[W.I.P] NEX HP acid rocket

NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
edited December 2006 in NS Customization
<div class="IPBDescription">NURF vortex kharaa style</div>Plans on doing bile, para and a new spike as well, may then touch up the OC who knows.

The models needs compiling, the bacterium vains have been raised out of the rocket.

As you can see i managed to sort of match my crappy spray skin guide, the rocket carapace is raised in apropriate area's, if i can get it exsported from maya 7.0 then compiled, at least the low poly version, it will be game ready, then prahaps i can move on to the bile bomb

<img src="http://ic3.deviantart.com/fs15/f/2006/362/b/4/NEX_Fade_Acid_rocket_by_NEX17.jpg" border="0" alt="IPB Image" />

image shack fans
<a href="http://imageshack.us" target="_blank"><img src="http://img411.imageshack.us/img411/4461/compilationrw6.jpg" border="0" alt="IPB Image" /></a>

and low poly version

<a href="http://img411.imageshack.us/my.php?image=lowpolyxl6.jpg" target="_blank"><img src="http://img411.imageshack.us/img411/678/lowpolyxl6.th.jpg" border="0" alt="IPB Image" /></a>

Comments

  • slayerkl2slayerkl2 RUFCKINGKETAMINE?????? Join Date: 2004-10-17 Member: 32324Members
    edited December 2006
    you cnat link from dev art, they have a bandwidth saver on use imageshack. But in othr notes its very good.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    I dont really think theres a need for high poly versions of them, you really wont notice it :X
  • Porcupine_FloydPorcupine_Floyd Join Date: 2006-12-04 Member: 58891Members
    It would require pretty big changes compared to oryginals to notice it, but on the other hand, a bit different shape and skin (most important I think) would also do the talking.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    aye its going to have a skin and shape to it that looks like it shoudl spiral thur the air i dont know if the current model sprials but the current model is nothing but a ice cream like shape

    hope fully this will stand out a little more
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    edited December 2006
    its getting there very slowly, i will never ever admite to being any sort of pro with photo shop : (

    <a href="http://img72.imageshack.us/my.php?image=fxacidrocket3copymc9.jpg" target="_blank"><img src="http://img72.imageshack.us/img72/3230/fxacidrocket3copymc9.th.jpg" border="0" alt="IPB Image" /></a>

    top and side

    <a href="http://img166.imageshack.us/my.php?image=messsn7.jpg" target="_blank"><img src="http://img166.imageshack.us/img166/8436/messsn7.th.jpg" border="0" alt="IPB Image" /></a>
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    i desided jigsawing 4mill by 6 mill peices was takeing to long and on the tail like teathers wasnt what i desired after looking over some more kahraa like images i desired to go for the tentical style teathers and it has sped the process up substantaly


    fingers crossed hopefully not that long now

    <a href="http://img427.imageshack.us/my.php?image=messing2sm3.jpg" target="_blank"><img src="http://img427.imageshack.us/img427/4448/messing2sm3.th.jpg" border="0" alt="IPB Image" /></a>
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    edited December 2006
    OK the skin is done, now i have a issue with fixing up seams on the skin as you will see there are sevral that are pritty bad they are rather bold and stand out a lot

    <a href="http://img244.imageshack.us/my.php?image=messing2ga6.jpg" target="_blank"><img src="http://img244.imageshack.us/img244/9955/messing2ga6.th.jpg" border="0" alt="IPB Image" /></a>

    ill use a few filters tho

    should look similar to this

    <a href="http://img77.imageshack.us/my.php?image=messing2oh7.jpg" target="_blank"><img src="http://img77.imageshack.us/img77/8717/messing2oh7.th.jpg" border="0" alt="IPB Image" /></a>

    on the object so far we look a little like this

    <a href="http://img243.imageshack.us/my.php?image=rawsdb9.jpg" target="_blank"><img src="http://img243.imageshack.us/img243/504/rawsdb9.th.jpg" border="0" alt="IPB Image" /></a>

    <a href="http://img139.imageshack.us/my.php?image=raws2rj5.jpg" target="_blank"><img src="http://img139.imageshack.us/img139/1599/raws2rj5.th.jpg" border="0" alt="IPB Image" /></a>

