descent 2 robot re-models

Projects around retexturing and remodeling Descent

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firebingo
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Postby firebingo » Mon Jun 21, 2010 4:40 am

I've been busy this weekend so I haven't had time to do anything. Hopefully I'll be back at it tomorrow.

Edit:

for fun I did a classic re-model of a ITSC.
Image

horribly textured version (I can't UV map worth anything.) doesn't look to bad at least, tried to keep the original texture.

Image
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~~~~~~~~~~
Motherboard: ASUS ramapge IV
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Memory: 24.57GB RAM
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Re: descent 2 robot re-models

Postby Creator » Sun May 20, 2012 12:24 pm

Hi, people. I would like to resurrect this topic. I would like to help your project by making new robot models for D2X XL. I can model, unwrap and apply textures. But I don't know how to insert models into the game yet.

This is new Borashead robot model I made. 1300 polies. Not textured yet. What is your opinion? Will you insert models of such quality into the game of should I drop this idea?

Boarshead-render.jpg
Boarshead-render.jpg (45.77 KiB) Viewed 3850 times


And this is original Boarshead for comparison:
http://www.descent2.com/goodies/3dmodel ... 3d_071.jpg
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blarget#
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Re: descent 2 robot re-models

Postby blarget# » Sun May 20, 2012 12:32 pm

hey look. a good modeler has appeared. I remember when i tried making models for all the D1 robots. Fun times.
Hopefully you wont give up or loose interest. I sure did.
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karx11erx
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Re: descent 2 robot re-models

Postby karx11erx » Sun May 20, 2012 1:28 pm

Very cool. Are you able to reduce the poly count with only a small impact on its detail level, quality and appearance?

You need to store your models in ASE format to allow D2X-XL to load them. I would also need to enhance D2X-XL to support animations in ASE models.
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Re: descent 2 robot re-models

Postby Creator » Sun May 20, 2012 2:45 pm

karx11erx wrote:Very cool. Are you able to reduce the poly count with only a small impact on its detail level, quality and appearance?

Yes, I can. I have experience in low poly modelling. This Boarshead is optimized already. Tell me which poly count you need for D2X-XL.

karx11erx wrote:You need to store your models in ASE format to allow D2X-XL to load them. I would also need to enhance D2X-XL to support animations in ASE models.

There are many questions here anyway:
1. Do I need to assign specific names to subobjects?
2. How should I define firing points?
3. How should I define engines (in order to attach exhaust particles)?
4. How should I define robot physical size (bounding box)?
5. Some robots move their arms in game. How should I define arms and make a robot to move them? I can animate, but does Descent uses model animation?

PS: And by the way, models will look better if you apply specific shader which shades internal angles and highlights external angles. I mean like this:
http://contra.cncguild.net/InProgress/ShadowExample.jpg
Is it possible to create such shader?
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firebingo
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Re: descent 2 robot re-models

Postby firebingo » Mon May 21, 2012 5:42 am

Good to see a modeler that actually has some talent (unlike me). Keep up the good work.
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Re: descent 2 robot re-models

Postby Creator » Mon May 21, 2012 1:12 pm

Still waiting answers about correct exporting.

And here is ITD:
Attachments
itd-render.jpg
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firebingo
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Re: descent 2 robot re-models

Postby firebingo » Mon May 21, 2012 3:57 pm

Here's some answers pumo gave me back when I was doing this.

Oh yeah, and for the gunpoints, you just need to add a plane (it could even be a one-sided plane) or any polygon you want (a triangle, rectangle, whatever you want) where you need a gunpoint, make its normal face towards the player, make it a separate sub-model and name it like this: $gunpnt-0, $gunpnt-1,
$gunpnt-2 and so on (i think you can have up to $gunpnt-9, but i've not tested that).
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Re: descent 2 robot re-models

Postby karx11erx » Mon May 21, 2012 4:22 pm

I have no idea yet about animations in ASE format. You can tell me how it works, and I will implement it in D2X-XL.
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Re: descent 2 robot re-models

Postby Creator » Mon May 21, 2012 8:28 pm

This is an example for the beginning. Simple box which rotates clockwise 358.5 degrees around Z axis. 101 frames (in 3D Max, can be lowered in saved file). 30 fps. 2 animation keys. Angle gets reversed between frames 50 and 51. Angle changes from 0 to -180. Frame 51 is where it gets switched from -180 to +180 instantly. And then, it changes from +180 to +1.5 degrees. Try to render it correctly. After you are done, I send you more complex animation with hierarchy and multiple types of movements.

