nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 25, 2020 12:21:25 GMT
I am mainly wanting to us a kind of POV of the cockpit looking out. But I would like to have the surrounding elements as well. Could you share both? Rancors File contains both. The Cockpitview and an full Cockpit included in the Hull. If you want the TOT Falcon too ( the full Cockpit is a bit more Detailed ), i have to upload it again. 1.33 Gigabyte will take some time. Do you realy want it ? I do! Thanks!
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Post by AhsokaTano on Apr 25, 2020 14:38:27 GMT
Is there a model Taylander ship somewhere?
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Post by Warhammer_81 on Apr 25, 2020 17:09:58 GMT
Is there a model Taylander ship somewhere? There is a low poly Taylander shuttle model used as background prop in Star Wars Galaxies/Star Wars Bounty Hunter if you want that. I don't know of any other 3D models of it out there.
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Post by Darth Cognus on Apr 25, 2020 19:16:34 GMT
Hi there, I'm looking to develop a game about the life of a clone trooper eventually, but first I'm honing my animation skills on Blender. If anybody has a good blender model for a map that a battle could take place, I would love to have it.
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Post by Ducktrooper on Apr 25, 2020 20:51:02 GMT
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 25, 2020 22:09:53 GMT
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Post by blazer003 on Apr 26, 2020 7:53:57 GMT
Decided to have a go at using the script to assemble the interior of the crashed CR90. Took about an hour to setup, and about 2 minutes to run. I'll have to have a closer look to make sure everything's there and in the right place, but so far it looks pretty good. This is just the front half, BTW. [Image removed from quote} Update: Seems to render well enough. As soon as I can clear out some space on Mediafire I'll share it. [Image Removed from Quote} Here it is: link BadHorse That is so impressive that you got a map to import like that. Amazing work, thanks for putting in the time and the effort and thanks for sharing! Thanks Ducktrooper , for sharing that. Just curious, is this fan made (or did you make it) or is it a rip? It's downloading now and I can't wait to see it. Another curious question, would you happen to live in or around Eugene, OR (just asking because of the Duck thing. University of Oregon is the Ducks, there's a guy that goes to the football games dressed as "Duck Vader" etc. Anyway, just curious if by the slim chance you were local.
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Post by Ducktrooper on Apr 26, 2020 17:32:11 GMT
blazer003, I´m European. The Falcon is from the VR Game Trials on Tatooine from 2016. An short VR Story you can get over Steam or so. The Falcon is game optimized, so its only detailed from an definied Viewpoint. There are also other interesting VR Games out there. Like STAR WARS™ SECRETS OF THE EMPIRE
For The Void Star Wars Rogue One: X-Wing VR Mission (PS VR) Vader Immortal and so on.
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Post by rscott on Apr 27, 2020 14:47:53 GMT
Hi there, I'm looking to develop a game about the life of a clone trooper eventually, but first I'm honing my animation skills on Blender. If anybody has a good blender model for a map that a battle could take place, I would love to have it. What kind of map are you looking for? If an outdoors, forest etc. then you could just use Blender and all the included plug-ins to create, you would need to get some resources ( trees, grass, boulders etc) and use them within the included scatter plugin and build the base out of the landscape plugin...you would need to retopo afterwards to get the resolution down to a manageable size... If you want ship interiors and the like...I would build it with assets like straight, t-junctions and corner sections...I would recommend exporting to Unreal to build the game. ( or Unity but I prefer Unreal...it just works better and has a better workflow.)
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Post by vision0815 on Apr 28, 2020 17:33:51 GMT
Would you be alright with sending me the .Blend file? I've been having trouble trying to assign all the textures to their respective UV channels, so having a fully assembled ISD setup to use as a point of reference would be really helpful. Also, what kind of tweaks do you plan on adding to it? I've been wanting to 'correct' a lot of the Battlefront models to look more like their screen counterparts, but I'm still very much a novice at model and texture editing. (Mainly at making said edits look seamless and clean and not sloppy.) I will try to find a place to host it. It's probably around 500MB. I had to do a quick test animation last night! Thanks again BadHorse for the rip, and thanks to Rancor022 , for the audio rips! (p.s. I'm aware the engine glow is over the top. It was the last thing I did before I went to bed at 2am, and I did it in 5 min.) Damn, I really need to learn Blender. Anybody got a good hint how to start ?
