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fluttershy

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Everything posted by fluttershy

  1. fluttershy

    SOC WIP Thread

    I lowered the texture and mapping quality to a minimum, to have the mod pack do justice to the community its looking to use it..... the actual texture sizes are 2048x2048 on each main part of the model. I requested close up shots from the team and i am satisfied with the result of our work. If you, as a person, are not, there is a good amount of other mods that feature an ERDL Combat Uniform.
  2. fluttershy

    SOC WIP Thread

    There is 1 1920x1080 px Image of a Full soldier inside our MANW Entry. Do not worry, more to follow. And you wont need to look at still screenshots forever.
  3. fluttershy

    SOC WIP Thread

    I personaly always disliked dropleg holsters as the feel nasty once you go prone and have to move like that, they get in the way a lot. For regular patrol duty its fine but i rarely did those to begin with. Maybee there will be Holsters in the Future, attached to our Vest Models but not for now.
  4. fluttershy

    SOC WIP Thread

    I can neither deny nore approve, that the SOC Mod will be participating in the MANW Contest.
  5. fluttershy

    SOC WIP Thread

    If you can tell the difference between Crye and non-Crye,G2 and G3 from an unfinished texture shot of a sleeve your powers surpass mine.
  6. fluttershy

    SOC WIP Thread

    Yes that is Desert MARPAT, that that is not AOR 1. I know that people get the two confused all the time. On the left you have Desert MARPAT on the right is AOR 1. There is only a slight difference in coloring that is barely noticable, but the shapes used are completly different, as AOR 1 is a lot more "cluttered" you could say.
  7. fluttershy

    SOC WIP Thread

    Well, i would rather make MultiDoge combat uniforms then MultiCam i can assure you of that. Edit: Yes.... PAT things from Desert http://i.gyazo.com/e257f50458f57ecb03cbff02bd0f4867.png
  8. fluttershy

    SOC WIP Thread

    Max255, the "Big boy" rule applies to Marsoc operators as well. They are not forced to use the issued material and can simply request there fancy stuff. Reguarding Woodland as Camo for MARSOC: Due to the fact that MARSOC Marines are not connected to the fine grooming standards of the USMC a commanding officer found it unfitting to issue MARPAT uniforms to Marines that dont represent that standard.
  9. fluttershy

    SOC WIP Thread

    Currently we are going deep into Overtime. After finishing another crucial texture today i started off with the highpoly refinement of another Model that is expected to make it into the pack by Sunday evening. Some WIP for you guys so you keep hungry. http://gyazo.com/b7ac1296a3a2fbf32baf4c8ebd3846be http://gyazo.com/542f70346802b65a3d3367c982bac2bd http://gyazo.com/68d11858080f17d4600e6f1bd02f21f3 http://gyazo.com/ce4ad00279cf9d19984e5f37f651da35
  10. Sidewinder is the Military specification of the Missle itself, just like the AIM-9 handle. The easiest way to go about is to at least try and contact the company you are looking to use materials from. Though a couple of years ago, military games tend to use weapon specifications as they pleased and calimed a "fair use", resulting in some court visits lately, involving companys like Colt, Hughes and Bell. You might not get the allowance you are looking for so it's better to keep the Logo off. We ourselves tried to contact companys we feature in our addon for months without any type of response. Especially things marked with the TM Symbol can get rly rly hairy if they decide to go after you.
  11. fluttershy

    SOC WIP Thread

    No KGB_Helljumper they are not, they are still pretty much game, as you would say http://i.gyazo.com/cfbebcd40278623b3ae40503aa20745c.png (253 kB) But to be honest with all of you. It is becoming a huge pile of work splitt between very few individuals. I know that Mr. Meat is litteraly working day and night on models, configs, UVs and weighting models. While i am doing highpoly models as well as sculpting and texturing pretty much right after i come home and had lunch. Though we are making good and steady progress it is becoming somewhat of an endurance test because, quiet frankly, i myself am already pretty fed up with all the work though i keep moving onward because i know this is not only important to me but also very important to the rest of the team.
  12. fluttershy

