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Paint job, For texture artists
*viKKing*
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It was my first intent doc, but your ideas are valid one.
A washed red tone could do the trick too.
I would like the windows to be different than the rest of the body. That's all.
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Posted Jun 22, 2008, 4:51 pm
Acierocolotl
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I was less specific. Myself, I like the looks of some hastily slapped-on hillbilly armour over the most vulnerable places, which the mechanics hadn't bothered to paint over.

If you do elect to paint over those window plates (and why not, for really prestigious vehicles?) then they should still look like appliqué armour--corrugate them a bit, put on rivets or bolts, or whathaveyou. (The premise being the rest of the armour exists under the car's fenders.)

You're still a freakin' whirlwind compared to me at this.
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vet

Posted Jun 22, 2008, 7:08 pm
Dr Mathias
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http://img.photobucket.com/albums/v366/Bosal/slaverboxer.jpg
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Posted Jun 22, 2008, 11:45 pm
*sam*
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Nice Dr M! I love the teeth. Good work too Parduz!
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Posted Jun 23, 2008, 12:09 am
Parduz
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Doc, you make me laughting :D.
I like the skin, and I understand that the cage on a boxed van can be usefull for slavery.... but it recall me how here we transports pigs that are about to become Mortadella :D

It's not your fault... just a think that amuse me a lot :)
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vet wv

Posted Jun 23, 2008, 12:18 am
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Parduz said:
Doc, you make me laughting :D.
I like the skin, and I understand that the cage on a boxed van can be usefull for slavery.... but it recall me how here we transports pigs that are about to become Mortadella :D

It's not your fault... just a think that amuse me a lot :)


:p  That's good lol, I envisioned it as a cannibal transport... so the people will be mortadella too...
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Posted Jun 23, 2008, 1:29 am
*viKKing*
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Nice job.

The 2axle testures have been sent to Sam.

1) Would it be possible to keep people aware of what you ar working on by posting here? it could avoid some of us working on the same chassis.

2) If you take a closer look on the Symphony base file, you will notice there is an Aging layer. The goal is to blend this texture over vehicle to simulate aging and to have the damage ("_d")one for damage only. Currently only damage is used.

We need all vehicles to have an aging one to use it, so, if you are working on textures, think about it!  :) Thanks.

Appropriate name could be myName and "_a".
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Posted Jun 23, 2008, 8:14 am
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Ok, finishing the BPU, and started the Apache. I may want to go to the Landy, but i'm unsure (it needs a lot of time, holy cow!).

I'd like to see a "skin contest" but i understand that's a lot of time for the same car.

Questions:
1) If i've right understood, the "damage" texture should show bullet holes and flame trails while the aging one must show rust and dirty... am i right?
1a) Are they blended on the model just using the transparency value or there's some other filter involved (multpliers? color changing?)?

2) "myName" means the actual texture names or the author name?

3) Have we to stay to the actual paint scheme for a given car (the given color in the car repaint options), or can we add some new paint?
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vet wv

Posted Jun 23, 2008, 8:33 am Last edited Jun 23, 2008, 8:35 am by Parduz
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Quote:
Ok, finishing the BPU, and started the Apache. I may want to go to the Landy, but i'm unsure (it needs a lot of time, holy cow!).


You might want to wait with the apache as I'm already mostly done with a new and improved one.

It needs some slightly better color matching on the roof and I might want to re-do the damage textures and add some dust, but I've been mostly working on the windsor lately.

Quote:
1) If i've right understood, the "damage" texture should show bullet holes and flame trails while the aging one must show rust and dirty... am i right?


Isn't there just one damage/aging texture for both?

Quote:
3) Have we to stay to the actual paint scheme for a given car (the given color in the car repaint options), or can we add some new paint?


If you make new ones Sam can add them if he wants to.
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Posted Jun 23, 2008, 9:03 am
Acierocolotl
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Sam has been replacing paint schemes with closest matches; I've provided ten colours for each car but not all of them get used.

The files I provided had ten base colours, then a variety (I had made seven or eight) graphics overlays that could fit on any colour scheme, that were unique to that car. That part hasn't been used yet (it was viKKing's idea) but it was well-received.

The "damage" layer is just rust. Some of the rust is from aging, some of it might be from battle damage, so it's hard to judge whether you wand to add pockmarks or no (dynamically-added pocks would be really cool though).
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vet

Posted Jun 23, 2008, 9:19 am
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Quote:
If i've right understood, the "damage" texture should show bullet holes and flame trails while the aging one must show rust and dirty... am i right?

Isn't there just one damage/aging texture for both?


That's right alo. ViKK: I'm not sure if I will be implementing separate _d and _a layers as you suggest. One reason is that would need *all* cars to have the _a file made before any could be used in game. On the other hand, I plan to add dynamic (properly-positioned) bullet-holes at some stage; I need to figure out world-coordinate-to-texture-position transformations first..

