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fluttershy

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Posts posted by fluttershy


  1. ;2581526']The tag on M81 Crye's G3s (!) should be:

    Item: Custom

    Material: Custom

    etc etc.

    Much like this (different item but the tag should be the same):

    http://i1215.photobucket.com/albums/cc505/sgt_bob1/352e580f.jpg

    Since Crye uniforms were only a limited custom run before MARSOC switched to Drifire' date=' Beyond, Patagonia, etc. due to their Crye G3s quality issues.[/quote']

    True. I know the only CRYE that was used by MSOB was the Custom Woodland variants, mostly worn by military advisors and training personal deployed in A-Stan. Or rather, thats the only ppl i saw from the Corps wearing CRYE.


  2. Just a little heads up update.

    The emblems which are found on 2006-present Combat shirts made by crye were recreated as vector graphics in order to place them along the finishing touches for our textures.

    Only the Marine custom is a wild guess as i am aware that MSOB uses said Combat shirts, but i am unsure of the name and fabric choices made by the Operators. As you can see the fabric choosen by Navy and Army differ when it comes to the main-body of the Shirts. Please also note, older UBACS (Under Body Armor Combat Shirts) which were produced by Crye as well as many other companys only feature a "print on" which looks entirely different.

    7e37ee209d32a16c12c6834cf13fd9e5.png


  3. cocazoulou i have reported you for your post. I have no idea where your aggressive hostility is coming from but i dont want that here in this thread. First off your initial question: I am sure Meatball has explained this enough, the current Combat Shirt AC that you see inside this thread is the one that is represented by Crye as of there 2011 collection. Yes other versions of said combatshirts do exist, especially the once visible via eBay and other third markets are often older versions, especially the AOR versions as these are not aviable to public. But then again, a question like that, in a thread like this followed up by your outbreak is plain disrepectful to the team in my eyes.

    So please refrain from posting any further feedback, questions or remarks within this thread, i simply wont deal with people that cant even bring up the smallest ammount of respect for others.


  4. Will you be planning to do a cut off/down sleeves version of the Crye Tops? A lot of Operators in Afghan and other Arid AO's are using cut down sleeves... awesome work progress though

    Yes we are planning with several variants of gear. Since deployed SOC Units tend to personalize there gear (inside there deployment time and outside) you will defenitly see a wide variaty of different styles when it comes to Uniforms and gear. Luckily we are all on the same page inside the SOC Mod Team and we are aware that such gear is widely used. We are currently unclear about the total ammount of different versions to implement but i think "lots" would be the best way to describe it at the current state of our models and the overall status of the Mod itself.


  5. After one Sculting was finished for the Combat Shirts i went to get the second version done. This time the Soldier is a bit more "Muscle" then the Scult before, especially considering not every Soldier in the Military has the same Build to him.

    I also consulted with Meatball who had the impression the last Version was a bit to wrinkled on the chestarea. This is simply another step towards a good variety of uniforms. God i hate thinking back seeing 20 different operators wearing the exact same uniform, down to the very pattern of it. From what i have learned in my past experiance with videogames and immersion it is crucial to be able to differenciate between characters. Most Games developers handle it pretty simple, especially in the SF field of work, they simply equip the different lead characters with different equipment, camo and clothing pieces. So for the nice change of pace, having for example 5 soldiers wearing the exact same gear and still appear different is a great step in a direction currently disreguarded by the arma series.

    Though since we are currently waiting for one of our teammembers to shovel away on reallife duties we got some "free" time on our hand for the approach of such variety. Since the Lowpoly modeling and UV take about the same ammount of time as 2-3 Highpoly sculpts of the same model i think we are in a good timeframe to achive the goal mentioned above. Thanks to having more then 1 Teammember working on texture i will also wont have to touch Multicam anymore ^^.

    WWWmPtO.jpg

    Rd1tYxT.jpg

    J09GKGy.jpg


  6. @3P0X1: The variaty that we are looking for will mostly consist of weathering effect on clothing and equipment, as well as a wide variaty of camo that is used by the respectively represented units. There currently is no plan for a "sleazy" outfit.

    @Tachi: We are going to include the Weapons used by the represented units in our Mod, yes. I wont drop the list on you but be asured that everything "needed" will be there, it is only a matter of time.

    So on top of that, i have looked up a lot of pictures and video reference lately and started revising the CRYE Combat Shirt AC that you can find somewhere in here. Someone mentioned that the ammount of folds and wrinkles presented on the model and texture were a bit on the downside, which i completly agree with. Hence the revision of the Highpoly model. Below you can see that i am currently resculpting the whole thing.