    US 75th Rangers

    The "red" Map is the SMDI map, which is in Graphical talk, a filtered version of your Specular map. A Specular map defines shiny surfaces and the ammount of light reflected from it. The AO map on a model is represented by the as, or ambient shadow map, which is pretty much just the AO with a White Blue and red channel. (if you want to save files like that, make sure to save them with the right name extensions so neither texview nore the game will screw them up) But then again, the SMDI and the AS map do not feature any colorfeatures, at least not that i would know, my Specular and AO never reflect any of the camo i generated for the color map. What your uniform currently lacks, so to speak, is a regular "color and light noise" which is the way used to trick the human brain to interpret ingame "clean" textures as realisticly shown. The following is just a quick step tutorial for Photoshop or programs alike, though note the filters might be named differently in other software. 1. You create a new layer and generate a cloud filter with black and white as your selected colors 2. Use the add noise filter in Gaussian with an ammount of anywhere between 5-15% 3. Use a Gaussian blur of 2 4. Change the blending mode of the newly created layer until your desired result is achived This is a rather simple technique, but the result is noticeable instantly. You can also use a Saturation layer that lowers the overall ammount of color in your uniform and apply a clouded layer mask as well to get a more "used" look on the uniform itself. To add simple dirt: Create a layer and use a regular brush in the color of dirt you are looking for, filter ripple and shear to create more "random" edges on the outside of the painted elements. Dont worry about it appearing to massive at first. once you are happy with your result, pick a secondary slightly darker color, ctrl+click your layer to select your painted elements, apply a cloud filter, apply an add noise in an ammount of 2-10%. Deselect your paint element and add apply a blur of 4. Then create a layer mask for that layer and apply the cloud filter on the layer mask, now play arround with oppacity and fill % to get the right ammount of dirt visible. As a rule of thumb for graphical depth, an object is always more interristing if areas or elements of it are not fully visible. I personal go about my textures in a rather german fashion, i think about the actual object i am working on, so for example a uniform, which is made of different cloth materials, so i create the cloth and stitches, add my camo to it and then consider the ammount of wear and tear i want to be visible. After that i add the noise to is in order to create a more "brain pleasing" image. I hope this is somewhat helpful to your effort.
  13. fluttershy

    SOC WIP Thread

    Rest assured, we bent the timecontinum to get propper scaled woodland patterns. All Patterns we use on Uniforms and equipment are recreated from images we took from our personal gear and completly rebuild in Illustrator.
  14. fluttershy

    SOC WIP Thread

    We are currently focusing on our MARSOC Units, though most of the equipment we are creating is widely used trough all Special Operations Infantry it was Mr. Meats wish that we would create our MARSOC Operators first. After the MARSOC Group, we will focus on our Frog and Sealife experts. After that, maybee, some phrase screaming, multicam wearing, support depending, almost Special Forces Soldiers would fit to round it off. Furthermore there is currently no plan including Delta, since they are stretching the big boy rule out so far, that it is almost impossible to recreate a structure of there Fireteams and equipment used without at least having to guess half of it. P.S. Yes i don't like Rangers, neither do i acknowledge them as Special Forces, out of personal experience with several of them. On and off field, if you don't like it... see if i care.
  15. fluttershy

    SOC WIP Thread

    So i can not post WIP of textures... because they just would not look right. But what i can do is.... Post WIP of highpoly models. I am sure some of you remember these particular things.
  16. fluttershy

    US 75th Rangers

    It is rather simple to do the pattern breakup if you know how to. I personaly work with Layer masks on my camos. With the use of the Pen-Tool i create my selections which i then transfer to the Layer Masks. This enable me to freely move the basic camo arround while staying inside the boundry of my Mask. Later on, if you want to do multiple different camo types, just transfer the Masks over to the new Pattern.
  17. fluttershy

    US 75th Rangers

    To Clarify my before made post: Breaking up the pattern just means that, everytime you hit a seam, as on the elbow pads for example, or every time a new part of fabric starts, the pattern should be different. Like you can clearly see here http://i53.photobucket.com/albums/g68/glocktex/9209a717.jpg pockets and sewed on parts of fabric never continue the camo pattern. There is always a break up of the pattern, some more and some less visible. I used the above DCU picture to make it clear since that pattern is very obviouse, and therefor breakup is visible a lot more then on smaller patterns like Multicam or Marpat.
  18. fluttershy

    US 75th Rangers

    What Delta wrote is correct, in A1 and A2 Pistols that were part of your inventory were visible in holsters with the use of a proxy. Now to i question i have reguarding your textures. Are you going to break up the Patterns placed on the Uniforms or will it stay "as is"? I have seen so many people putting in real effort towards reskins, adding everything they could in order to create something different from the norm. For all us current era craving enthusiasts of the Arma Series, that are more then disturbed with the half-arsed future tech idea of BI. A lot of people also pointing out there former Military service and what not, but its details like that which could and will, set you apart from the lesser reskins. Since you already put in so much effort compiling the different models for the Unit, the extra step would elevate the project even more.
  19. fluttershy

