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Everything posted by Raz_Specter
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Some advice with this wheel animation please
Raz_Specter posted a topic in 3D Modeling for DCS World
Hey I am in the process of animating the wheels on the LandRover 110, but am getting a funny wobble. This is my workflow: Create Dummy Align to wheel Center Parent wheel to Dummy Create the arg based animation on the dummy args 8 for rotation and 9 for turn arg 9 turns + or - 30 degrees only Any suggestions? Many thanks Specter -
Texturing Update: I have completed the texturing in Substance Painter for the vehicle (men have been done separate.) Problem i have now is that i need a workflow to get the textures out into 3dsmax, with the advent of PBR in Normandy, does anyone have any updates on texture workflow please? Thanks Specter
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Yes too :) in the dead of night driving following the little white circle in front with no lights on exercise lol My thoughts for this are more for Eye Candy, with all the stuff on display, I will strap stuff down just in case :) I have just finished the re-do of the gun Naked didn't like the other one lol Thanks Specter
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Hi there, Yes I will be making different versions just a few screen shots as I have just finished modelling the HMG, could go wild with the poly count but had to restrain myself lol :) These images are just some quick renders using Arnold (just a plain light, no frills :) Still need to put the camo netting on there and a few other little things, but coming along very nicely IMHO. My good friend SUNTSAG Callsign: Naked will be doing all the LUA for the group Next Steps are to get the UV'ing done and then the animations for the wheels and the turret Thanks Specter
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Hey all Had some spare time today so spent it remodelling the back part with some extra stuff, just wanted to get it into game to see what she looked like :) Cheers Specter Just a few Screen shots: Cheers Specter
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Thanks mate how can something this good be only 9.8MB ::) hahaha - great work mate
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you watched a video of Normady and some chap commented that the new PBR texture look real nice :) So here hoping :)
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Just got the Landrover into Substance Painter for a quick mock up to see what she looks like. Should be finished within the week. Although I still need that wonderful Substance Painter to 3DSMax workflow to walk through the door before she gets released. I have some other models ready for release also but as I said I am stuck. Cheers Specter
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+1 mate - love this mod :)
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b
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thats because its a ground pounder :)
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Forgot to attach the puctire
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delete thread
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we may be starting the jackal 2 very soon, visiting the Bovington Tank Museum this Friday with my camera, should be able to get some excellent reference images, unless i see something that takes my fancy while walking round :)
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Help with cheap upgrade to run Normandy
Raz_Specter replied to nick10's topic in PC Hardware and Related Software
I am thinking of upgrading my machine and may have the following components for sale if anyone is interested: Asus X99A Motherboard Intel Core i7-5820K 3.30GHz 15MB Haswell-E Unlocked 32GB DDR4 2400Ghz RAM Coreair Hi110 watercooler components have never been overclocked. Ping me or let me know if you are interested Cheers Specter -
EXCELLENT CIRIBOB - Works perfectly in the rift :) jsut a little small. Manybe a feature request to control the font size? Found a fontsize in the config file, tried changing it but didnt do anything Great skills thanks Specter
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Hey guys Hope someone can help with this. We are trying to create a skin pack for the Scimitar we released on Saturday which includes a UN and a Tan Camo Skin We have done some research with the description.lua Our understanding and correct me if i am wrong is that each field in the description.lua refers to the following: field 1: = the name of the material in 3dsmax field 2: = 0,2,3 refers to which channel you require i.e. 0 being difuse field 3: = The name of he dds file to use field 4: = where to get the file from, local folder or zip file so the mod (which was released Saturday) includes a Specter_Scimitar.zip file, which contains all of the textures. example test: One of the files is called: Specter_Various.dds this material in max i have named: scim_tex_01 so from what we have read our description.lua should look like this the issue we have is that when you select say the UN material only parts of the model are changing colour to refract the UN skin, in the UN_Specter_Various.dds there are loads of bits which have been UV'd but not all are changing colour. Can anyone suggest what the problem is please? Many thanks in advance for the help Cheers Specter
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We will be releasing a skin pack in the coming days which includes the following: United Nations Skin Desert Camo Skin A few Screenshots of WIP Skins: Cheers Specter
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thanks mate :) its been a mission :)
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The British Fighting Vehicle Group are proud to present to the DCS community the first of many fully functioning military vehicle for your pleasure. Key Features: Compatibility with In-game JTAC / CTLD JTAC Fully Combined Arms Compatible Defensive Smoke Canisters implemented Optical Sight including Laser Range finding / NVGs / IR Pointer / Gun Sight Download: Both Versions are IC compatable but can be installed in different locations: Saved Games Version: Download JSGME Version: Download DCS User Files JSGME Version: Download Installation Instructions: Saved Games install: Download the rar Extract the folder FV107 Scimitar BFVG into C:\Users\<your username>\Saved Games\<DCS Version>\Mods\tech Done JSGME Compatible install: Download the rar Extract the folder FV107 Scimitar BFVG into your JSGME Folder and enable Done A special mention to the following people: Galm99 for the great reference images Rudel for advice on animating the tracks Fenrir for helping with the testing SVKSniper for his time and advice
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I have managed to work out how to animate the tracks. EXCELLENT :) :) :) :) So so pleased!!
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thanks for the feedback chaps :) Neil, Yes i do plan on making some more British units and will investigate your suggestions. Virtually everything else has been completed now, just the damn track animation is outstanding: The issue i am having is that i don't understand how to apply an arg based animation to something other than using rotation, position and scale, I can animate the UV to produce the moving texture no issues within max, however applying that to an arg based animation is another matter. Cheers Specter
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Hi Rudel Any chance of getting some assitsance on how to apply this to my modelled track, would be great to get this into game all finished, I have PM'd you my email address Many thanks Specter
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No worries. Suntsag and I are working on a British Scimitar - thread in the main modelling section Cheers Specter