minilogoguy18 Posted January 9, 2014 Posted January 9, 2014 I started on this a while back because ever since I could remember I didn't like the way the AT-ST in both JK2 and JA looked. The proportions and shape seemed very off and for a model of it's size it had a mere fraction of the geometric detail a player model has. To me it was like taking a low resolution picture and displaying it on a big screen. atst.obj (click to view in 3D) I imported the base AT-ST to get the size close to the base version, which is actually smaller than it should be but for it to work in say SP in areas where if I scaled it to it's true size it would get stuck, like the Cairn maps for instance. So far it's modeled and UV mapped, needs textures, skeleton, rig and animations. I could use the base skeleton but I'd rather not since the walk animation kinda bugs me, the stride isn't right. If anyone would want to help out with the textures inquire within, I'm not that good at it. Darth Sion, Psyk0Sith, Bek and 8 others like this
Circa Posted January 9, 2014 Posted January 9, 2014 Wow. Didn't really realize how bad the base one was. Nice work! Darth Sion likes this
Link Posted January 9, 2014 Posted January 9, 2014 o_o me either. Yours already looks better even unskinned
minilogoguy18 Posted January 9, 2014 Author Posted January 9, 2014 I modeled mine directly over the blueprints you can find online using them as a rotoscope so it should be pretty accurate. The differences from the base model are pretty clear when they're side by side like that. Currently sits at 6380 triangles, not bad considering the detail and how large the model is in relation to a player model, most base model characters are around 3k triangles. AshuraDX likes this
Barricade24 Posted January 11, 2014 Posted January 11, 2014 Cool, this is a very much appreciated update. I'm looking forward to its release. Darth Sion likes this
minilogoguy18 Posted January 11, 2014 Author Posted January 11, 2014 Thanks, I'll also of course contribute it to the gold pack mod. Right now though the IK for the legs has been boggling my mind because I'm making the joints move as they should on that first segmentnt off the body but if I figured out how to make the AT-RT's pistons move automatically I should he able to figure this one out. therfiles and katanamaru like this
therfiles Posted January 12, 2014 Posted January 12, 2014 Sounds great! Some new movements would really make this feel authentic! One quick question. Whenever the player uses "playermodel atst", the camera is down by the AT-ST's feet. I'm wondering if there is anyway to move the view point up, so it's actually usable. I know you can use the vehicle or just use the camera commands, but it could be kinda neat to have this bug ironed out.
Tempust85 Posted January 12, 2014 Posted January 12, 2014 Would be cool if someone could code the third person camera to be "bolted" to a tag on the at-st. Oh and first person view with an at-st HUD would be awesome. Circa, Onysfx, Darth Sion and 1 other like this
minilogoguy18 Posted January 12, 2014 Author Posted January 12, 2014 Cockpit view is possible, I'm pretty sure lightninja's AT-PT had a first person view.
Zappa_0 Posted January 13, 2014 Posted January 13, 2014 very nice cant wait to see this released! glad to see you still around minilogoguy!
ZanderNao Posted January 14, 2014 Posted January 14, 2014 It's like cataract surgery, lol. After all these years I can finally see it as it was meant to be.