    <a href="http://img139.imageshack.us/my.php?image=raws3gl7.jpg" target="_blank"><img src="http://img139.imageshack.us/img139/9666/raws3gl7.th.jpg" border="0" alt="IPB Image" /></a>

    ill try and do one more day or two on it then i am just going to have tpo release it the final day or two will be smoothing and trying to match up seams, if any one knows of a good or easy way to do this i was thinking the clone / stamp tool maybe or lassoing one seams and drag it over them bluring and so on to make a smooth transition from seam to seam

    i will require someone else to compile it Qc file and on as i have read 4 diff sets of instructions and systemoaticly tryed every possable out come to exsport this thing and compile the qc

    so i would like to requires some one show me how to do this cos with the tools i have so far its not working

    if you need the errors or programs i am useing or the exsackt steps i am takeing and or have tryed so far

    but well i wanna get started on the bile bomb

    note this is what the current acid rocket looks like

    <a href="http://img88.imageshack.us/my.php?image=oldrawzp2.jpg" target="_blank"><img src="http://img88.imageshack.us/img88/959/oldrawzp2.th.jpg" border="0" alt="IPB Image" /></a>
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Purdy!

    Only complaint is this- it looks like the Flood egg things from halo 0o
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    <is pulling his hair out
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    ^why?^

    What's up with this, I WANT IT!
  • baseball99baseball99 Join Date: 2006-12-28 Member: 59276Banned
    edited December 2006
    <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->Be nice.<!--colorc--></span><!--/colorc-->
  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    wow it took you 27 minutes to type that post, GG
  • adulusadulus Join Date: 2005-06-29 Member: 54950Members
    <img src="http://tn3-1.deviantart.com/300W/images3.deviantart.com/i/2004/111/0/e/Don__t_feed_the_Troll.jpg" border="0" alt="IPB Image" />
    Back on topic, I'd download this once it's finished.
  • CilveceCilvece Join Date: 2007-01-04 Member: 59440Members
    edited January 2007
    <!--quoteo(post=1586835:date=Dec 11 2006, 12:59 AM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE(CoolCookieCooks @ Dec 11 2006, 12:59 AM) [snapback]1586835[/snapback]</div><div class='quotemain'><!--quotec-->
    I dont really think theres a need for high poly versions of them, you really wont notice it :X
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    i think u will notice it and urhm....what is with sporemines i hope it wont look
    like a alien-bomb digging in the ground ^^


    edit: i like em , i want em , finish em ^^
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    well its finished as such i just cant seam to exsport it out of my maya 7.0 and compile it i dotn know if the issue is with my maya smd exsporter plugin, a option i havent checked, something critical i havent done to the model, the QC is skrewed i don't know how to write, or the smd compiler has a issue

    exsample
    i can uncompile a modle, i can import it into maya 7.0 perfectly fine, if i imediantly exsport it again, no matter what options i cheak, it wont recomiple, if i reimport it back into maya tehre is nothing there but the bone and a surface the same shape as the bone

    i am gathering theres a issue with the exsporter or a option i havent checked but i systematicly went thru and cheaked uncheaked each box and multiple boxes, yes about 75 dif combonations exsported what was simple stock imports with no changes and still couldnt reopen them

    prahaps someone else would with maya and a working exsporter would exsport and compile it, and or prahaps someone else has exsperianced same said issue and knows how to fix it and would be kind enough to run me thru how to fix it please
  • suicidegoatsuicidegoat Join Date: 2006-12-16 Member: 59106Members
    edited January 2007
    ooo pick me for teh compile!


    E/ oh wait.... maya ermm yeah i feel dumb.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    oh maya is awsomes... it just appears the plugins i dlled to convert arnt functioning i may have to look deeper, i am sure its user error on my behalf but i have ran just about every systomatic cheack reread al lthe install instructions and so on. re done the step by steps and still nothing.
  • suicidegoatsuicidegoat Join Date: 2006-12-16 Member: 59106Members
    Well this could be the one you already have...

    but i stumbled on this smd exporter.

    <a href="http://www.fpsbanana.com/mirrors/startdl/1?path=http://files.fpsbanana.com/tools/hl2export23&sectionid=266921&ext=zip" target="_blank">Maya smd exporter</a>
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    cheers suicidal, but i am acctuly useing 2.5 as i have maya 7.0 even tho 2.5 i belive was recomended for and with the 7.0 PA personal learning edition, that could be the issue there, aparently i can also make source models with break and pychic layers and all sorts who knows i just model wit it
  • ShirohShiroh Join Date: 2003-01-27 Member: 12852Members
    er....
    maybe you can try import the .ma from Milkshape then export it as a .smd?

    dunno if the smd'll keep the texture and bones and stuffs in this way though :/
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