will have a realism era (meaning weapons do a lot more damage) and then an era setup to feel more like stock swbf2.
-Hopefully I can implement smarter AI. This will require a lot of in depth mapping on my part, but I think its possible.
-Lots of new particle effects! I hope to get someone to help me with this. I have a working PE last time I checked.
-Random weather. This will be include 1) A night time blizzard 2) a day time blizzard 3) day time light snow 4) night time light snow. This is up for discussion. I want to know what you guys think the random weather should be.
-Any other cool features you guys think I should add!
That's pretty much it! I hope you guys have liked what you've seen so far! I'm feeling very ambitious now that I can spend more time on my project and I hope it will turn out great! I will be releasing the assets after the project itself is released, which is a few months down the road.
Status update 11/06/2013:
Basically, very little progress has been made by me. I know, don't hate me for it... However, I made some changes to the m4a1. I will post screenshots when I finish making changes. Changes to the m4a1 will include:
-an improved texture
-an improved model. I WILL include a trigger (contrary to previous post). This is also for better UV's and some added detail while still not passing 2.7k polygons.
-Much, MUCH better UV's (hence an improved model). Right now, if anyone else tried working on the texture it would be a complete DISASTER...
That's basically it. Now for the better news!
Where I hope to be/What I want to do in the near future
-Once I get the m4a1 finished(for sure this time) I will go back to mapping. This way you guys can get some gameplay footage with stock (or possibly 'Nates) sides. I will probably be 75% complete on the map before I release some true gameplay footage though (and not just me running through and around buildings xD) This will hopefully be done in and around the first week in august, if not sooner.
- Create/finish/get in/ all building models. NoMatt, this means you ( I know you tried sending me your houses. Don't worry, I will be PMing you shortly and we can discuss it from there. )
- Once I have my models fully functional I will start mapping. By "functional" I mean finished with shadowvolume, lowrez, and hopefully not too cheese-y destruction. Yes you heard right, I want to add some sort of destruction to this mod. The modelling shouldn't talk that much time, so I'm guessing within the next 3-4 weeks I should have a large portion finished, provided I can work on it steadily.
- Send finished m4a1 and any weapon models from KinetosImpetus to ARCTroopaNate so he can hopefully post a side update. This will depend on where 'Nate is at.
- Talk to Cleb about his tank!! It looked phenomenal! I haven't heard anything from you about it. I hope you still have it as I could make great use of it!
And thats more or less it. In short: Finish M4a1, start mapping.
What features will be in this mod:
-A moderate degree of destruction. It won't be anything near the battlefield series and thats not what I am aiming for. I am aiming for tanks/rockets to strategically blow 1-2 holes in (possibly only certain) buildings while not looking too cheese-y. This is for realism and effect. I have also seen very few maps that have this type of feature. In fact, the only map I've seen with "destruction" is stock coruscant in the library.
-Marth and I discussed previously adding a railroad that brings reinforcements for Team 1. If Team 2 can derail the train then Team 1 does not get reinforcements. This should hopefully be implemented well. Named Team 1/2 for explanation purposes.
-Animated props. I am not 100% sure what exactly (other than the train) so I guess that can be up for discussion.
-Custom sides. I will have a realism era (meaning weapons do a lot more damage) and then an era setup to feel more like stock swbf2.
-Hopefully I can implement smarter AI. This will require a lot of in depth mapping on my part, but I think its possible.
-Lots of new particle effects! I hope to get someone to help me with this. I have a working PE last time I checked.
-Random weather. This will be include 1) A night time blizzard 2) a day time blizzard 3) day time light snow 4) night time light snow. This is up for discussion. I want to know what you guys think the random weather should be.
-Any other cool features you guys think I should add!
That's pretty much it! I hope you guys have liked what you've seen so far! I'm feeling very ambitious now that I can spend more time on my project and I hope it will turn out great! I will be releasing the assets after the project itself is released, which is a few months down the road.
- Cleb
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Re: Earth: Apocalypse 3D art thread -- W.I.P
The tank, as I said in the goodbye topic, like you, I haven't got much done in the past month due to school and other things in real life. I have started texturing it, but this is the first time I have really textured something so some of the UVs are really messed up
but I hope to fix that over the summer as well as begin rigging it. I don't have particle editor because it doesn't work for me so you loopy will probably have to make the effects for it.
Well theres my update 
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kinetosimpetus
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Hidden/Spoiler:
Since there's no prone in swbf2, idk if you (Loopy) want the bipod on the front, whether closed or open. As it is right now, it really just looks the same as an AK-47 but with a longer barrel. Also if anyone sees anything drastically wrong with it, point it out, I'm not a RL weapons expert, I just model a lot of blasters.
Last edited by kinetosimpetus on Thu Jun 13, 2013 10:52 pm, edited 1 time in total.
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Loopy53
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Make sure you can use the iron sights, model wise. I will setup the ingame iron sights myself and then send the required files to ARCTroopaNate. Go ahead and add the bipod, it can be low poly and I think that would help make it look more like an RPK. Make sure its open or in use if the soldier was prone. I think that would add effect. Can't wait to see it textured 
- Zapattack1234
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Re: Earth: Apocalypse 3D art thread -- W.I.P
That model is awesome, nice job kinetokinetosimpetus wrote:
RPK shaded/wireframe
Since there's no prone in swbf2, idk if you (Loopy) want the bipod on the front, whether closed or open. As it is right now, it really just looks the same as an AK-47 but with a longer barrel. Also if anyone sees anything drastically wrong with it, point it out, I'm not a RL weapons expert, I just model a lot of blasters.
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kinetosimpetus
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Re: Earth: Apocalypse 3D art thread -- W.I.P
Thanks 
But... how did I forget to put it hide tags... Heh, gonna fix that now.
@Loopy: So, open bipod, got it. The ironsights should be... useable. Might be tricky to make it look good in game, but they line up in XSI alright.
But... how did I forget to put it hide tags... Heh, gonna fix that now.
@Loopy: So, open bipod, got it. The ironsights should be... useable. Might be tricky to make it look good in game, but they line up in XSI alright.
