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Chromegus

Metal Gear Faces/Units

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I just updated the first post. I have a quick question:

Does anyone know some good screencasting/screencapturing software? I wanted to upload a video of Snake to Youtube so that people could see him in action (with the MGS Theme and everything) but I haven't found software that doesn't lag on me.

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Can I suggest moving this thread into A&M: Complete? :)

As for the vids and screens, I use FRAPS. Doesn't seem to lag on my shitty machine too.

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nice picture so far this addon is looking mint. Hope it gets released before the end of this month

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nice picture so far this addon is looking mint. Hope it gets released before the end of this month

You can't read ??

Look at first post dude.... :confused:

Chromegus - Excellent Work. You get my pm?

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@BronzeEagle: That's an awesome screenshot!

@Revan87: Thanks for the feedback. The addon was released yesterday (see first post).

@bielow: Nope, I can't find your message in my inbox, but thanks for the compliment :)

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Very nice addOn. Quality work. A few things in case you're going to update this at some point:

- The ears look a little misplaced. If you've got the skills, could you maybe move them a little bit towards the eyes or alternatively adjust the face texture so it fits with the ears' position?

- You can sometimes see Snake's forehead skin coming through the bandana, depending on the character's facial expression. This could be fixed by adjusting the model or alternatively texturing the bandana on the face texture itself.

- Snake's hair is a lot of more thicker, hanging over the bandana, unlike how it appears on your addOn. Maybe this could be modeled by remodeling the head's area above the bandana plus some additional texturing work.

- Snake's sneaking suit is a very tight fit, however the sleeves on your addOn look very loose as it goes towards the hands. Maybe this could be adjusted a little too?

Apart from those little things, it's a great addOn. :)

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Is it just me or are his arms a bit too...bulky judging from the pics?

Edited by Salvatore_Lee

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yah the arms are huge i noticed too, but when he's holding a weapon it don't look as bad so i can overlook it, but i would like to see some more muscle defnition in the chest area and on the arms and legs.

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I read the posts above and I think that Snake deserves an improved version, so I will be working on an update. I'm not sure how long this will take, as it will be depending on the amount of issues that come up during testing and the time I have available to work on it.

@Rellikki: Thank you for the feedback! The hair issue is what bothers me the most (the other three issues can be solved by tweaking the model and the textures a bit). When I saw reference pictures of Snake, I knew that I would have to change head model so that he could look authentic. Now that I'm a little bit more comfortable with O2 I think I could remodel the head to give Snake a proper hairstyle.

@Salvatore_Lee: You are right, his shoulders are too bulky compared to other units (and compared to the actual Snake in MGS). I'll see what I can do about it.

@BronzeEagle: Yeah, I think the model overall needs some more detail in the highest LOD.

Most of the issues to be fixed are aesthetic, but I also want to give active camo to snake on the update since snake uses active camo in the MGS series. Also, active camo might make solo missions a little bit more feasible. If any other issues come up, please let me know so that I can add them to my to-do list for the next release.

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im not sure how that rezin optical camo soldier works but once you get that badboy working its going to be really badass.

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Well, I am not really familiar with all this MGS lore but did he really had this optical camo since the first game?

I remember playing only the MGS1 demo on my PS1 lol.

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Well, I am not really familiar with all this MGS lore but did he really had this optical camo since the first game?

I remember playing only the MGS1 demo on my PS1 lol.

lol!! yeah he had the camo since the first game and lol mgs 1 demo...classic.

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i have a suggestion you can try to do multiple versions of snake like one where he had short hair in the shadow moses incident, another of mgs2, and lastly have him wear BDU (short hair version and long hair version)

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staying true to the lore the only time period we could pull off would be the period in between metal gear 2 in zanzibar and metal gear solid at shadow moses. so for you mission editors like me, you should research metal gear 2's story and see what happened to know how to pull off the in game chatter. Maybe if we do a good enough job Hideo Kojima will pick us up and we'll be working for him! Though my dream is to work for BIS and make an ofp game with hand to hand combat techniques so i can make a shenmue mod. The economy's down and people are looking for ideas guys, now is the time to shine. Placebo started off on the forums and was picked up, many others. Most of us have no good jobs. Lets put our hearts into these addons.