    2OLUbJC.jpg

    By4n1BN.jpg


  7. But I love textures! ;_;

    Well you are in luck then. Since the MSOBs dont wear MC, because they are way to cool for it, there is also a "regular" version. Which is based on pictures taken as reference.

    wow

    much love

    wow

    so detail

    My initial post was ment to fit to the regular reskins with minimalistic workflow that are all over this board. But for the fact that i absolutly despise Multicam it felt like a fitting inside joke to be done.


  8. At least with vests he can half ass it and go ranger green on everything :D

    Looking good fluttershy, though I can't tell if it's the cam template you're using or something else but to me the cam looks a little large on the pockets and pocket flaps, particularly on the thigh.

    I agree, i will need to setup a PSD Network with 3ds to get that done proper, the "issue" or rather my missing in detail was that the pockets have been resized on the UV, therefor using 1 camosize wont do, i will look into the issue. Thanks for noticing ^^


  9. Alright gents and fräuleins. Today i finished the normal map as well as the normal texture. Please note that withering and other envioremental factors have not yet been applied to the texture.

    We will also have to redo the Kneepads as i just noticed they came out really wrong. Other then that, everything is included. The new Ripstop looks a lot more as intended and is quiet subtile. The Stitches are now in there own Layers for easier coloration and to give them a little more depth. The MC pattern was broken down on all seams to create a more realistic texture overall.

    QtdFyVg.jpg

    (you can click the picturelink for a closer look to get a better look on stitches and the fabric texture implemented in the normal map)

    I am currently not aware of the next texture assignment within the project but i am looking forward to something less organic ^^


  10. @g00d69: thats good to hear, i was hoping for a quallity approach with attention to detail. If you need any help please feel free to send me a PM, i would be glad to help out.

    @antoineflemming: Yes some people have the quantity over quallity approach. Given the current feel of the community thats not bad at all, but some more picky players defenitly prefere quallity and detail over a shear ammount of streched and simply placed seamless camo patterns. Therefor i am trying to see which addon makers approach for quallity, so i might be able to help them reach there goal. Especially since it is quallity addons that make me enjoy the arma series.


  11. Your camo clearly ignores the natural lines of the clothing. Its drawn over the seams, even pockets are just "covered" under one solid piece of camouflage texture. Look at some reference pictures of actual Military clothing and you will notice that the pattern is not just flowing over pockets and the different parts of the pants.

    I know this isnt a "seriouse" addon, but especially since it appears to be your first: Maybee doing it right on the first try will improve further workflow. At least i am sure it will defenitly create a better texture in the end.


  12. I love your work and i really like to see some modders like you who try to offer more variety and content to the game , i hope the release of the arma 3 tool today gonna help you !

    Not really since non of the BI-Tools equally support or ease my workflow at all. Textures and maps are not really connected to any of the tools.


  13. Here is a little update after my morning session on the Normal map. I toned down the Fabric effect inside the Normal map and resized my Ripstop grid with messurements taken from a DCU i had laying arround.

    You can also see the seams and stitches better now. I also made sure to have a seperate Layer for the stitches so they can be colored in seperetly. The main body of the pants show the new Ripstop whilest the pockets still have my former texture equiped in order to have a visual comparision. Enjoy

    tis above 100kb therefor you use link, yes?


  14. A Displacement Map can also be used in Order to transform an already generated texture. Photoshop has the feature to use subtile Displacement maps in order to warp a texture accordingly. As far as i know it uses an odd mix of height and diffuse map in order to achive that. Since i am working with self generated Fabric textures, displacing them wont be the problem, but since i am unwilling to recreate Multicam from scratch in order to apply the same Displacement i will have to do with whats available to me.


  15. One thing that'd be cool is making the whole Uniform more dynamically sculpted, bulky pockets, fabric stretch-folds, warps, folds and bumps. Especially when moving around a lot, the fabric of these uniforms can become very tangled, and if the model and texture aren't made with that in mind, they look rather too clean (as the BI US combat Uniforms, in my opinion do.). What I mean is this:

    http://i.imgur.com/XkHKW.jpg <- pockets so bulked up that stuff is spilling out on top. Very tightly stretched seams bunching towards the bottom of the pockets, where the weight is dragging on (seams generally follow the lines of pull, as you know. I don't know what program you are using in general for this project, but the 3D people I had in my class in University told me that you can be pretty safe when making bunching and folding fabric where it is being pulled on by some kind of weight. I myself only draw, so my expertise with 3D programs isn'T that great unfortunately.).

    http://images-kitup.military.com/wp-content/gallery/australian-sas-in-crye-multicam-combat-uniforms/australian-sas-crye3.jpg <- very subtle ripstop effect, as well as dynamic folding and bunching. This also goes for the shirt, where it is being dragged on by the vest. Another thing, which is frequently overlooked by models for Arma, including all BI models so far, is how the vest is being distorted by the weight dragging down on it, pouches tilting and tipping, as well as bunching and folding on the vests fabric.