It seems that TM_ANIMATION tag is responsible for movement. I have no idea about the following parameters, but it seems that:
CONTROL_ROT_SAMPLE - is type of movement (we have rotation)
4800 - time
0.0000 - unknown yet
0.0000 - unknown yet
1.0000 - maybe a multiplier of some kind
0.3128 - angle in radians

CONTROL_ROT_SAMPLE - everything is clear here. Numbers are time and 3 coordinates.

Code: Select all

*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2,00 - Tue May 22 00:04:30 2012"
*SCENE {
   *SCENE_FILENAME ""
   *SCENE_FIRSTFRAME 0
   *SCENE_LASTFRAME 100
   *SCENE_FRAMESPEED 30
   *SCENE_TICKSPERFRAME 160
   *SCENE_BACKGROUND_STATIC 0.0000   0.0000   0.0000
   *SCENE_AMBIENT_STATIC 0.0000   0.0000   0.0000
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 0
}
*GEOMOBJECT {
   *NODE_NAME "Box01"
   *NODE_TM {
      *NODE_NAME "Box01"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 1.0000   0.0000   0.0000
      *TM_ROW1 0.0000   1.0000   0.0000
      *TM_ROW2 0.0000   0.0000   1.0000
      *TM_ROW3 3.3376   -1.1431   0.0000
      *TM_POS 3.3376   -1.1431   0.0000
      *TM_ROTAXIS 0.0000   0.0000   0.0000
      *TM_ROTANGLE 0.0000
      *TM_SCALE 1.0000   1.0000   1.0000
      *TM_SCALEAXIS 0.0000   0.0000   0.0000
      *TM_SCALEAXISANG 0.0000
   }
   *MESH {
      *TIMEVALUE 0
      *MESH_NUMVERTEX 8
      *MESH_NUMFACES 12
      *MESH_VERTEX_LIST {
         *MESH_VERTEX    0   -8.8256   -17.2136   0.0000
         *MESH_VERTEX    1   15.5008   -17.2136   0.0000
         *MESH_VERTEX    2   -8.8256   14.9274   0.0000
         *MESH_VERTEX    3   15.5008   14.9274   0.0000
         *MESH_VERTEX    4   -8.8256   -17.2136   21.5750
         *MESH_VERTEX    5   15.5008   -17.2136   21.5750
         *MESH_VERTEX    6   -8.8256   14.9274   21.5750
         *MESH_VERTEX    7   15.5008   14.9274   21.5750
      }
      *MESH_FACE_LIST {
         *MESH_FACE    0:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 2    *MESH_MTLID 1
         *MESH_FACE    1:    A:    3 B:    1 C:    0 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 2    *MESH_MTLID 1
         *MESH_FACE    2:    A:    4 B:    5 C:    7 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 3    *MESH_MTLID 0
         *MESH_FACE    3:    A:    7 B:    6 C:    4 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 3    *MESH_MTLID 0
         *MESH_FACE    4:    A:    0 B:    1 C:    5 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 4    *MESH_MTLID 4
         *MESH_FACE    5:    A:    5 B:    4 C:    0 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 4    *MESH_MTLID 4
         *MESH_FACE    6:    A:    1 B:    3 C:    7 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 5    *MESH_MTLID 3
         *MESH_FACE    7:    A:    7 B:    5 C:    1 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 5    *MESH_MTLID 3
         *MESH_FACE    8:    A:    3 B:    2 C:    6 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 6    *MESH_MTLID 5
         *MESH_FACE    9:    A:    6 B:    7 C:    3 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 6    *MESH_MTLID 5
         *MESH_FACE   10:    A:    2 B:    0 C:    4 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 7    *MESH_MTLID 2
         *MESH_FACE   11:    A:    4 B:    6 C:    2 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 7    *MESH_MTLID 2
      }
   }
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *TM_ANIMATION {
      *NODE_NAME "Box01"
      *CONTROL_ROT_TRACK {
         *CONTROL_ROT_SAMPLE 800   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 1600   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 2400   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 3200   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 4000   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 4800   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 5600   0.0000   0.0000   -1.0000   5.9704
         *CONTROL_ROT_SAMPLE 6400   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 7200   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 8000   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 8800   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 9600   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 10400   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 11200   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 12000   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 12800   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 13600   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 14400   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 15200   0.0000   0.0000   1.0000   0.3128
         *CONTROL_ROT_SAMPLE 16000   0.0000   0.0000   1.0000   0.3128
      }
   }
   *WIREFRAME_COLOR 0.8824   0.3451   0.7804
}


This is what happens when I rotate it around Y axis.