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Post by Rancor022 on Apr 29, 2020 8:28:52 GMT
Sorry if this is not the right forum to request this. Found some stellaris models on steam steamcommunity.com/sharedfiles/filedetails/?id=850142603. I looked all over for a way to convert the mesh files to no avail. Tried blender.org and all other google results and nothing works. I don't know if it matters or not, but I'm still using win 7(to me win 10 is a nightmare, although I realize I'll have to use it at some point). Any help would be appreciated. Hope all of you are holding up and staying healthy considering our present situation. I believe there is a Steam model downloader website where you just paste the link of the asset and the site will extract and download the files for you. I can't recall exactly what the site was called; I'm sure someone here knows what I'm talking about and can help. EDIT: I found the site, but it appears to have been taken down a while back. They do have a link to a newer website, hopefully this one works similarly to the old site: www.steamworkshopdownloader.io/ OR steamworkshop.download/
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Post by BadHorse on Apr 29, 2020 17:15:37 GMT
On second thought, my previous post was a little spoiler-y, so I deleted it. Sorry.
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on Apr 29, 2020 18:29:06 GMT
Kind of, is the short answer. I've been learning this as I go (I'm trying to mod XCom 2 WOTC), and the SWTOR textures are set up such that you have (if I'm reading them right when I look at each channel): _d.dds - Base Diffuse (colour) texture (not sure what the Alpha channel does) _n.dds - Base Normal texture (Alpha is Roughness) _s.dds - Specular Texture (Alpha is Metallic) _m.dds - Dye/Colour mask texture (Some have an Alpha - not sure what it does) _h.dds - (I don't know what this one does at all) Our key texture here is the _m.dds texture. It uses the R & G channels to change colours, as if you'd used one of the dyes in-game. The Rakata Savage Mystic above, uses this mask texture to change from the default brown of the Jedi robes the model uses to the colours used by the Rakata model. For something like XCom this isn't a problem, as I can just import _m.dds and Unreal knows what to do with it. I can provide the models and textures, but the colours won't match. Also, for some reason, I can't get Blender to grab just the eye faces to apply the eye textures. Edit: I think the Blue channel of the _n.dds texture is the emission map too. ARCTim , I would try to use them as Daz3D assets. But I really suck in ripping modells ... as long as the textures are there, I guess I can try to modify them to fit. But its only a guess Maybe we can make this work together. Cool cool. Here's the Mystic as a starter for 10: www.mediafire.com/file/n83pouqcnkdtuys/Rakata_Mystic.rar/fileI've included the .blend file in case you use Blender. Let me know how it turns out before I look at the Warrior.
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Post by dlight on Apr 30, 2020 21:14:10 GMT
i dunno what software they use for those assests. looks a lil sweaty with blender principled... and ofc it's kinda off proportion. far from that, it's nice, i guess. i.imgur.com/2ZRnMM9.jpgit's a kinda shit mesh of the rebels version. i wish they'da done the clone wars maul_d version. i.imgur.com/aU2hBLV.jpg
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Post by Rancor022 on Apr 30, 2020 21:45:50 GMT
i dunno what software they use for those assests. looks a lil sweaty with blender principled... and ofc it's kinda off proportion. far from that, it's nice, i guess. i.imgur.com/2ZRnMM9.jpgDoesn't look like you have the textures set up properly in whatever program you're using.
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Post by dlight on Apr 30, 2020 22:15:39 GMT
*cough* i think i posted that i used blender and principled shaders (with all of it connected properly). so... what you mean? nvm... yeh. i know bf2 assets are not blender correct "pbr". so... whatever. stay nice.
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Post by blazer003 on Apr 30, 2020 23:25:49 GMT
Below rendered in Blender Cycles and Eevee. This model actually looks fantastic in Blender, IMO. Click for full resolution, I'm super impressed with this model. Incredibly accurate. The head is probably just the same as the original, but I hadn't played with the original Maul, so I get to be impressed now! I do get what you're saying dlight in that it would be fun to have a cartoon version too, but that's not really what anything else in Battlefront is, and as a realistic model, I think it's great. Test done in cycles: And a full body render with all maps applied: And one with dramatic lighting and a pose: dlight , make sure you're switching all the maps (except color) to Non-Color Data (from sRGB). Especially important for the normal map!
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Post by Rancor022 on Apr 30, 2020 23:43:37 GMT
*cough* i think i posted that i used blender and principled shaders (with all of it connected properly). so... what you mean? nvm... yeh. i know bf2 assets are not blender correct "pbr". so... whatever. stay nice. My bad. In that case Blender just isn't applying them properly.