    SOC WIP Thread

    Had my regular daily talk with Mr Meat yesterday evening and i wanted to share some intel with you guys. First and foremost - Weighting Uniforms in Object Builder is a bitch of epic probortions. But Mr. Meat ensured me that he is about done with the pants model, reassuring Screenshots were also delivered to me. For me, the next thing to do will be the fitting Combat Shirt texture, which will then again be weighted by Mr. Meat and undergo excessive testing under a microscope. Once i am done with the "fun" part i will have to go and destroy my retina by doing a vector version of MARPAT Desert (yes including the USMC Symbol). I am looking to finish the basic texture work by about Saturday. I will not post any type of WIP Pictures, since it is up to Mr. Meat to do so, as releasing pictures from a rendering Software would skew the overall image of the textures and model ingame.
  20. fluttershy

    US Special Forces WIP

    He changed the center area to black, visible above the PC. On Topic: I have noticed you are sadly doing the same gringy mistake i see on most reskins, your Camo pattern appears to ignore the seam lines and stitches. I already told a couple of creators that particular mistake and the once that picked up on it were really happy with the result. Yes it will create a good deal of additional work for you changing up the camo arround the seams, pockets and so on. But trust me, it is worth it. Secondly, this one is a can but not a must, having different aging factors on the texture, such as dirt amongst other things could really enhance the depth and contrast of the texture overall making it appear a little more "alive". Then again, i am not a professional game developer but its just my 2 cents of experience with textures.
  21. fluttershy

    "X-Cam" and "DAC" Project

    Now i finaly can relate to that feeling of a burning anticipation people keep telling me about. This will not only make it easier for Map-creators, but also Mission makers to really go into the fine details. We all know a single floating table that kills anyone that enters the room on a nice session about 2 hours in can be a real deal-breaker ^^. Thank you so much for putting up this much effort to enhance everyones overall experience with A3.
  22. fluttershy

    SOC WIP Thread

    The Pants represented on the Screenshots mumblz put up are supposed to be AC Variants, therefor you do not see any of the G3 Style Tags on the pockets. Though, that is the Airflex kneepads as introduced in G3 for Cryes Combat Apparel. You migh ask why thats the case.... then again the older Kneepads look too boring in comparision. The update was mainly created to show you guys some progress as well as look at the updated normal map that was created.
  23. fluttershy

    SOC WIP Thread

    "There are others on different parts of the forums saying the SOC WIP is taking forever and are looking for other alternatives. Rumor has it that the mod creators have abandoned this project. " Jeah do not worry about the rumors, they are total BS. No one of us, as a team, has ever said anything about abandoning this mod or team. And yes we are taking forever, composing a complete base model for every single object used, including a highpolygon variant that later gets refined with other software to enhance details, takes considerably longer then reskinning BI's standard models. I know there is other amazing teams out there that deliver amazing work in a short periode of time, though the scale of these addons is mostly less then what we have on our tables. If you find an "alternative" or look into a different addon that covers the same area of Special Operations Capable assets of the Coalition forces, be my guest, no one is forcing anyone to use or wait for this particular addon exclusivly. There already is a couple of finished addons out there that resemble current era special forces, of several different nations even, that you are free to use instead of just waiting. For a release date, somewhere between "when its done" and "i really don't know". From my personal part in this team, i am crushed by the ammount of work still ahead of me, while i am about 20% done with what is overall still waiting to recive my part of the overall workflow. Thankfully some people have it right in knowing that we are quiet bussy with real-life, having some parts of our team temporarily absent and constantly working on the overall quallity makes it hard to update you guys with anything new. 20 Screenshots of the same object over and over will get boring to observe at some point, some would even show changes you might not notice since they are, visualy speaking, extremly minor. Our curent efforts are guided towards finishing 1 basic unit set, including a full Uniform, plate carrier and helmet. With the PC only awaiting game-implementation the Uniform is still beeing sculpted and the Helmet will need to be textured and refined.
  24. fluttershy

    Design mastery weapons

    I have a question, why are all the base layers of your rifles look pretty much the same? I dont mean the camo itself but rather the scratch and wear on top of it.
  25. fluttershy

    SOC WIP Thread

    I guess i could.... but please consider the following information, before you expect something insane and fancy. Yes we are aware that the following model itself has been shown quiet some time ago already, in a somewhat acceptable state and that other models and pictures have been posted after that. Please understand that we are trying to have the best approach on the way of giving our work not only accuracy but atmosphere that stays believable and can be recreated to have all contents of the pack work together. To achieve something like that, we as a team have to take some odd routes towards unification of our processes. That we did not do before, or at least not proper. Therefor, something old/new Front view Rear view Shoulder close-up And yes, we are still working on this.
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