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Clone trooper Phase 2 armor


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Posted

a few Years ago I said I'd make a enw clone model, guess what - I'm finally at it

before you ask: yes I will eventually have all clone versions done, but they will be released step by step in updates to the initial basic phase 2 clone

There are plans for a Phase 1 clone aswell

Circa, Tempust85, Onysfx and 9 others like this
Posted

before I disappear for a week (holiday in northern germany) I'll show you a preview for the game version of the helmet

the textures are definitely not final - just a preview and the model has a few gaps atm

and for you skinners, I have a preview of what the UV layout will be like:

za9C3Ahl.png

 

the visor is on a sepperate texture map, as requested by @@Barricade24

so some of the empty space on this helmet texture map will be filled with uvs for random extra parts, like binoculars and what else I'll find

 

I plan to use this distribution of texture maps :

torso & hips - 1024²

Helmet(s) - 512²

Visor(s) - 256²

right arm & leg - 1024²

left arm & leg - 1024², could use the above if your details are symmetrical

Random accesoires - a few 512² or 1024² maps

Ruxith, Langerd, Circa and 9 others like this
Posted

@@JAWSFreelao you guys will also get access to these: https://jkhub.org/albums/vNfxX

 

Which should prove useful while skinning, I'll also prepare something to help keep the reskin quality at the level of my original textures. Basically a skin generator that takes bl&wh decal inputs and the masks them onto my existing textures - the generator will give a high level of control over wear, dirt color and a few other things

Kualan likes this
Posted

before I disappear for a week (holiday in northern germany) I'll show you a preview for the game version of the helmet

the textures are definitely not final - just a preview and the model has a few gaps atm

and for you skinners, I have a preview of what the UV layout will be like:

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the visor is on a sepperate texture map, as requested by @@Barricade24

so some of the empty space on this helmet texture map will be filled with uvs for random extra parts, like binoculars and what else I'll find

 

I plan to use this distribution of texture maps :

torso & hips - 1024²

Helmet(s) - 512²

Visor(s) - 256²

right arm & leg - 1024²

left arm & leg - 1024², could use the above if your details are symmetrical

Random accesoires - a few 512² or 1024² maps

Wow... Amazin OqO

Posted

I'll probably be doing a version of every Clone.

 

Yes. I said every.

 

Why?

 

It's a big project I could sink my teeth into over a period of...time.

 

Mainly I'm going to do this because I think it is going to be fun.

JAWSFreelao likes this
Posted

I'm probably going to do more packs like I have been doing. Just by legion or a specific squadron.

I have to do the Coruscant Guard tho. No doubt.

Posted

You bastard. So good at this. :lol:

 

I was wondering if you'd ever get to it. Really excited for this! It will be great to compare your work to the old clone models. :P

AshuraDX likes this
Posted

All righty. Barricade coming in with some observations and recommendations.

 

1) First the visor. For some reason this is the number on thing that is throwing me off. I think the main reason that is the angle of the T could be raised a bit.

 

 

2) The helmet fin could be a bit lower on both the front and back of the helmet.

 

 

3) I also noticed the middle line on the back of the helmet between the two dots is missing, but I'm guessing you haven't added that in just yet.

 

Aside from those things, the primary shape and build is pretty much on spot.

krkarr, Langerd and JAWSFreelao like this
Posted

@@Barricade24

got another 2 hours to work on it today:

still only temporary textures

 

new uv layout aswell:

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Edit: one last update for the next week:

changed the geometry for the side pieces, giving them a much smoother appeareance

this time with normal maps applied for @@eezstreet

That is why.. I Love Star Wars...

 

 

 

 

and Your models sir

 

 

 

krkarr likes this
Posted

my 2 cents...

 

Id shorten the length of his eyes a bit... then take a bit out of the middle there making him a bit shorter, then look into his profile a bit... i tried a quick example and included refs backing it. very awesome man.

 

 

7XBxBQu.png

 

 

 

heres yours

 

 

fNbYbDF.png

 

 

 

heres a ref pic

 

 

yv6x2oi.png

 

 

 

and a very quick paint over showing some of the corrections crudely

 

 

mklhlAD.png

 

 

Posted

Looks good thus far, very clean. You doing everything in 3ds Max?

 

 

Is there a specific reason why you're not combining the armor into one 2048x map? Seems a bit excessive to have all of those texture sheets.

 

Out of curiosity does JKA have a resolution limit for textures? I've always thought 1024* was the max?

Posted

Is there a specific reason why you're not combining the armor into one 2048x map? Seems a bit excessive to have all of those texture sheets.

yes, with the loads of possible variation in torso meshes I thought it'd be wise to split the torso and leg uvs.

@@ChalklYne whz did everyone have to wait until after my 24 hour break with crits regarding the shape - now I have 2 meshes to alter and a UV layout to rework which is quite annoying....but oh well I guess I'll see about those changes once I'm back home

 

@@Scerendo none that I know of and yes, everything you see was done in 3ds max ;)

Archangel35757 likes this

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