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ag458
New Member Lvl 3
Posts: 22
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Post by ag458 on May 1, 2020 2:19:26 GMT
Here's a render with the new Old Master skin for Maul. Rendered in Blender Cycles; touched it up in Photoshop for the eyes. (Keep in mind that I'm still kind of a noob when it comes to texturing. I'm 100% willing to take any advice I can get to make these perfect!)
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Dar'el
New Member Lvl 2
Posts: 13
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Post by Dar'el on May 1, 2020 3:18:50 GMT
Sorry if this is not the right forum to request this. Found some stellaris models on steam steamcommunity.com/sharedfiles/filedetails/?id=850142603. I looked all over for a way to convert the mesh files to no avail. Tried blender.org and all other google results and nothing works. I don't know if it matters or not, but I'm still using win 7(to me win 10 is a nightmare, although I realize I'll have to use it at some point). Any help would be appreciated. Hope all of you are holding up and staying healthy considering our present situation. I believe there is a Steam model downloader website where you just paste the link of the asset and the site will extract and download the files for you. I can't recall exactly what the site was called; I'm sure someone here knows what I'm talking about and can help. EDIT: I found the site, but it appears to have been taken down a while back. They do have a link to a newer website, hopefully this one works similarly to the old site: www.steamworkshopdownloader.io/ OR steamworkshop.download/Thanx for the reply Rancor022. I had already used the steam downloader you linked to get the files. The problem is that they are .mesh files(as I stated in my post). I want to know how to convert them to FBX or OBJ. Anyone know of a program to do this. Noesis doesn't work, unless there's a plugln I'm not aware of.
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Post by Rancor022 on May 1, 2020 3:37:35 GMT
I believe there is a Steam model downloader website where you just paste the link of the asset and the site will extract and download the files for you. I can't recall exactly what the site was called; I'm sure someone here knows what I'm talking about and can help. EDIT: I found the site, but it appears to have been taken down a while back. They do have a link to a newer website, hopefully this one works similarly to the old site: www.steamworkshopdownloader.io/ OR steamworkshop.download/Thanx for the reply Rancor022. I had already used the steam downloader you linked to get the files. The problem is that they are .mesh files(as I stated in my post). I want to know how to convert them to FBX or OBJ. Anyone know of a program to do this. Noesis doesn't work, unless there's a plugln I'm not aware of. Apparently you need this tool to convert the .mesh file. I've never used this tool, so I'm not positive if it's a Blender plugin or a standalone program; I believe though that it's a Blender plugin: github.com/niftools/nifskope/releases/download/v2.0.dev7/NifSkope_2_0_2018-02-22-x64.7z
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Post by johnfleetadmiral01 on May 1, 2020 3:59:01 GMT
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Post by dlight on May 1, 2020 12:22:39 GMT
well, yep... blender is pretty bad with the colorspaces. (as)srgb everything. it does work with raw scales tho, indeed. still had to fix the proportions and make the skin a lil more metallic. looks a lot better with the red shade on it, imo. i.imgur.com/8DmJuG5.jpg
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Post by pixelfudger on May 1, 2020 13:16:00 GMT
well, yep... blender is pretty bad with the colorspaces. (as)srgb everything. it does work with raw scales tho, indeed. still had to fix the proportions and make the skin a lil more metallic. looks a lot better with the red shade on it, imo. Should never use metallic on a skin shader, will give very strange uncanny results, instead work on your spec IOR and roughness maps and add SSS for translucency. No point going on about PBR pipeline if you break physicality. As for colourspaces I find blender is pretty good out of the box. You just need to understand what kind of data you are reading in so you interpret it correctly. It also allows you to take more advanced colour pipelines like integrating ACES workflows (which I have done for if I ever need to use Blender). Hope that helps
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Post by rscott on May 1, 2020 14:59:51 GMT
Thanx for the reply Rancor022. I had already used the steam downloader you linked to get the files. The problem is that they are .mesh files(as I stated in my post). I want to know how to convert them to FBX or OBJ. Anyone know of a program to do this. Noesis doesn't work, unless there's a plugln I'm not aware of. Apparently you need this tool to convert the .mesh file. I've never used this tool, so I'm not positive if it's a Blender plugin or a standalone program; I believe though that it's a Blender plugin: github.com/niftools/nifskope/releases/download/v2.0.dev7/NifSkope_2_0_2018-02-22-x64.7zNah, Nifscope is a Bethesda archive and .Nif file viewer -Maker etc...things like Skyrim or Fallout or any game that uses .bsa archives and also for .nif files. It will import and export .obj files only. I use it to create add-ons for Skyrim SE all the time. In fact I just created 4 new armor sets last week... There is nothing there to deal with .mesh files...only perhaps after the .mesh is decompressed as most are just a compression tool, that can be opened with 7zip ( sometimes)... There is a Blender .nif plugin on the github site but it quit working back on Blender 2.79...and has never been updated.
