Bioshock 2 Armor

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I've taken off the metal head...canister thing - and I'm separating it into parts. They really seemed to like putting vertexes within other 3d objects, and so it's taking a long time to sort out

the top helmet-light.



I'll update when I'm done (unless someone beats me to it).
 
I think I'll let you seperate the files Impactor and I and probably others will work on the unfold of it, for some reason my Milkshape3D is'nt liking me at the moment and Metasequoia is'nt much better.
 
CaptainImpactor said:
Rejoice brothers, rejoice!





Thanks to the amazing people over with Gildor and his umodel software,

I've been able to rip out the Subject Delta models, his hands, as well as other things such as Big Sister and the Daddy Doll.

The files aren't as high-quality, polygon-wise as I'd hoped, so I'll continue looking.



The Subject Delta files are here, and the hands are here.



If you want something specifically from Bioshock 2, then I can go look through the files and upload for you.



Also, if you want a file type, other than .obj, just ask.



I'm not going to be doing much unfolding, as I'm rather pressed for, time but this should do for now.



Let's get to work.



oh thanks so much, Im so happy to come back the day after I posted to see that someone has answered our prayers... is there any way I could get my hands on all the models and textures incase I want to mess around with them in my spare time? maybe some of the sounds and music too... or would that be impossible to compress and upload?
 
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Jeddychan said:
oh thanks so much, Im so happy to come back the day after I posted to see that someone has answered our prayers... is there any way I could get my hands on all the models and textures incase I want to mess around with them in my spare time? maybe some of the sounds and music too... or would that be impossible to compress and upload?



I could make a rar of all the textures, skeletal meshes and static meshes, but that'd take a lot of space, and would take some time to download, (uploading wouldn't be a problem for me). They'd all be .psk files for the models, as there are far too many to import through Milkshape, so you'd have to do the ones you want.



Plus, it's all copyrighted, and I wouldn't feel too happy about transferring it. I don't have the software for the extraction of the sounds files, methinks, so I can't do that yet.



I'm still happy to upload the popular files, just not huge chunks of intellectual property.
 
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Out of curosity CaptainImpactor can you do anything with a GLM file type with your Milkshape? I'm trying to get a special model converted and broken down and I cannot do it myself.
 
I've got the ability to import .glm (ghoul 2?) files, but I've not got any to practice on.

Is this for something from Jedi Academy? I should have a copy or two lying around on a hard drive somewhere, if it is.



I think I've gotten the helmet area sorted. I need to have a look back in the game, and more reference pics, as there seems to be a big metal section on the back of the Alpha/Delta series, that has the canisters attached, and I'm trying to work out if it should really stay attached to the front & top of the helmet, or be a separate piece.



The model's kinda easy to unfold, so it shouldn't be too long before builds can start. A lot of the pretty-ness and intricate parts are actually just textures, so it's a little underwhelming to see on its own.



I'd upload photos if my internet would let me, and I'll post up the whole helmet & accessories tomorrow as .obj.



Night all.
 
CaptainImpactor said:
I could make a rar of all the textures, skeletal meshes and static meshes, but that'd take a lot of space, and would take some time to download, (uploading wouldn't be a problem for me). They'd all be .psk files for the models, as there are far too many to import through Milkshape, so you'd have to do the ones you want.



Plus, it's all copyrighted, and I wouldn't feel too happy about transferring it. I don't have the software for the extraction of the sounds files, methinks, so I can't do that yet.



I'm still happy to upload the popular files, just not huge chunks of intellectual property.





Im kind of a newbie at editing models, but I have enough experience in getting an .obj file made into a .pdo file. Also if you wanted to upload a .rar of the textures and models and such Im sure I could figure out how to import them in milkshape and make them .obj and I could let one of my spare computers run overnight to download it if I had to...



Thanks for replying... Im so excited to finally have my hands on some files to possibly make a costume...



edit: oh and im not a buff on copyrights and stuff but I own bioshock 2 for the xbox 360 if that changes anything...
 
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Nintendude said:
CaptainImpactor heres the model that I am in need of converting and breakdown for pep if it can be done. http://www.4shared.com/file/227804083/4f707fed/mandalorian.html



Right, I was having a fiddle with my Unreal Tournament 3 Editor, and found that I could import the extracted textures, turn them into materials, and then wrap them around the extracted .psk files, so now there's the possibility of any angle references, which should be useful.



