its not really hard tho
its not really hard tho
Updated, see OP
Excellent job once again.
I'm so happy, this song popped into my head.
GOD WRAITHCAT! fuck me already! nohomo.
Again, absolutely awesome work, wraith!
I'm pretty sure wraithcats female![]()
Nice avatar.![]()
Amazing job on these wraithcat. Glad to see space marine models finally appear in gmod.
Here's hoping we see moar orkz to go with that gretchin!
they've been in Gmod a while, some people are obsessed with keeping their models private. Me and Wraithcat figured that they shouldn't have a monopoly anymore.
Oh, well, that was very nice of you both!
Much appreciated!
i had no idea ,STILL STANDS
Incredible work! Hope you release them soon!
EDIT: Oh, that's right, you did, didn't you?
yes?
I hope you make more weapons soon.
When are going to release the Orks, I can't wait!
These are model releases. Trust me, you can wait. The minute you start waiting is the minute they come out, so please: Start waiting.![]()
I haven't even started on them yet. Just so you know. Working on some minor smaller things first.
Thanks for being honest. Hope there out soon, and i love the other releases so far. Keep up the good work.
:D :D :D I have been waiting to see models of this quality for 40k. Amazing job! I asume that, sooner or later, we might get more weps, bodygroups, etc? Also, would it be possible to allow the Space Marine's shoulder pads to "lift" up? Same concept near the end of the video(with the Force Commander model, not Boreale) http://www.youtube.com/watch?v=x0XOvCIdiI0 This way, it will(or atleast SHOULD) allow for more arm/slashing poses. :3 Once again, great models!.. Especially since Dark Angels are in it >:}
I'm fairly certain that Wraithcat is working on porting more weapons and characters from Space Marine. Also, the shoulder pads do indeed lift up. You've just got to select them with the physgun.
By the way, check your Inbox. I sent you some useful advice.
I just now noticed that the "ironsight" for the bolter is gone.
I'm not sure I completely understand.
Currently the rigging goes like this
UpperArm>ShoulderPad
With both being poseable and the shoulderpad also being attached to the upperarm. What you want to do is pose the upper arm first and then adjust the shoulderpauldron.
Would it be cool if I would be able to tinker with those Dark Angel models, to make them look well more like Dark Angels?
me and wraith were talking about letting others help us skin models, so I would be okay with you skinning personally.
Edited:
We would like to get the main chapters/traitor legions done.
If you want, after you finish the skim, I could compile them with it.
Cheers guys, thank god I got the Dark Angels Codex handy, with the traitor legions that will be harder I guess cause you got the many different sorts. The Word Bearers and Night Lords would be pretty sweet.
Kartoffel,
Thanks for the advice. I am new(ish) to Facepunch and its commands, such as the ones you told me, but I appreciate you doing so. Now I know a few more commands. Also, I understand that I seem a little too enthusiastic(and that I over do the smilies), and I appreciate you telling that too, I'm just so excited that I finally found 40k Space Marines models of this quality. Now I don't have to stay with the over sized shoulder Marines from DoW2.
Also, let me reiterate about the shoulder pads. From what I know and from what the 40k table top models seem to show, Space Marine's shoulder pads are designed when the wearer of the armor lifts his arm up, the shoulder, rather than bending over, lifts up or retracts over so the pad doesn't interfer with the neck or head area. On these models, the shoulders do go up, yes, but when I put the arms high, the shoulder "phases" through the armor and doesn't look very good. Here's the best example I could find on google:
http://www.google.com/imgres?start=2...17,s:252,i:267
The sergeant's shoulder had to move upward in order for the marine to point forwards and did so without phasing through armor and/or interferring with the neck and head. If my description didn't make any sense to you or if the picture isn't a good example, I'm sure you can find better ones out there.Oh, and one last thing: The DA models are AWESOME, but I couldn't help but notice that a couple of things are wrong/missing: 1, They don't have the Dark Angel's insignia and 2, the models aren't a Dark Angels green. They are more of a catachan green. It needs a little less of the camo look and more of the dark green look to it.
yes in lore they are supposed to pivot and spin around when swinging above the head but I don't think I have ever seen any artwork/sketches show this (probably because it looks silly). It sounds reasonable but it might be a pain in the arse to pose with unless you allow the shoulder pads to not collide with anything.
Edited:
we're aware of the problems if you check the thread regarding skins, they are a set group in the game files (which suggests relic was going to use the DA in the campaign but never finished them).
All models ported solely for the purposes of posing should have $noselfcollisions IMO. I tried to fix that on these guys for myself, but trying to recompile them gives me a "fuck you too many indices" error.
You should try recompiling with source2009, lonefire. It sounds like you're using an older version of the engine to compile.
$noselfcollision is dumb unless you like working with jelly. We acknowledge that not everyone is great at posing and even I find the fact that a model can collide with itself useful.
![]()
Something I worked on after getting that pack
Maybe compile with two versions then?
I mean, it's not like it's hard to compile with $noselfcollision, and I agree with lonefire. $noselfcollisions makes posing a million times easier, and it beats the shit out of using the Ragdoll Mover to force hands into positions they refuse to go (like holding one's head) due to self collisions.
Also, lonefire, if you use GuiStudioMDL, then compile under the Orange Box engine, for Team Fortress 2. Should get you around the too-many-indices issue.
Ah, I see. Well, that was just my initial thought. If it's a pain to do/pose, then you don't have to do it :P Also, that's pretty interesting and frustrating at the same time regarding the DA "never finished" skins. Interesting because it makes me wonder what the game would have been like with the DA(probably the same, just with more SM's), but it's also frustrating to me because I LOVE the DA, and the fact that they probably WERE going to add them but didn't finish them.... It's maddening, buuuut that's just me.
Well, thanks for the replies/advice, especially at the rate you replied. Just keep up the great models, and I hope to see more DA(or more chapters for that matter) whenever you guys make them(basically saying: Don't rush). "A moment of laxity spawns a lifetime of Heresy."
Just got the Autodesk Entertainment Creation Suite, so I'll experiment with some of these models in some of the various programs I now have. Maybe teach myself some model hacking or something.![]()
If you guys want jelly phys then by all means you can make that yourself. Me and Wraith have other priorities right now though and we feel this option is more poser friendly. If you are having trouble with hands it's likely you're trying to bend then very unnaturally, however you can alway weld a can on the hands in the meantime and bend them how you like.
I generally don't compile with no self collisssions unless the model absolutely lasks for it. Otherwise one ends with stuff like trying to fish out hands from bodies and similar things. If you want, though here are the source files.
http://www.mediafire.com/download.php?v0sm9t54yuv4b4v
lol.... Is there some kind of quote option that i'm missing? Everyone else seems to be doing it..... Well, anyways, I understand about the physics. To be honest, unless they are changed(which doesn't matter), the models are amazing as they are. Can't wait for more stuff(Hoping for a Power Sword)
Bottom right corner for quote.