Tina Tommorrow from Army men, TIS

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Arisen
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Tina Tommorrow from Army men, TIS

Post by Arisen »

hey all. Been a bit busy as of late looking for employment and studying 3D modelling courses exstensivley. but while I've been at It i've been working on a little side project I had going for some time. I've always been fascinated by old low-poly art as well as the old high-poly stuff from the Old 3D0 Games. I remember wayyyyyyyyyyyy back when I saw the first army-men games animation and thought to myself. "wow, everything looks so high detail, It looks so real" XD. I feel old now. Anyhow, I remember LOVING the entry "army men toys in space" in particular. and it always bummed me they never really went back over that setting with AMRTS or sarges war or any of the other follow-up games, so as a Tribute to the old game I loved, I decided to re-create Tina tomorrow in blender... she currently needs the rest of her helmet, and her gun, and to fix up some rough edges. but I'm liking how this one is coming along.


It actually started from a 3D model of Adon from Turok 2, and while I was feeling frustrated b/c I'm horrible at texturing I said to myself "f it" I'm just going to go ahead and turn this this one color! and when I did that I thought to myself "wow, that looks like tina from the old army men!" and viola... I added a skirt (sorta) some back-canisters, and she's nearly "good to go!"










Before

Image

After XD

Image



http://imgbox.com/litbvRhz
http://imgbox.com/cgrJaFdM
http://imgbox.com/tc6HIQXs
http://imgbox.com/9U55pd9h
http://imgbox.com/nsgKYHW9
http://imgbox.com/OJI8XmYY
http://imgbox.com/hTqBH9GZ
http://imgbox.com/4slKXv21





what say you peeps?

mmm
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Re: Tina Tommorrow from Army men, TIS

Post by TommyCD1 »

I'd say looks good, her proportions look weird, but I guess that's just how the base was designed...

A few tips I'd let you know is that first we haven't figured out model animations yet, so I wouldn't be looking to get it ingame or anything. Second is just a protip, but when you import meshes into the game engine, it takes any polygons that aren't colored #FFFFFF and makes them 'flesh coloured' which means if you want to make her blue then she'd need to be on a blue team. Also the model looks way too high poly, if you can figure out a way to reduce the number of vertexes in the model, try and lower it below 1450, otherwise the game will reject it.

Looks really cool though, I'd love the idea of having the space units in the game, they had some really unique weapons, like the freeze ray.
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Re: Tina Tommorrow from Army men, TIS

Post by Arisen »

TommyCD1 wrote: Fri Aug 10, 2018 10:06 pm I'd say looks good, her proportions look weird, but I guess that's just how the base was designed...

A few tips I'd let you know is that first we haven't figured out model animations yet, so I wouldn't be looking to get it ingame or anything. Second is just a protip, but when you import meshes into the game engine, it takes any polygons that aren't colored #FFFFFF and makes them 'flesh coloured' which means if you want to make her blue then she'd need to be on a blue team. Also the model looks way too high poly, if you can figure out a way to reduce the number of vertexes in the model, try and lower it below 1450, otherwise the game will reject it.

Looks really cool though, I'd love the idea of having the space units in the game, they had some really unique weapons, like the freeze ray.


On that note. I could in theory texture her UV map and then put it over Vikki's texture coordinates. (like copying over Vikki's UV-Map possibly, much in the way the mario skin was made for sarge.) for example. only issue is she would have a ponytail and the armor would be mostly a flat texture on her body, you could even re-use the animations for vikki's pistol for the "freeze-gun" animation and just make her shoot a recolored "blue fire" from scorches flamethrower or something. (at least that's what I'd do) :**:


Well.. I have the studio editor but I don't have the dr2 meshviewer. I followed the links and they seem to be broken, so I'm kinda stumped on that front :NOOB2:



As for making it less high-poly that's no prob ^^. I always go from high to low so that I can bake the high poly texture maps onto the lowpoly mesh. So If I wanted to get it into the game I'd be making it much lower poly... 1450 verts or faces or what? I'll see what I can do.


When I used to mod for total war it was as simple as taking the mesh file (which used some weird creative assembly format) and all you had to do was rig the model to the original bone placement of the model you wanted to take it's place, and so long as the rig was an exact match the animations would take. As the skeleton for TW was a universal one applied to most humans..... if only it could be that easy with this game :-)) :S:


Yeah and I could totally see the freeze mortar coming back only it's even nastier b/c it applies the glue mine effect when it hits mmm . Although idk if it's even possible to do that XD



Update...might not be such a crazy idea after all ;) Image


Image


Another update... Vikki actually looks good in blue... she was too hot for sarge to handle =))
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Re: Tina Tommorrow from Army men, TIS

Post by E]x[F-Sniper »

I did a quick search and found this link in less than 1 minute. Seems like it still works. Good job btw. Your models look good.

viewtopic.php?f=48&t=2367&p=11297&hilit ... wer#p11297
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Re: Tina Tommorrow from Army men, TIS

Post by Arisen »

Sniper wrote: Tue Aug 14, 2018 10:18 pm I did a quick search and found this link in less than 1 minute. Seems like it still works. Good job btw. Your models look good.

viewtopic.php?f=48&t=2367&p=11297&hilit ... wer#p11297
thanks, working on re-topologizing the model now... got it down to about 2k polies and it looked good but forgot the legs were the highest polycount due to me using the sub-division modifier so I'll have to remake the legs :-(( :blah:
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