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DMorgado

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  1. No the plugins are for the subdivision thingy. If you use Max there's another trick: you assign smoothing groups for the model, then apply the Turbosmooth (meshsmooth is older) modifier with smoothing groups on. Iterate 2 or 3 times, export, voila For rivets, etc, I just use apropriate alphas, projection master and lazy mouse. Sometimes I experiment other techniques I know you didn't ask me, but I use a Wacom Intuous 3 A4 oversize. But I want to make this a living for me :P For most people, a Bamboo A5 is enough... just be sure to buy Wacom
  2. Like I said in previous posts: I'm currently finishing uni, and as such, this mod will be on standby for some time (3 more weeks)
  3. One thing at a time... I still have other RL issues to attend to first
  4. I'll texture it actually :P Just posting to let u guys know that this will be in backburner for about 1 1\2 months. The reason is that I'm currently at the end of my last uni year, and as a goodbye present, we have triple the usual workload to do :P Anyone who hasnt, feel free to post comments and critique in the meanwhile :)
  5. Sorry, there's no glowy stuff in Fallout :P If I do different versions I can do black and silver too no problem
  6. Actually the in-game one is dark green+yellow undersuit, with the helmet in dark grey, and the talking heads are light grey (they appear yellowish due to the desert background). I was thinking of doing the dark green+yellow, with the helmet and upper layer of the shoulders in grey (like in the talking heads). I might do several versions since re-coloring is easy
  7. Already have the pic, but thanks anyway :)
  8. Update, managed to make the normal projections almost error free yay! Textures will be 2x2048 Now I'm only missing the little helmet gadgets and tubes, the neck, and hands+feet Regarding the Pip Boy, it's possible to integrate it in the armor right? As in I make a new mesh of the arm plate with a hole for the pipboy's screen to show trough
  9. Speaking of the rigging\skinning part of the mesh. When you export a body\armor mesh, you also export the skeleton right? So that means that theoretically you could move or stretch some of the bones around, and fallout would still interpret the right bones, and hence the animations would still work? Has anyone tried such a thing before?
  10. How do you mean, care to explain, and show references? Although I do agree that It ain't looking 50's enough (again I'll adress this on the future model), looking at the references from FO2, the Advanced PA didn't have any kind of "crude mechanics). For instance, on the original games on the BoS PA, you can clearly see the rotation joints of the parts and etc. However on the enclave armor, there doesn't seem to be any of that, which led me to assume that they are hidden or beneath the jumpsuit. Keep those kind of critics coming (especially if they are about making stuff more fallouty), even if I don't adress them on this model, I'll probably do it on the next one :)
  11. Well that armor started as me trying to model the original Advanced PA, but since I went a bit overboard with some details etc, I changed my mind about it and I'm now aiming at it being a Advanced PA Mk2. I'll do the original after this once, and this time I'll get it right :P However, once I release it, people will be free to use it on whatever they want, either I like it or not :P (provided I'm given due credit for my work obviously).
  12. Well I'd like to try some stuff first, mainly as an experiment for future stuff. So finding out a working pipeline on how to create a new body with skeleton without loosing the animations is pretty important to me. If I take too long on that or can't do it, I'll do it on the vanilla body
  13. The other parts are coming along just fine :) Soon, I'll be needing some help to get it in game, etc. Is anyone relatively experienced on these matters willing to contact me and teach me some stuff? Or some names will be welcome too, and I'll PM
  14. Looking good. Might I suggest re-modelling the entire body on this one to better fit its inherent style? (faceted, squarish, etc).
  15. You're right. I must confess I'm still trying to get the hang of the 50s feel. I've already changed the limbs a bit (not too much though) on the high poly mesh. I've also changed the "backpack" a bit to make it less cluttered. However, after this one, I'll make another version of the PA, more in line with what we see in Fallout 2. I'll make it much more "plain" in terms of detail then.
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