Bronze

Edited by BronzeEagle

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chromegus, there is an addon called saddam chechen terrorists v1.5 and it has one with muscle indentations on his arms. you could use that for your snake's arms and retexture it to have the sneaking suit texture over top. He'd look more like solid snake then. You could even use the short sleeved one's arms for the irriquois pliskin model.

chb3.jpg

Edited by BronzeEagle

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I wasn't able to work on the update last weekend because I was busy with other stuff. I'll get to work on it throughout this week though :)

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Looking fantastic pall, hope it comes to fruition

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I seem to have lost the documentation for Rezin's optical camo black op (I don't even know if it came with any). I don't want to break any rules by using his optical camo without permission (I'm not sure if he allows people to use his work in other addons). Is there any way to contact Rezin? Would it be ok to use his camo technique?

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I seem to have lost the documentation for Rezin's optical camo black op (I don't even know if it came with any). I don't want to break any rules by using his optical camo without permission (I'm not sure if he allows people to use his work in other addons). Is there any way to contact Rezin? Would it be ok to use his camo technique?

Well, can you elaborate about the technique ? If it's a simple setobjectexture command with partially transparent textures, the technique itself cannot be "copyrighted".

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Yeah, that's pretty much it (plus some defined actions to turn it on & off). So I guess it's ok then.

I was able to fix the headband issue and the ears issue today (and a minor problem with the neck showing up through the vest when sprinting). I'll be working on the hair mesh tomorrow. I decided it will be a separate object that is attached to the main head model (like the headband) to make texturing a bit easier.

I also plan to add separate objects for the kneepads and elbowpads so that they don't strech when moving.

Edited by Rellikki

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Update: I just finished fixing the hair issue: Snake will now have a few strands of hair over the headband. I've also worked on making the arms smaller/more realistic and making the suit tighter near the wrists, which is tricky because I have to make sure that the arms fit the hand animations.

I'm not sure about adding more detail to the chest area or to the arms since 1) the chest area doesn't seem to have much muscle definition in the first couple MGS games where the original sneak suit is represented (it's mostly texturing work) and 2) I'm already adding kneepads and elbowpads as new objects to the model, which will in itself give the arms and legs more detail. Also, adding too much detail will only delay the release (remember that I can't work on this stuff everyday) and possibly force me to lose interest in the project... so I really have to aim for balance. Later on, if someone really wants more detail in the suit he or she can make the necessary modifications, as I have decided that this next release will be my final release of the sneak suit.

I've been messing around with O2 and I can't get the elbow pads right. Also, in spite of having tweaked the wrist area for a good hour, I wasn't able to give the end of the forearm exactly the same circumference as the wrist (meaning that the suit still looks a bit loose near the hands, just not as much as before). For most positions, the suit looks as tight as possible. I think I will just add the active camo and release it as it is. Besides, both problems are minor and all other problems seem to have been fixed.

I just really want to enjoy it already (yeah, I know I'm being lazy :P).

I used the setobjecttexture command in a SQS file to change the textures of the entire model to a single texture (which is the optical camo texture) along with an action class in the config file to turn it on and off.

The way Rezin used active camo on his soldier was by having hidden selections that did not match the geometry of the soldier (so when the camo was on, the soldier became bulkier), so what I did is I used Snake's actual geometry as the hidden stealth selection so that the camo does not change Snake's shape.

The problem is that while the camo is off, the stealth selection is suppossed to be invisible (or at least Rezin made it that way in his addon). I'm trying to figure out a way to have the stealth selection display the original textures instead of being invisible when the camo is off. One way I guess it could work is by defining individual, hidden selections for the arms, legs, head, etc. and assigning their original textures. If this doesn't work, I might have to create a simplified (and slightly larger) geometry of the main model and set it as the hidden selection just like Rezin did on his addon.

Or is there another way of using setobjecttexture to change textures and then having them revert back to the original textures? I'll try to study other addons with stealth (the arachnida tank/mech) and see if I can come up with something...

It works! However, there's a catch: the default wound system no longer works when using the setobjecttexture command... I could delete the wound textures from the pbo (which could reduce the size of the file) or find another way of displaying the wound textures... any suggestions?

Oh, and remember how rezin's model wouldn't use the optical camo in 1st person? Well, that was easilly fixed by adding hidden selections to the view pilot LOD :)

Edited by Rellikki

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