    I think it'd be better to do -very- aggressive sculpting first and then tone it down, just like it painting where you begin with a really nice, heavy coat of dark color, and work your way up from there with lighter shades until you have the picture you want. Fabric is a very dynamic and malleable medium, and representing it is difficult ingame.

    The problem is, a Normal map Bumping can only go so far. In Order to create a heavy fold and wirinkle on the clothing, it would need to be included in the lowpoly as well. Which would lead to either Texturestretching or a higher poly count. Of course Texturing can later be done using a displacement map but i havnt gone indepth with that yet.

    I know from a person working in gamedevelopements 3d section that: To many folds and wrinkles might create an odd look as soon as the person is doing something that would clearly not create such folds. Therefor folds and other marks of that sort, that create texture distortion are keept to a medium to low ammount.


  16. PN11A this is how i was told the arma engine works. Midmap processing of textures. As the Normal map as well as other maps that are connected with the model get a midmap treathing, the quallity would overall degrade. It pretty much turns down the size of the texture image. So on for example = 2048x2048 textures would turn to 1024x1024 or even 512x512. So the textures work just like the LOD on Models, that either get automaticly calculate (as in armas case) or slightly generated by the user but within thight restrictions in Polysize. As a rule of thumb, you will normaly see regular "high texture" settings screenshots as the detail you currently see on the Pants resembles the lowpoly model with the normal map and the diffuse texture map. The quallity loss from High to Normal should not be as significant as the details are all there, they would only get scaled down a little, since the information is still there.

    I hope that answers your question.


  17. Alright as i said, i would post some WIP on the CRYE Pants. I did not get as far as i wanted to but its about the quality after all.

    So first of a Shot from a slight distance so you have an idea of the overall process of the pants.

    eev0f07.jpg

    Now for a more Detailed view. I have notice that a lot of texture artists that start out there contact with the internals of A3 have done a whole lot of reskins. Mostly connected to there interists in the Military or to represent there home country. Sadly i have seen a whole lot of lack in detail on there work reguarding logical things, like seams and pockets breaking the pattern and other things like that. Therefor here is a close up view, you can see that the Multicam pattern stops at the seam. Oh and also that i have included seams and stitches as well as the NYCO Ripstop Fabric texture in the normal map (which i might have to adjust a little because it is not sticking out enough yet).

    4x5Igmj.jpg

    @Brian & Zim: Please take your BS posts somewhere else, i am getting sick and tired looking for useful feedback and information in this thread only to find you two pulling your hair and hiding the shovel from each other.


  18. Thats unfortunate. I had not noticed yet that each magazine pouche looked like a clone. I had just slapped over the camo to get a 'looksy-feelsy' of the look. That's indeed a very good reason for reconsideration.

    I am glad that you noticed I broke up the camo in the appropriate spots. I'm very nitpicky about those things (and also about the seams and stitches etc...)

    Since there is less then a hand full of people actually considering the fact Clothing isnt molded from fabric but stitched together i am more then happy to acknowledge ones attention to detail. The Issue with the Vests is unfortunate but is most likely due to the fact that there wasnt enough space left on the UV rectangle to place several pouches. Sadly you do not have the 3d modeling skills yet to change anything about it, it is good to reconsider a camo variant of the platecarrier.


  19. Looks good already. Especially since you acutally considered that Pockets and seams break the camo pattern. If you try and generate a Displacement Map from a Black and white version of the normal map you might be able to add even further detail to it.

    You should also reconsider giving the Platecarrier any camo. Since all Pockets share only one respective UV it looks odd having the exact same camo part on each of the Magazin pouches. Other then that, thank you for paying attention to detail and not just derp blobing camo onto something calling it a re-skin ^^


  20. I'm a smiling mother fucker right now

    But please don't get overexcited, as the particualr "later down the road" might take quiet some time. Given the current Workload we are facing for the Ranger Units and considering how much more there is to do for other area of SOC that isnt connected to the Rangers, we are looking at quiet some time before we even consider the next department we tackle.


  21. With LordJarhead back in the fold, are you guys looking to maybe get some sounds from him for your weapons? Also, with ardvarkdb's mk18's and m4's, are you still modelling your own SOPMOD m4's or will you use his and then add some other weapons that the Rangers use?

    I hope that the progress is going well and that the release is coming soon!

    Best regards

    Hi Prince,

    we have made contact with Jarhead and he ensured us that he would be willing to include our Weapons in his modification. Since we dont want to rely on third party sources we will have our own M4s.

    Progress is currently going quiet heavy on us, sadly you cant see the progress that i witness every day, but based on what i get shown: Our Modeling team is working really hard.

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