another attempt of an armour

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stephenking

I HAVE A DREAM!!
Developer
Aug 28, 2005
616
39
155
Netherlands
this project has become quite complicated with all the camera angles and lighting i finished up the testrobe and tested the image in a new .wil file to check transparency etc. and it came out quite nice heres a an update screenshot of the project (its still not ingame as its not completely done i will start adding it to the game when im happy enough about it)

 

ChiliPepper

LOMCN Developer
Developer
Dec 26, 2003
705
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255
this project has become quite complicated with all the camera angles and lighting i finished up the testrobe and tested the image in a new .wil file to check transparency etc. and it came out quite nice heres a an update screenshot of the project (its still not ingame as its not completely done i will start adding it to the game when im happy enough about it)


great work so far
cant wait to see some new armours :)
 

stephenking

I HAVE A DREAM!!
Developer
Aug 28, 2005
616
39
155
Netherlands
im finnaly getting somewhere with this i took another aproach i exported the model and imported it into one of my finished shield scene's i scaled it to get the needed height for mir and just stick it to the shield animation

here's the current size of the model compared to normal mir image
it still needs a little tweaking but its almost perfect



i know this looks a small step but it in fact is a big step getting the size and animation right to then getting it dressed up

(just keeping you guys updated)
 

Hazuki

VIP
VIP
Apr 14, 2004
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Very impressed.

Will you be releasing any "tools" you used to do this or? I'm interested as I myself have just started messing around with 3dx max again :).

/Haz
 

stephenking

I HAVE A DREAM!!
Developer
Aug 28, 2005
616
39
155
Netherlands
Very impressed.

Will you be releasing any "tools" you used to do this or? I'm interested as I myself have just started messing around with 3dx max again :).

/Haz

in maya itself i dont use any plugins or tools just default maya

only tool i used is a custom coded imagecropper to get a small image from the 640X480 images that get rendered from maya (i dunnno what 3dmax outputs you can change tho)

if you make sure you render out images 640X480 you could be able to use that tool (the tool is based upon 640X480 images)

i mite aswell release it as it could be usefull to anybody working with the client images

keep inmind i wrote this program just to do the work for ME
so it could be difficult to understand for others, tho i will explain some features

also keep in mind that there are no complex error catchers in the code
so be gentle when working with it :P


Explain image:

ok when looking at the explain image above

the RED boxed controls will need no explaination i think

all boxed in green has to do with the autocrop functions

so to start using autocrop you will first need a folder structure
example: (create a folder called 'cropitem' , In there create 10 folders
called: 'Stand,Walk,Run,Hit,Hit1,Hit2,Spell,Harvest,Struck,Die' )

ok so then we need to open that item folder click ('Set Item Folder')
and direct it to the 'cropitem' folder when done correct the Directions should appear as in the image above

when you click on a movement the listview should show the contents of that folders dbl clicking them will open up the image in the imageview(.bmp only)
tho when autocrop (blueboxed) is turned on it will also crop the image
with the wanted size automaticly same as autosave will save it automaticly now if both autocrop and autosave are turned on you could use the 'Crop Current Direction Folder' and that will cropp all images in that folder, to use the custom Width , Height of the autocrop make sure
60x60,80x80,100x100 are all turned off to use the custom size (lightblueboxed)

i think that will explain it a bit to get you started :P
and i hope this is usefull to anybody also any suggestions or bugs plz tell me and ill change the code

ImageCropper

also if you like i could upload the max script to import WorldOfWarcraft models into your 3dsmax
tell me if youd like that

========================
update of armourproject :

work of a basedress
 
Last edited:

daneo1989

I am Ancient.
Staff member
Super Moderator
Dec 5, 2005
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looks awsome dude. but way to complicated for me tbh :P

/ancient
 

stephenking

I HAVE A DREAM!!
Developer
Aug 28, 2005
616
39
155
Netherlands
i put the first 3 models ingame to test how it would look atm

it doesnt look that well at all ingame imo it needs alot of tweaking
anyway here are some screenshots ingame

(no placements are done yet so they are out of place)

MaleNaked:


MaleBaseDress:


MaleLightArmour:
 

Omen_lom

Golden Oldie
Golden Oldie
May 29, 2006
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i put the first 3 models ingame to test how it would look atm

it doesnt look that well at all ingame imo it needs alot of tweaking
anyway here are some screenshots ingame

(no placements are done yet so they are out of place)

MaleNaked:


MaleBaseDress:


MaleLightArmour:

:P yeh, they still look like dolls but its nice that you have got so far within the time scale.
 

ChiliPepper

LOMCN Developer
Developer
Dec 26, 2003
705
52
255
they look alrite
all you gota do is change the heads and the brightness
keep up the good work :)
 

stephenking

I HAVE A DREAM!!
Developer
Aug 28, 2005
616
39
155
Netherlands
i halfed the intensity of the lighting and changed its angle
also changed the camera angle slightly

imo the feet needs tweaking , also the head is to big atm

MaleNaked:


MaleBaseDress:


MaleLightArmour:
 

Xanan

LOMCN Veteran
Veteran
Loyal Member
Jan 5, 2006
1,203
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The second set of screenshots look great!

Imean the only thing i can say looks out of place is the head, but thats no worries atall.

Good bit of progress.