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Post by blazer003 on May 1, 2020 16:28:47 GMT
blazer003 , Side by side comparison. The Battlefront ISD on the left and my custom on the right. Star Destroyer ComparisonAs you can see, my scratch build is pretty baseline quality by comparison. But I needed a low poly one for scenes of large scale battles or fleets. Yours is no slouch, it's very nice for a medium detail model. But yes, you can definitely appreciate the level of detail that they went to for that model for Battlefront! Do you have any videos I can check out that you've done?
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Post by johnfleetadmiral01 on May 1, 2020 17:48:20 GMT
Really only a few crude animation tests rendered using Eevee that don't really do my model justice.
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Post by dlight on May 1, 2020 22:45:02 GMT
Should never use metallic on a skin shader, will give very strange uncanny results, instead work on your spec IOR and roughness maps and add SSS for translucency. No point going on about PBR pipeline if you break physicality. As for colourspaces I find blender is pretty good out of the box. You just need to understand what kind of data you are reading in so you interpret it correctly. It also allows you to take more advanced colour pipelines like integrating ACES workflows (which I have done for if I ever need to use Blender). Hope that helps you know this is a character wearing makeup, do you?!? and you know how the cgi version looks?!? if they had metallic make up maybe they woulda used it. moot argument there. also spec and ior are totally different things and ior is not even working correct in blender. light does not refract correct across material boundaries. i recently tested it. neither does roughness really add color to the light reflection. it's a mere reflection "sharpness". and i'm not using sss. never. it renders a shitload of noise, and when filtered it usually always looks like wax or plastic if you don't bloat it/use a macro texture which is mostly still just noise detail. i don't need/want that xtra garbage compute. meh. also this is not a problem with pbr. neither does physicality matter in cgi. also aces is irrelevant to me. i don't fux with academy standards and numbers. i get that blender supports half-float but this is not really necessary in this case of rendering game content. in the end the result matters. i can balance results without using this academy techno. maybe you tryna type smart ass, either way. so... bleh.
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Post by pixelfudger on May 2, 2020 4:31:29 GMT
Should never use metallic on a skin shader, will give very strange uncanny results, instead work on your spec IOR and roughness maps and add SSS for translucency. No point going on about PBR pipeline if you break physicality. As for colourspaces I find blender is pretty good out of the box. You just need to understand what kind of data you are reading in so you interpret it correctly. It also allows you to take more advanced colour pipelines like integrating ACES workflows (which I have done for if I ever need to use Blender). Hope that helps you know this is a character wearing makeup, do you?!? and you know how the cgi version looks?!? if they had metallic make up maybe they woulda used it. moot argument there. also spec and ior are totally different things and ior is not even working correct in blender. light does not refract correct across material boundaries. i recently tested it. neither does roughness really add color to the light reflection. it's a mere reflection "sharpness". and i'm not using sss. never. it renders a shitload of noise, and when filtered it usually always looks like wax or plastic if you don't bloat it/use a macro texture which is mostly still just noise detail. i don't need/want that xtra garbage compute. meh. also this is not a problem with pbr. neither does physicality matter in cgi. also aces is irrelevant to me. i don't fux with academy standards and numbers. i get that blender supports half-float but this is not really necessary in this case of rendering game content. in the end the result matters. i can balance results without using this academy techno. maybe you tryna type smart ass, either way. so... bleh. No mate I'm not trying to be a smart ass, you posted showing your problem and I was trying to pass on some help as I work in VFX for a living. Most of what you just said is completely wrong but I don't want to engage in an argument like this. All the best with your renders.
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Post by Rancor022 on May 2, 2020 4:48:30 GMT
In this case I'd have to agree with pixelfudger; Metalness for skin is never a good idea, unless you're trying to achieve a specific look. I'm not positive how Blender works since I don't use it, but for a Cinema 4D workflow for instance you'd want to use the default white specular map, and invert is to use as a roughness map. According to a DICE dev, that is how it works in-engine.
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