So I'd suggest just sticking with _d textures....
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Posted Jun 23, 2008, 9:52 am Last edited Jun 23, 2008, 9:53 am by *sam*
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Very diplomatic way to say this is a no go. ;)
No problem with that.
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Posted Jun 23, 2008, 10:37 am
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Would it be possible to texture-map the bus model differently so it's more easily skinnable like the other cars?

It's technically worse than the moray since it has larger, flatter surfaces.
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Posted Jun 23, 2008, 2:01 pm
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viKKing said:

1) Would it be possible to keep people aware of what you ar working on by posting here? it could avoid some of us working on the same chassis.



So I've done about 10 skins each for:

Moray, Flash, Eaton, Chomper, and Boxvan.

I was hoping to to start on Moose next followed by Spirit and Voyager. I basically want to do the cars that show up commonly in pirate groups and have nasty black glass windows.

As far as adding new skins go, my philosophy has been to make one each of the common colors, so that if players want a 'uniform' gang color they could do it. In the case of the chomper, which has only three, I was assuming that the other skins would be added- rather than just slipped into the spot it is currently closest to, leaving us with three total again. 

And as far as the boxvan goes, I made a couple that should/might only be obtained by looting from pirates.

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Posted Jun 23, 2008, 2:47 pm
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Alocalypse said:
Would it be possible to texture-map the bus model differently so it's more easily skinnable like the other cars?

It's technically worse than the moray since it has larger, flatter surfaces.

If someone is familiar with unwrapping to texture a 3D model, he should get known now, or die.
To summarize, no, Alo.
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Posted Jun 23, 2008, 2:48 pm
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Quote:
I was hoping to to start on Moose next followed by Spirit and Voyager. I basically want to do the cars that show up commonly in pirate groups and have nasty black glass windows.


I just completed the Apache and Windsor skins and I'm still planning on finishing my half-done buzzer skin someday.

I wanted to fully re-skin the Moose next too, it's very commonly used by players because of the borrowed antagonist design and I want to try to perfect some shading techniques from the windsor skin.

I'd like to skin at least one of the remaining sedans (I don't care which of the three, you pick).

If you're just adding windows/details and proper paintjobs then it won't be much of a problem since you can just re-apply them after I'm done with my full re-skin (I keep the cars I do pretty much mint anyway).

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Posted Jun 23, 2008, 4:30 pm
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Alocalypse said:


I wanted to fully re-skin the Moose next too, it's very commonly used by players because of the borrowed antagonist design and I want to try to perfect some shading techniques from the windsor skin.

I'd like to skin at least one of the remaining sedans (I don't care which of the three, you pick).


I did about 10 moose textures today. Take your pick on whichever sedan  you want... I guess that leaves Mercs, Spirit, Chevalier, Winny II, and Voyager?

I also don't see why you couldn't do some moose too if you wanted. When it comes down to it, I'm basically just touching up a tattoo someone else did originally anyway.

Alocalypse said:

If you're just adding windows/details and proper paintjobs then it won't be much of a problem since you can just re-apply them after I'm done with my full re-skin (I keep the cars I do pretty much mint anyway).


I guess I don't know what that means precisely...  what does 'full re-skin' mean?

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Posted Jun 23, 2008, 11:24 pm Last edited Jun 23, 2008, 11:42 pm by Dr Mathias
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Dr Mathias said:
I did about 10 moose textures today. Take your pick on whichever sedan  you want... I guess that leaves Mercs, Spirit, Chevalier, Winny II, and Voyager?

I also don't see why you couldn't do some moose too if you wanted. When it comes down to it, I'm basically just touching up a tattoo someone else did originally anyway.


I'll take the Voyager and maybe the moose later on if there's any room left for improvement.

Quote:
I guess I don't know what that means precisely...  what does 'full re-skin' mean?


By full re-skin I mean redrawing pretty much everything and trying to improve the base image quality.
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Posted Jun 24, 2008, 7:31 am
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viKKing said:
Alocalypse said:
Would it be possible to texture-map the bus model differently so it's more easily skinnable like the other cars?

If someone is familiar with unwrapping to texture a 3D model, he should get known now, or die.

I may try. A friend have 3dsmax at work, and often i'm in his office helping him to get some result from that thing (or just drawing for myself). I can't call myself a 3D artist but if you give me the model in a format i can read, i can do some attempt.
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vet wv

Posted Jun 24, 2008, 8:35 am Last edited Jun 24, 2008, 8:38 am by Parduz
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It'd be great if you could try, Parduz. Could you let me know your email and I'll send you the Stormer and the bus
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Posted Jun 24, 2008, 9:16 am
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