minilogoguy18 Posted February 10, 2014 Author Posted February 10, 2014 Could a moderator possibly move this to the DF2 mod models and animations thread? It belongs better there since it will be used for that mod then later considered if I'll release it separately. If I really like the way it comes out rig and animation wise I may just release the Mod Tool scene file as a teaching resource for vehicle animation in the game. Circa likes this
Pande Posted February 12, 2014 Posted February 12, 2014 This is so much better than the base model, awesome. Hope it gets a great skin and shaders to boot.. would love a clean + dirty version, maybe even a camo? I think the detail in that centre cylinder connecting the head to the legs is a bit unnecessary, as well as the dome thingy under the.. 'shoulders'? This also needs to be made efficient, it's double the tris: As in like this:
minilogoguy18 Posted February 13, 2014 Author Posted February 13, 2014 The turret is the only place where this can be changed, the other places the cylinder does not go all the way through nor is it the same diameter at the other end. This was built heavily on the official blue prints for as much accuracy as possible and even being a little on the high side it's only at 6k tris. For something of it's size that's not that bad since it will also have LOD's unlike the base AT-ST. As far as skin variants, there would probably only be dirt that may be different colored on the feet and lower legs to match the level, a camo version wasn't in the game so it wont be done. I am however thinking of releasing the source files to this model since a lot of people seem to not know how to get such a model in game since it will not use the base AT-ST animations even though it does match the skeleton perfectly. I want better animations. Tempust85 likes this
Tempust85 Posted February 13, 2014 Posted February 13, 2014 As I was diving in the code the other day, I noticed that it does a surface on/off for the hatch. Make sure you name the hatch the same as the base version.
Barricade24 Posted February 13, 2014 Posted February 13, 2014 Yeah, one thing that really bothered me about the default AT-ST was that it had dirty feet and not normal clean feet. It will be nice to have that as well as a new model.
minilogoguy18 Posted February 13, 2014 Author Posted February 13, 2014 Well say in areas like the imperial base where the ground isn't dirt it will use a skin that has clean feet and for say a jungle, dark brown and gray will be on the feet and lower legs. Or say if the level is barren it will be sandy colored. First thing though is to figure out the IK for the "shoulders" since I've added some more realistic joints and I'm kinda stumped atm on how to approach it but I'll figure it out. I figured out how to make the pistons on the AT-RT pump properly when animating the legs so I should be able to figure this one out. hhunter6 likes this
Zappa_0 Posted February 19, 2014 Posted February 19, 2014 just had a random thought, have you considered doing any TFU versions of the walker as it seems it would be pretty easy to add some bigger cannons to the side?
minilogoguy18 Posted February 19, 2014 Author Posted February 19, 2014 No, not just because I'm not a fan of the series but mostly because I have way too much on my plate to even make a small adjustment like that. At the moment I'm still trying to work out the "shoulders" as far as control rig, I pretty much want to be able to grab 1 control object at the first large leg joint, be able to move it and have the "shoulders" move properly. If you look at the model in 3d you'll see what I mean, the joints at each end are similar to a u-joint on say a propeller shaft on a FR layout car. I MAY however release this model as a pure, unaltered Softimage scene file for others to use as learning material on how to get models with custom skeletons and animations in game that are a little more complex than an x-wing with landing gear. Making a non humanoid NPC is pretty much the same.
minilogoguy18 Posted February 23, 2014 Author Posted February 23, 2014 Finally got it mostly sorted out, as you can see the area of the Femur was very difficult given the way the mechanical joint moves, when viewed in the schematic view all the links making it work can be confusing to look at, even for me since it took 3 tries to remake it for the right side since duplicate symmetrically didn't work. Forgot that I already UV mapped this. XD Just needs textures and animations. Boothand, Tempust85, Zappa_0 and 5 others like this
Zappa_0 Posted February 24, 2014 Posted February 24, 2014 Looking good! Didnt know if you was gonna do any TFU versions or not. The question just popped in my head when looking at the TFU mod going on. Anyways cant wait to see this thing released!
Corto Posted March 29, 2014 Posted March 29, 2014 I remember when you started working on this one. Amazing job on the rig. Who's making the texture for this one?
minilogoguy18 Posted March 29, 2014 Author Posted March 29, 2014 Not sure if I'm going to attempt it or pass it on, I downloaded a Substance Painter trial to test it out but I've been working so much lately that I haven't really had the time to try it out much. I'd like to have a few different textures to match the levels that you fight them in, like one that is more clean that you fight in the imperial base and the other that has sandy feet and legs that you fight in the canyons. I need to redo the UV's on the main cannons since somehow they were lost when I redid a part of them, must have forgotten to merge the UV's. Barricade24 likes this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now