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CUSTOM SKEL NPC: AT-ST


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Posted

Just do a perfect, crisp, crystal clean texture. Then add some dirt, rust and damage layers on top of it playing with the blending options. You can have several variants with little effort.

Tempust85 likes this
  • 4 months later...
Posted

Shameless Doubleposting to bring you an update

YgjFPYp.png

Finished the top of the cabin and got some AO & curvature in the diffuse channel for now - will tackle the bottom tommorow , or actually today , afternoon.

 

Please note that the AO bake has some errors due to mirroring and such I didn't consider yet , so I got some cleaning up to do here and there

swegmaster, Bek, Tempust85 and 2 others like this
Posted

Would be cool to see a finished rend2 in SP & MP so we can use such coolness. Would be sweet to see it in JO SP. :D

 

 

Side note:

 

I think the original one has the 'closed' and 'open' positions as 2 different surfaces which get toggled on/off via code. I seem to remember seeing this, but not 100% sure.

Archangel35757 likes this
Posted

Got the Blasters & Cannons done

lupOoi4.pngn4cfOzN.png

yISV29Z.pngrOdcGQG.png

v02P9Fu.png87B75MQ.png

 

I also fixed some wierd noisy areas in my normal map resulting in smoother surfaces in some areas

I love substance designer, did I mention that before ?

Grab, Bek, Omicron and 4 others like this
Posted

Some of the cannons look a little off. I think the chin guns are a bit too big and the right side cannon doesn't look quite right either. It should have more of a blaster look. I don't know if model changes can be made at this point but I think some adjustments are necessary. Here is some reference that might help. If you can still make changes that is.

 

At-st_large_pic.jpg

Posted

I used an official blueprint as a rotoscope. If you just google AT-ST you'll see there are literally tons of iterations of this thing out there, there really isn't a right or wrong way to make it but I followed the blueprints as close as possible without cramming too much detail in there.

 

FHiOVHx.gif

 

It's a little far along to be making mesh changes, especially with how complex the UV layout is, I really crammed everything in there tight.

Posted

it's a change that could be applied while keeping 99% oft the UV layout the same though , you could even use the existing topology and just by shrinking/moving a few edgeloops get the suggested shape

then just relax the UV chunk for the blaster and voila - i'll only commit those changes if @@minilogoguy18 likes the idea

Tempust85 likes this
Posted

I think we should just leave it, it matches the blueprint so I'm fine with it and like I said, the AT-ST is different in nearly every image you find on the net, there is no right or wrong. I just followed an official blueprint at least so I'm definitely way closer than a lot of games out there and custom models from what I've googled.

Circa likes this
Posted

@@minilogoguy18 , mind if I add a few 4 sided wires to the mesh ?  I'll make sure that weighting them wont be too much work and they'll stay a sepperate object you can just import in your scene

skinning wires like this seriously doesn't look good . they'll total at around 8 wires some might be made as alpha mapped planes

 

Anyway here's the current update

YlHeuZD.pngD2KLfFU.png

IeUc0SE.png

 

EDIT : added the wires/tubes

jeic1wz.png

they currently use a single 128² texture and add 248 vertices to the model , including the 2 extra wires, not seen in this image, that are attached to the pilot cabin

Boothand and Tempust85 like this

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