What I am trying to do is to correctly 3d digitally render what the Vietnam vets I was looking after in the early 90s developed for Sororitas before the 2nd ed Sisters of Battle came out, in 97'.
This one looks way better than the first as it should of course :D
It is an interesting concept especially considering you went for the oldies that most players should have no knowledge about. Would the female civilian heads work with this model or would they need to be synched?
do you know why I have been using that head?
Do you know what the UV mapping is? Yep Fem civi. :P
So texture work. :) In the msgr/mslc.
All max work at the moment. It may all go belly up, depending on how the changes to the head bone I had to make to get their heads up correctly. Think slave leaders for Praetorian.
there is a fair bit of body sync that needs to be tested in max and OE.
On the female civi heads it give me crips, as the hair.... and hair bones. Do not always swap across well.
In max it has wrapped the head to the spine2 automatically, so I had to raise the head bone to compensate.
Xref confusion to come yet. :P
since it is out of mudflaps, it would be easy to test the civi head on the SM RT from "Mudlfaps" listed above.
I do not know at the moment as it is all max from sisters expansion for all the heads and armours I did a while back.
I still have a bit of UV mapping.
Then an overlay animation set for the skirts.
Mesh and UV for other weapons.
Also more clay modelling work representation on the body of the model.
The lads who had them passed away from Agent orange complications, so I am working from long periods of meditation to give me memories of how they worked them, after almost 20 years. :P
I am just glad the uv mapping is for "Space_marine_unit.rsh"
and the mapping is pretty good for the surfaces, so a lot of texture modification will work. :)
I do know that head is a textured civilian head but the objective was knowing if i could put some of the others in with ease or not, from my tests civilian heads work better with SM FoK/PoK than with IG but each model is different from the other and so no certanties can be had.
It would be good to have that model working correctly and with civilian head(s), which i really need to get down and retexture to get them better, because that way it could be used in any mod without issues (including DC mods ;) )
WTF!? Are you serious?! If so ... Throw me =) For my collection) Only the head of the battle Seter better add. And best of all with the helmet.
What I am trying to do is to correctly 3d digitally render what the Vietnam vets I was looking after in the early 90s developed for Sororitas before the 2nd ed Sisters of Battle came out, in 97'.
Ref: Moddb.com
For the story.
Ref: "Warhammer 40,000: Codex Army Lists"
Moddb.com
Moddb.com
Moddb.com
For Rules.
Ref: Moddb.com
For development so far.
In Mudflaps tool is the original Space marine Rogue trader style.
Which I am using for the base Mesh.
Ref: Dl.dropboxusercontent.com
Still a WIP. :)
SOB Heads and more are in there.
Ref: Moddb.com
Minus helmets as I dont want it to look 2nd ed style sob. :)
This one looks way better than the first as it should of course :D
It is an interesting concept especially considering you went for the oldies that most players should have no knowledge about. Would the female civilian heads work with this model or would they need to be synched?
;)
do you know why I have been using that head?
Do you know what the UV mapping is? Yep Fem civi. :P
So texture work. :) In the msgr/mslc.
All max work at the moment. It may all go belly up, depending on how the changes to the head bone I had to make to get their heads up correctly. Think slave leaders for Praetorian.
there is a fair bit of body sync that needs to be tested in max and OE.
On the female civi heads it give me crips, as the hair.... and hair bones. Do not always swap across well.
In max it has wrapped the head to the spine2 automatically, so I had to raise the head bone to compensate.
Xref confusion to come yet. :P
since it is out of mudflaps, it would be easy to test the civi head on the SM RT from "Mudlfaps" listed above.
I do not know at the moment as it is all max from sisters expansion for all the heads and armours I did a while back.
I still have a bit of UV mapping.
Then an overlay animation set for the skirts.
Mesh and UV for other weapons.
Also more clay modelling work representation on the body of the model.
The lads who had them passed away from Agent orange complications, so I am working from long periods of meditation to give me memories of how they worked them, after almost 20 years. :P
I am just glad the uv mapping is for "Space_marine_unit.rsh"
and the mapping is pretty good for the surfaces, so a lot of texture modification will work. :)
I do know that head is a textured civilian head but the objective was knowing if i could put some of the others in with ease or not, from my tests civilian heads work better with SM FoK/PoK than with IG but each model is different from the other and so no certanties can be had.
It would be good to have that model working correctly and with civilian head(s), which i really need to get down and retexture to get them better, because that way it could be used in any mod without issues (including DC mods ;) )
That's why a civi head has been added.
Scale and Position issues on the civi fem head, I just had a chance to check.
ends up too small, between her boobs. :P
The rest of the rogue trader weapons need to be done as get the heavy weapons and regular weapons.