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its good that i did not have to tell what type of Uniform it was for people to notice, therefor i did at least some things right with this model ^^

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Indeed! I have about 5 more weeks of hell left, after that it's mass manufacturing weapons time. ;)

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Hi kz106, we're all very busy with IRL stuff at the moment (mainly examinations and deadlines for Assifuah and I), but there'll be more updates once we crank it up during the summer. :)

looks awesome man!!!!! thanks!!! The anticipation builds!!

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The project is steadily moving forward and keeping pace. In most of the pics I have seen with MARSOC wearing the LV-MBAV, they have had the CRYE Precision RADIO/MAG Pouch + Side Plate Cummerbund, so I have been working on this...

http://gyazo.com/ba59f0dec6f64b7c104a71ba6b8d6fdc

Pretty rad looking so far, man. The two teams we had stay in our PB had a few of these and JPC's. All too Gucci for me. :(

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That looks awesome, Meat. Keep up the good work, I can't wait for all of this to be complete and finished.

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Small update:

Today i finished the sculpting of the PCU Jacket, resulting in 1.9 Million Polys

http://gyazo.com/470c265e2916504c1e74afb5818f1407

The next step will be to modify my starting model in order to create a low-poly version of the Jacket. After that it will try to UV-Unwrap this model, though i am ready to face some difficultys since it is my first try at this.

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Godspeed with removing verticles and segments.I never UV unwraped model before, would like to see that, but I can't and that's ok.

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Small update:

Today i finished the sculpting of the PCU Jacket, resulting in 1.9 Million Polys

http://gyazo.com/470c265e2916504c1e74afb5818f1407

The next step will be to modify my starting model in order to create a low-poly version of the Jacket. After that it will try to UV-Unwrap this model, though i am ready to face some difficultys since it is my first try at this.

do you have Maya available?

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do you have Maya available?

Our team is working with 3ds max, in order to have every member capable to edit the source material we all use it.

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ah right, i was about to say, if you had Maya, do it there, UV mapping is much easier in Maya, it automatically arranges the components into suitable sections of the UV map

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Could try RoadKill, which is a fairly simple and free UV mapping application:

http://www.pullin-shapes.co.uk/page8.htm

You basically just select where you want the seams in the UV and it will unwrap to a fairly optimal layout, which you can then import back into Max to move around and scale the UV islands and merge them with the UV layout of other objects on the texture space to your liking. IIRC the chap who made it went on to work on the UV tools in Blender.

It's a bit clunky as it often selects edges that you don't intend to select in the 3D viewport, so have to deselect them from the 2D UV space afterwards, but it makes things fairly simple. There are better apps around (like headus UVLayout) but RoadKill is alright for a free one.

Are you sculpting in Max as well, or something like ZBrush? I ask since ZBrush 4 has some pretty neat ways of allowing you to reduce topology from the high-poly sculpts into fairly workable game models.

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Could try RoadKill, which is a fairly simple and free UV mapping application:

http://www.pullin-shapes.co.uk/page8.htm

You basically just select where you want the seams in the UV and it will unwrap to a fairly optimal layout, which you can then import back into Max to move around and scale the UV islands and merge them with the UV layout of other objects on the texture space to your liking. IIRC the chap who made it went on to work on the UV tools in Blender.

It's a bit clunky as it often selects edges that you don't intend to select in the 3D viewport, so have to deselect them from the 2D UV space afterwards, but it makes things fairly simple. There are better apps around (like headus UVLayout) but RoadKill is alright for a free one.

Are you sculpting in Max as well, or something like ZBrush? I ask since ZBrush 4 has some pretty neat ways of allowing you to reduce topology from the high-poly sculpts into fairly workable game models.

My Sculpting is done in Mudbox as it was the easiest for me to pick up, interface and money wise. Thanks for the tip on the Plugin, i will take a look at that.

About the lowpoly i am less concerened as my Mid-level model, which was the base for the highpoly, only has arround 7k Polys, so a light reduction and overhaul to make it compatible with Arma and it should be fine.

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Hey, figured I would show you guys the LBT I have been working on the last couple of days. Havn't had much time to work on it but its coming together nicely.

http://i.imgur.com/qDCHoj8.jpg

http://i.imgur.com/x6kEp2q.jpg

these pictures are a bit older have added a few new things but just thought it would be cool to share

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OUTSTANDING, keep you work up pal

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Hey, figured I would show you guys the LBT I have been working on the last couple of days. Havn't had much time to work on it but its coming together nicely.

http://i.imgur.com/qDCHoj8.jpg

http://i.imgur.com/x6kEp2q.jpg

these pictures are a bit older have added a few new things but just thought it would be cool to share

Please don't post your own work here use a thread of your own.

Lets stick to the SOC mods work and don't hotlink pictures of stuff that isn't SOC related

Edited by astast

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Please don't post your own work here use a thread of your own.

Lets stick to the SOC mods work and don't hotlink pictures of stuff that isn't SOC related

I think he meant he wanted to contribute to the project. But that's just what I took from it.

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Contribute or not this isn't his topic, if you wanted to have them look at it then it would have been better to PM rather post on someone's topic that is used only for their work.

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I think he meant he wanted to contribute to the project. But that's just what I took from it.

As Yoshi says he should contact one of us privatly

Edited by astast

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