texturing; the bane of every modellers existance.
Republic Commando WIP
Moderator: Moderators
- Gogie
- Modeling Master

- Posts: 708
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Re: Republic Commando WIP
looking good so far 
texturing; the bane of every modellers existance.
texturing; the bane of every modellers existance.
- Nedarb7
- Lieutenant General

- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Republic Commando WIP
Thanks! To be honest I've had the helmet in game for a while now... I've just had some issues with what it looked like from a certain angle (not used to it yet :p).
So now that I've been working on the vibro attack you get to see it ingame (yay!):
Looks like he's pointing.
Vibro attack screenshot 1.
Vibro attack screenshot 2.
I will be making a blade model for the vibro attack.
So now that I've been working on the vibro attack you get to see it ingame (yay!):
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
- Kingpin
- Jedi

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Re: Republic Commando WIP
Also, make sure he still has his offhand weapon while he is doing the attack. Looks nice!
- Nedarb7
- Lieutenant General

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Re: Republic Commando WIP
Unfortunately I had to make a choice between animation or primary weapon. Having an animation is much more worth it than the weapon being there, thus being the reason for my decision. However it is possible to make a gun there, it just wont change.
- Anakin
- Master of the Force

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- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
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Re: Republic Commando WIP
Nice work on the helmet 
Can you add the vibroblade to the animation??
Cannot wait to see a video
Can you add the vibroblade to the animation??
Cannot wait to see a video
- Nedarb7
- Lieutenant General

- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Republic Commando WIP
Thanks! The vibroblade will appear when you use the attack. I've already created its texture.
- Kingpin
- Jedi

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Re: Republic Commando WIP
- Anakin
- Master of the Force

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- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
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Re: Republic Commando WIP
It's the dark side of the force

- Kingpin
- Jedi

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Re: Republic Commando WIP
Oh. Okay. *walks away satisfied*
- Nedarb7
- Lieutenant General

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Re: Republic Commando WIP
If you want to see the Dark Side of the force in action click this link:
Click to see vibroblade in action (with model that needs to be scalled down)
Click to see vibroblade in action (with model that needs to be scalled down)
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
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Re: Republic Commando WIP
Looks good so far. But something is missing on the animation. I'll have a look at it tomorrow.
- Nedarb7
- Lieutenant General

- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Republic Commando WIP
Alright. I've edited the backpack's model and texture. Here are some screenshots:
Hidden/Spoiler:
-
MileHighGuy
- Jedi

- Posts: 1194
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Re: Republic Commando WIP
Very good. It fits in perfectly.
- yuke5
- Field Commander

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Re: Republic Commando WIP
I like it. 
- Kingpin
- Jedi

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Re: Republic Commando WIP
Nice. As always 
-
AcaelusThorne
- Corporal

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Re: Republic Commando WIP
I love the new backpack, it makes the modell look so nice when playing. 
What I think makes the animation look strange is, that the arm is moving like a fired bolt from a machine. The shoulder moves too far back and so does the elbow with it. It looks unnatural and I am pretty shure that you do not gain energie to the attack by bringing your arm in to that position. Now if the body would turn with the arm this would be different but I think the attack is not ment to look like a real punch.
Also the speed of the attack seems a little to fast. In reallity the arm would remain in that position for a short time and/or would be pulled back for a short distance so the RC would free his blade or prevent enemies from grabbing his arm.
I want to clearify that I only wanted to mention what I think makes the animation look strange as Anakin stated. I really appretiate your work and imo you do not necessarily need to change anything about it.
Keep up the awesome work ;D
What I think makes the animation look strange is, that the arm is moving like a fired bolt from a machine. The shoulder moves too far back and so does the elbow with it. It looks unnatural and I am pretty shure that you do not gain energie to the attack by bringing your arm in to that position. Now if the body would turn with the arm this would be different but I think the attack is not ment to look like a real punch.
Also the speed of the attack seems a little to fast. In reallity the arm would remain in that position for a short time and/or would be pulled back for a short distance so the RC would free his blade or prevent enemies from grabbing his arm.
I want to clearify that I only wanted to mention what I think makes the animation look strange as Anakin stated. I really appretiate your work and imo you do not necessarily need to change anything about it.
Keep up the awesome work ;D
-
MileHighGuy
- Jedi

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Re: Republic Commando WIP
What tools do you find yourself using most often? for educational purposes.
- Nedarb7
- Lieutenant General

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- Joined: Sat Sep 22, 2012 3:41 pm
Re: Republic Commando WIP
Uh... a pencil and eraser maybe. But I'm assuming that isn't what you meant. Could you clarify? I don't quite understand.
-
MileHighGuy
- Jedi

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Re: Republic Commando WIP
tools in xsi. sorry. I meant for my education haha.
- Nedarb7
- Lieutenant General

- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Republic Commando WIP
Oh that's easy. I use the rotation (camera) and point select tools the most (if you consider them tools). I use blender for modeling, I only use xsi for enveloping and animating so really the two "tools" I mentioned are the ones I use the most. I am very unfamiliar with XSI.
-EDIT-
However if you wanted info for your own education... here are some useful things in blender:
1 The knife tool (in later versions). Extremely useful for making complex details (such as the visor on the rc)
2 Deleting faces. I tend to do this a lot, you can create better topology by manually creating faces.
3 Merging vertices. Helps when you need to patch up disconnected edges (which make sharp edges)
4 Flipping normals. YES! The model saver when the texture is inverted. :p
-EDIT-
However if you wanted info for your own education... here are some useful things in blender:
1 The knife tool (in later versions). Extremely useful for making complex details (such as the visor on the rc)
2 Deleting faces. I tend to do this a lot, you can create better topology by manually creating faces.
3 Merging vertices. Helps when you need to patch up disconnected edges (which make sharp edges)
4 Flipping normals. YES! The model saver when the texture is inverted. :p