Code: Select all

      *CONTROL_ROT_TRACK {
         *CONTROL_ROT_SAMPLE 800   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 1600   -0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 2400   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 3200   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 4000   0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 4800   0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 5600   -0.0000   -1.0000   0.0000   5.9738
         *CONTROL_ROT_SAMPLE 6400   -0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 7200   0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 8000   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 8800   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 9600   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 10400   0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 11200   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 12000   0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 12800   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 13600   -0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 14400   0.0000   1.0000   0.0000   0.3094
         *CONTROL_ROT_SAMPLE 15200   0.0000   1.0000   -0.0000   0.3094
         *CONTROL_ROT_SAMPLE 16000   0.0000   1.0000   -0.0000   0.3094
      }


And around X axis:

Code: Select all

      *CONTROL_ROT_TRACK {
         *CONTROL_ROT_SAMPLE 800   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 1600   -1.0000   -0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 2400   -1.0000   0.0000   0.0000   0.3095
         *CONTROL_ROT_SAMPLE 3200   -1.0000   -0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 4000   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 4800   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 5600   -1.0000   -0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 6400   -1.0000   0.0000   0.0000   0.3095
         *CONTROL_ROT_SAMPLE 7200   -1.0000   -0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 8000   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 8800   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 9600   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 10400   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 11200   1.0000   -0.0000   0.0000   5.9737
         *CONTROL_ROT_SAMPLE 12000   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 12800   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 13600   -1.0000   -0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 14400   -1.0000   -0.0000   0.0000   0.3095
         *CONTROL_ROT_SAMPLE 15200   -1.0000   0.0000   -0.0000   0.3095
         *CONTROL_ROT_SAMPLE 16000   -1.0000   0.0000   -0.0000   0.3095
      }


Moving up without rotation:

Code: Select all

      *CONTROL_POS_TRACK {
         *CONTROL_POS_SAMPLE 0   1.4603   3.7572   0.0000
         *CONTROL_POS_SAMPLE 800   1.4603   3.7572   1.3721
         *CONTROL_POS_SAMPLE 1600   1.4603   3.7572   2.7441
         *CONTROL_POS_SAMPLE 2400   1.4603   3.7572   4.1162
         *CONTROL_POS_SAMPLE 3200   1.4603   3.7572   5.4883
         *CONTROL_POS_SAMPLE 4000   1.4603   3.7572   6.8603
         *CONTROL_POS_SAMPLE 4800   1.4603   3.7572   8.2324
         *CONTROL_POS_SAMPLE 5600   1.4603   3.7572   9.6045
         *CONTROL_POS_SAMPLE 6400   1.4603   3.7572   10.9765
         *CONTROL_POS_SAMPLE 7200   1.4603   3.7572   12.3486
         *CONTROL_POS_SAMPLE 8000   1.4603   3.7572   13.7206
         *CONTROL_POS_SAMPLE 8800   1.4603   3.7572   15.0927
         *CONTROL_POS_SAMPLE 9600   1.4603   3.7572   16.4648
         *CONTROL_POS_SAMPLE 10400   1.4603   3.7572   17.8368
         *CONTROL_POS_SAMPLE 11200   1.4603   3.7572   19.2089
         *CONTROL_POS_SAMPLE 12000   1.4603   3.7572   20.5810
         *CONTROL_POS_SAMPLE 12800   1.4603   3.7572   21.9530
         *CONTROL_POS_SAMPLE 13600   1.4603   3.7572   23.3251
         *CONTROL_POS_SAMPLE 14400   1.4603   3.7572   24.6972
         *CONTROL_POS_SAMPLE 15200   1.4603   3.7572   26.0692
         *CONTROL_POS_SAMPLE 16000   1.4603   3.7572   27.4413
      }


Moving along Y axis.

