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Zack Strife
09-08-2011, 08:02 PM
Here is a model I made of Metal Gear Rex, based off of referencing from Metal Gear Solids Portable Ops+ and Twin Snakes. I realize that the Part Origins are off, that's because I made it in Sketchup. Of anyone has any Ideas to make it look better, or fix things on it I would Like to know.

p.s. sorry for the bad pic, Alice wasn't working too well in the moment so I had to open it in Slow and Steady

x2495iiii
09-08-2011, 11:03 PM
Ha! That's great!

Does the cockpit open to reveal a grouchy blonde clone who gripes about genes?

Mr Kidnapper
09-08-2011, 11:43 PM
Making it better: I won't bug you on texture details, since I can't do those either, but step 1 would be to get everything off the first subobject level and make a proper subobject hierarchy. After that would be to either finish or remove the walk sequence method. Then, the model as an alice object needs to be resized to its approximate size. Use the already ingame vehicles as a reference. If MGS stated any physical dimensions, Alice can measure in meters.

Zack Strife
09-09-2011, 05:51 AM
Ha! That's great!

Does the cockpit open to reveal a grouchy blonde clone who gripes about genes?

:D Lol! thats Funny! I dont have A blond Clone yet, but There is a space in the cockpit

Making it better: I won't bug you on texture details, since I can't do those either, but step 1 would be to get everything off the first subobject level and make a proper subobject hierarchy. After that would be to either finish or remove the walk sequence method. Then, the model as an alice object needs to be resized to its approximate size. Use the already ingame vehicles as a reference. If MGS stated any physical dimensions, Alice can measure in meters.

Can you tell me a good program that I can use To make a subpart hierarchy? I'm working that on another computer, I can upload it when I finish, and the physical dimensions aren't found in-game the best I can do is base it off of character height (usually approx. 2 meters or so)

jediaction
09-09-2011, 10:12 AM
Sweet. That looks pretty cool. When the texture is placed on it, I will review it.

meeatpizza
09-09-2011, 12:53 PM
looks cool:D

Zack Strife
09-09-2011, 01:53 PM
Well, I don't know how to convert it so it can accept textures. I go through Blender than Biturn, so it doesn't accept textures. How would I be able to fix that?

David B
09-09-2011, 03:27 PM
Love it!

jediaction
09-09-2011, 08:37 PM
Well, I don't know how to convert it so it can accept textures. I go through Blender than Biturn, so it doesn't accept textures. How would I be able to fix that?

I'm not sure. I don't know how to use Blender or Biturn

Zack Strife
09-09-2011, 09:38 PM
hm It's the way that It's done on X's video, I believe that the texture problem is created in Blender. How do you convert from Sketchup?

And BTW thanks for all of the positive comments, everyone

David B
09-10-2011, 10:17 AM
hm It's the way that It's done on X's video, I believe that the texture problem is created in Blender. How do you convert from Sketchup?

And BTW thanks for all of the positive comments, everyone

Can you give a link to X's video? I want to watch it, but I don't know the link.

Zack Strife
09-10-2011, 12:01 PM
http://www.youtube.com/watch?v=omWcj726sSs

This is x's tutorial, there is another if you go into the "How to import objects into Alice" thread

Zack Strife
09-10-2011, 04:36 PM
After Arty gets his gloo out into the forums I will be able to create more people and objects.

Future projects.
(Those that need Gloo)
Genomes (all types, hopefully with finished AI)
"Liquid!" (The blond guy who gripes about genes)
Snake! Snake!! SNAAAAAKE!!!!!
Meryl
(and Those that dont)
SOCOM w/ suppressor !
Famas
M9 (from 2 and Twin Snakes)!
PSG1 !
a Hind D?!
Stinger !
Claymore !
and more

Mr Kidnapper
09-14-2011, 10:09 PM
I assume these were made in Sketchup. I have never used sketchup, so I'm not sure how it works, however there are a few things you must remember to do when converting to .ASE. If you used smoothing groups at all, you must remember to save Mesh Normals, or at least that's what it's called in 3ds Max. You should also save Mapping Coordinates so they texture properly.
You also need to remember to center the object at the origin of the scene. It's a good habit for 3D artists to have, along with proper naming conventions. Try to zero out all of the coordinate points if that's the goal. If multiple subobjects are located at the first hierarchy level, then Alice will use the center of the scene as the pivot point. If there is only one, Alice will use that subobject as the center.

For alice-specific tips, this is a general guide. (http://alice.org/community/showthread.php?t=6310) If you intend on making quality objects, it'd be best to follow the Alice Compatible Object model.

Edit: It'd also be good if you were to resize them beforehand to their appropriate sizes relevant to a single human model.

Nighthawk0973
09-15-2011, 09:02 AM
just looking at your avatar and username makes you my favorite memeber of this forum EVER! FFVII/FFVII crisis core are some of my favorite games of all time.

Also, that's a nice model. I don't actually play the MG games but the model sorta reminded me of a star wars AT-AT XD