Where are the soldiers from?
They're Delta Force from MW3.
Oh wow, I missed that now it's possible to extract stuff from L.P 2
I don't think I'll put these up for workshop since the models are only view models with bits of the mesh missing on one of the AK's, but I still want to put it up. And since my porting mood has severly died down, I'ma just go ahead and upload this up for yall' to play around with. Don't reupload it to workshop without my permission please.
Download Link: https://mega.nz/#!PQF0yKSa!l95YO_MNt...F71LgwEdqQ-19w
All these weapons have their own bodygroups with the exception of the M4A1 including Attachment Bodygroups.
Good thing it's not on Workshop then, lol
Can you please not quote the whole post when it's right above yours? It's making my browser much slower.
The original XL64 didn't have any sights besides the Susat. And the black furniture version is the only one that existed IRL, the green just makes it look a little closer to the SA80.
And please, stop quoting the post if it's directly above yours. It means people have to scroll past the same set of images twice in a row.
It's force of habit mate, hard to shake off.
Colored furniture just looks better than black imo.
It's a good habit to kick, then
More progress with Fall of Cybertron along with an announcement.
A Steam buddy and I are working on these models. I work on normal maps and sequence animations while he works on the colors on the other end. One idea he had was to make some of the playable characters like Starscream look a bit like their G1 selves.
Here is the result of that idea. It ain't perfect, but its all an experiment so far. No one else atm is planned to get G1-ified.
In comparison to:
Still no word on Transformers: Devastation yet.
Just out of curiousity has anyone managed to get their hands on any of the Subnautica models (mainly the creature models)? Not a request, just wondering.
Thanks to psi, we now have skinggroups for Starscream to mimic the color scheme that of Skywarp and Thundercracker. No gif this time because...I dunno. These could mix will with their Devastation counterparts. This goes to Starscream's vehicle as well. To put things into perspective; we now have the entire Seeker squadron built into one model.
Teleportation not included.
Might want to smooth out the barrel a little, I notice those polygons sticking out. If you use Maya, try smoothing it through there.
Actually the whole model seems to have that effect on it.
I feel you, had an horrible toochache few weeks back.
And those are looking sexy. Although to be honest my standards are much lower than yours since I consider anything from 2007 onwards to be acceptable in gmod.
Its First Chechen War Russian Spetsnaz models
I'm a bit of a perfectionist when it comes to smoothing, and I don't see anything wrong with those smoothing-wise.
The only thing I can see that could be interpreted as smoothing issues is the inner upper thigh area, but I suspect it's probably supposed to look like that.
I noticed all of those, but they looked more like fucked up normal maps to me.
Especially because the contours they follow don't exactly seem to look like vertices.
About FCW guys...
Given the general lack of compression artifacts on the normal shown chances are it is an error on part of Maddogsamurai not giving them enough hard edges.
On the topic of smoothing and normalmaps.
You must account for the normalmap when smoothing a model to begin with. If possible you need to have it exactly how it was smoothed in the original game.
Basically how it would make sense to smooth a model =/= how you should smooth a model. The reason comes down to uv seams and projection but those aren't something you really have to deal with when porting.
At least not often anyway.
Heavy gradients along what would otherwise be hard seams generally means leave them on the same smoothing group.
This does mean though than when the smoothing is set proper your model will often looked sort of fucked up. That isn't an issue given the normalmap was authored explicitly to correct that after all.
As an example: How something looks like it should be smoothed versus how it really needs to be smoothed.
For those concerned about my models, Here's what it looks like in the model viewer with the normal mapping on.
Here are the normal maps that I made by combining the alphas of the normX (placed in the red channel) and normY textures(placed in the green channel) and inverted the green channel.
Not like I can overhaul the whole thing right now; I only have the .smd's, the .QC's, and Source material files while my partner has the modified in-game files and textures atm and right now I got word that he's fixing bugs of his own.
It looks awfully similar to Mi-28 of the Russian Federation.