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12-07-2010, 07:09 AM | #21 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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I've been working on the FANG...
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Last edited by Rooster3D; 12-10-2010 at 12:35 AM.. |
08-15-2011, 11:03 PM | #22 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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*obsolete link*
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Last edited by Rooster3D; 11-22-2013 at 06:22 PM.. Reason: broken link |
11-22-2013, 05:58 PM | #23 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Hey guys,
Sometimes life gets in the way of stuff we want to do. If there's anybody still interested in this thread, I'm still working on this project, slowly but surely. As you can see, I have a new sig featuring the Rattler. Not just an A10 colored dark blue, this thing is modeled from scratch, and 90% finished. It's lacking interior details, turret interior details, and the telescoping ladder. Then it needs textures for all that and for the landing gear and ordinance. I have been looking into the ArmAIII gaming engine (called the Real Virtuality engine) as a possible final home for this mod. Thanks to SnakeEyes1975 for planting that seed. It is more of a simulator style game engine and might turn off people who play games like the Battlefields, CODs, Halos, etc. The action in ArmAIII is kind of slow in some modes (like wasteland), but once you get into a firefight it can be really intense. With my GI Joe mod, I'm aiming to design MP levels that will bring players into the action sooner through mission objectives and assigned vehicles. IE: If you start the game as a Stinger Driver, then you will have a Stinger to drive. Alright, so I'm just a modeler, and I need lots of help on this project. Creating models that work in video games is a challenge as it is. I've worked with Unreal Engine, Battlefield 2's engine, and the CryEngine 2 and 3. The ArmA series game engine requires a heck of a lot of information for geometry - even more than Battlefield 2. I haven't even completed a working/driving basic vehicle, yet. For all the things I want to do with this mod, it might as well be a full game title. The list of credits on games is huge. It's overwhelming. Anyone who has a clue about this or has the time and interest to learn as you go, let me know. I'm looking for folks who want to do help create an amazing GI Joe game experience.
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11-22-2013, 06:04 PM | #24 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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I tried putting some images in here, but they don't show up. Just click on the Rattler/Sig and it will take you to my deviantArt GI Joe gallery. Clicking on "Game Assets Thread" will bring you to page one of this very thread.
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Last edited by Rooster3D; 11-22-2013 at 06:20 PM.. Reason: Pics not showing up |
11-25-2013, 11:57 AM | #25 |
Iron Grenadier
Join Date: Jan 2011
Location: Murfreesboro, TN
Posts: 780
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does it have to be in 3DS Max or can you port from other 3D formats?
wolverine by noguice, on Flickr more here. 3d Warehouse - a set on Flickr |
11-25-2013, 09:51 PM | #26 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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If you can export it with .3ds format, then it can work in ArmA3. You'd have to be able to rig it, texture it, apply any animations, create smoothing groups, etc...
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11-25-2013, 10:16 PM | #27 |
Cobra Viper
Join Date: May 2009
Location: Tennessee Tri Cities
Posts: 108
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very nice cant wait to see more
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11-25-2013, 10:29 PM | #28 |
Crimson Guard
Join Date: Apr 2009
Location: Iowa
Posts: 4,439
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This is above my pay grade, but is FREAKING AWESOME and the first time I'm seeing this thread! I wish I knew how to help, I would try!
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11-26-2013, 12:27 AM | #29 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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btw Nogamus, I've seen your models online before - great work!!
For this mod, we're looking for stuff from 1982 to 1986, with a few exceptions. Time setting itself is Late 80's, early 90's, under the guideline that the 80's stuff was designed with a (then) near future in mind. It's a "fictional reality," so there is some room for creativity. Many of the vehicles in their original form fit a particular aesthetic style from this period, and the rest look like the 80's version of sci-fi (if you can try to imagine such a concept). I am really enjoying the skill you put into your vehicles, but most of them look too modern for this game/mod. I'm afraid they'd kick all the GI Joe and Cobra vehicles' collective bootays. LOL
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Last edited by Rooster3D; 11-26-2013 at 01:40 AM.. |
11-26-2013, 01:28 AM | #30 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Another thing is (and this goes for anyone reading who is interested in participating) there are guidelines on influences for vehicles, weapons, characters, buildings, and objects. Think "early 90's, with leftovers from the 80's and earlier." A good example would be in my version of the Rattler. The proportions on mine are more true to the source, but just like the toy it's based on the A-10 jet from the 70's (with continuous updates). The VTOL/STOL conversion is likely from toymakers reading too many popular mechanics mags. It also has some older tech on it: the back turret and location of the engines are from a 1940's B-25. In fact, they almost could have made the Rattler on the B-25's airframe. The point I'm trying to make is that these vehicles (and other assets) have a character of their own, which is set apart from modern objects. Modern objects seem to be very slick and impersonal.
When and if possible, I like to tie-in real world stuff into the vehicles. This is why I have opted to use a Lamborghini LM002 for the basis of my version of the Stinger. It would also be a good idea to study -->This Thread about Real World GI Joe Vehicles<-- for a reference. We're avoiding creating the exact real-world vehicles when possible by adding weapons or tech that sets the Rooster3D GI Joe versions apart. Making them look like they are real is, however, still the goal. Sometimes, the influence is functional rather than for appearance. There needs to be a balance of making something look possible while keeping the feel of the toy and cartoons/comics, and avoiding the cross-faction design shortcut. This goes back to another reason why I chose the LM002 for the Stinger, and not just jacking an AN/TWQ-1 Avenger (nor for the VAMP mkII). The premise is that M.A.R.S. "acquires" certain blueprints and equipment and is capable of making modifications to them and/or reverse-engineering for Cobra (or the highest bidder). GI Joe, on the other hand, has mostly good relations with world governments and the manufacturers who support them. Often they are allowed to be a test-bed for future military tech gear, which is sometimes retrofitted on retired and re-instated equipment (such as the MOBAT). This in effect allows them to be tied-in with the US DoD, but not have to be totally dependent on any one department for supplies and gear. I think once others see the "larger picture" they can design and create into the desired style with a more seamless transition.
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