Code: Select all

      *CONTROL_POS_TRACK {
         *CONTROL_POS_SAMPLE 0   1.4603   3.7572   0.0000
         *CONTROL_POS_SAMPLE 800   1.4603   7.2748   0.0000
         *CONTROL_POS_SAMPLE 1600   1.4603   10.7925   0.0000
         *CONTROL_POS_SAMPLE 2400   1.4603   14.3102   0.0000
         *CONTROL_POS_SAMPLE 3200   1.4603   17.8278   0.0000
         *CONTROL_POS_SAMPLE 4000   1.4603   21.3455   0.0000
         *CONTROL_POS_SAMPLE 4800   1.4603   24.8631   0.0000
         *CONTROL_POS_SAMPLE 5600   1.4603   28.3808   0.0000
         *CONTROL_POS_SAMPLE 6400   1.4603   31.8985   0.0000
         *CONTROL_POS_SAMPLE 7200   1.4603   35.4161   0.0000
         *CONTROL_POS_SAMPLE 8000   1.4603   38.9338   0.0000
         *CONTROL_POS_SAMPLE 8800   1.4603   42.4514   0.0000
         *CONTROL_POS_SAMPLE 9600   1.4603   45.9691   0.0000
         *CONTROL_POS_SAMPLE 10400   1.4603   49.4867   0.0000
         *CONTROL_POS_SAMPLE 11200   1.4603   53.0044   0.0000
         *CONTROL_POS_SAMPLE 12000   1.4603   56.5221   0.0000
         *CONTROL_POS_SAMPLE 12800   1.4603   60.0397   0.0000
         *CONTROL_POS_SAMPLE 13600   1.4603   63.5574   0.0000
         *CONTROL_POS_SAMPLE 14400   1.4603   67.0750   0.0000
         *CONTROL_POS_SAMPLE 15200   1.4603   70.5927   0.0000
         *CONTROL_POS_SAMPLE 16000   1.4603   74.1104   0.0000
      }


And along X axis

Code: Select all

      *CONTROL_POS_TRACK {
         *CONTROL_POS_SAMPLE 0   1.4603   3.7572   0.0000
         *CONTROL_POS_SAMPLE 800   4.1240   3.7572   0.0000
         *CONTROL_POS_SAMPLE 1600   6.7876   3.7572   0.0000
         *CONTROL_POS_SAMPLE 2400   9.4513   3.7572   0.0000
         *CONTROL_POS_SAMPLE 3200   12.1150   3.7572   0.0000
         *CONTROL_POS_SAMPLE 4000   14.7787   3.7572   0.0000
         *CONTROL_POS_SAMPLE 4800   17.4424   3.7572   0.0000
         *CONTROL_POS_SAMPLE 5600   20.1060   3.7572   0.0000
         *CONTROL_POS_SAMPLE 6400   22.7697   3.7572   0.0000
         *CONTROL_POS_SAMPLE 7200   25.4334   3.7572   0.0000
         *CONTROL_POS_SAMPLE 8000   28.0971   3.7572   0.0000
         *CONTROL_POS_SAMPLE 8800   30.7608   3.7572   0.0000
         *CONTROL_POS_SAMPLE 9600   33.4244   3.7572   0.0000
         *CONTROL_POS_SAMPLE 10400   36.0881   3.7572   0.0000
         *CONTROL_POS_SAMPLE 11200   38.7518   3.7572   0.0000
         *CONTROL_POS_SAMPLE 12000   41.4155   3.7572   0.0000
         *CONTROL_POS_SAMPLE 12800   44.0792   3.7572   0.0000
         *CONTROL_POS_SAMPLE 13600   46.7428   3.7572   0.0000
         *CONTROL_POS_SAMPLE 14400   49.4065   3.7572   0.0000
         *CONTROL_POS_SAMPLE 15200   52.0702   3.7572   0.0000
         *CONTROL_POS_SAMPLE 16000   54.7339   3.7572   0.0000
      }
User avatar
firebingo
Posts: 135
Joined: Tue Oct 27, 2009 10:16 pm
Location: Arizona, US

Re: descent 2 robot re-models

Postby firebingo » Mon May 21, 2012 8:45 pm

Just looking at this, you sir, are a pro at this.
System Specs
~~~~~~~~~~
Motherboard: ASUS ramapge IV
Processor: Intel I7-3930k @ 3.2 GHz (6 cores, 12 threads, boosted to 4.4 GHz)
Memory: 24.57GB RAM
Hard Drive: 6x 1.8 TB drives, 1x 300GB Raptor
Video Card: NVIDIA GeForce GTX 690 4 GB VRAM Dual GPU
Operating System: Windows 7 Professional
Creator
Posts: 12
Joined: Mon May 14, 2012 5:22 pm

Re: descent 2 robot re-models

Postby Creator » Tue May 22, 2012 11:49 am

firebingo wrote:Just looking at this, you sir, are a pro at this.

Thanks.

And here is ITSC:
itsc-render.jpg
itsc-render.jpg (59.76 KiB) Viewed 3783 times


And its time to start skinning now.
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karx11erx
D2X-XL Master
D2X-XL Master
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Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
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Re: descent 2 robot re-models

Postby karx11erx » Tue May 22, 2012 12:28 pm

Very cool stuff. I will look into ASE animation, but cannot make any promises when it will be done. I will also give you more info on gun points and stuff, but have to dig it up myself first. You can search for posts about MetalBeast's Pyro GX - it contains detailled info about that stuff.

viewtopic.php?f=10&t=409

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