Anyway, yes, I've imported the file you wanted, and exported it as an .obj http://www.4shared.com/file/227839771/9663b686/Mandalorian.html

I'll be spending my time on BS2 stuff this week, so I'll leave it for others to hack at. If you want another file type, then just ask, as always.



Now I really need to go to sleep (3AM now, lecture at 9...sigh....)



EDIT (I hate double posting):



I've gotten the helmet area sorted, and taken into pep-able parts. It'll be interesting if someone can actually fit their head in the helmet, with the shoulder parts actually resting on their shoulders, as it just doesn't look right.



Anyway, in the rar, there is the main .obj, as well as the bolt, head-light, handle and chest light files.

For the complete helmet, 14 bolts are needed, one head-light, two handles, and two chest lights. The chest light within is from the left of Delta, so that just needs to be mirrored for the other side.



I can upload pictures if people think it'd help, and I'm up for suggestions as to what people want next. The player-arms have really high quality models and textures, so I'm most likely to work on that next as it'll take longer to finish.



Helmet Model & Parts



If I've done something stupid or wrong (it is likely considering...), then I'll try to get it sorted as soon as possible.



Cheers,
 
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CaptainImpactor said:
Right, I was having a fiddle with my Unreal Tournament 3 Editor, and found that I could import the extracted textures, turn them into materials, and then wrap them around the extracted .psk files, so now there's the possibility of any angle references, which should be useful.



Anyway, yes, I've imported the file you wanted, and exported it as an .obj http://www.4shared.com/file/227839771/9663b686/Mandalorian.html

I'll be spending my time on BS2 stuff this week, so I'll leave it for others to hack at. If you want another file type, then just ask, as always.



Now I really need to go to sleep (3AM now, lecture at 9...sigh....)



EDIT (I hate double posting):



I've gotten the helmet area sorted, and taken into pep-able parts. It'll be interesting if someone can actually fit their head in the helmet, with the shoulder parts actually resting on their shoulders, as it just doesn't look right.



Anyway, in the rar, there is the main .obj, as well as the bolt, head-light, handle and chest light files.

For the complete helmet, 14 bolts are needed, one head-light, two handles, and two chest lights. The chest light within is from the left of Delta, so that just needs to be mirrored for the other side.



I can upload pictures if people think it'd help, and I'm up for suggestions as to what people want next. The player-arms have really high quality models and textures, so I'm most likely to work on that next as it'll take longer to finish.



Helmet Model & Parts



If I've done something stupid or wrong (it is likely considering...), then I'll try to get it sorted as soon as possible.



Cheers,



I have milkshape and I was wondering if you had the texture for the delta model and the arms...

also how to apply the textures to the models...
 
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Jeddychan said:
I have milkshape and I was wondering if you had the texture for the delta model and the arms...

also how to apply the textures to the models...



The only way I managed to get the textures onto the models was by using the Unreal Tournament 3 Editor, which includes a generic model viewer. I think there are supposed to be easier ways, but that's by using 3ds max, or something else like that, which I don't have.



There are also quite a few sets of textures, and what you plan on doing with the model, can use different textures. I've uploaded the .tga texture files, for the basic Alpha/Delta, which is just the colours and patterns of the model. These files can be used with the .obj files a few posts back. The arms require two textures for the lower and upper arms, so you need to match the right material file to the right part of the model.

Upper Arm Texture

Lower Arm Texture

Alpha/Delta Texture



Also, in addition to the stuff in my edited post above, I've now got a new file - for all the metal parts on the subject delta arm. They're all in position, so it should be easy to understand. However, I've had a look in PepD3, and it shows lots of terminal edges in the middle of the pieces, but I don't have enough time to spend rummaging through all the spare little vertices lying around, and work out which ones are useful, at the moment.



Delta Left Arm (ignore the file name)
 
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CaptainImpactor said:
The only way I managed to get the textures onto the models was by using the Unreal Tournament 3 Editor, which includes a generic model viewer. I think there are supposed to be easier ways, but that's by using 3ds max, or something else like that, which I don't have.



There are also quite a few sets of textures, and what you plan on doing with the model, can use different textures. I've uploaded the .tga texture files, for the basic Alpha/Delta, which is just the colours and patterns of the model. These files can be used with the .obj files a few posts back. The arms require two textures for the lower and upper arms, so you need to match the right material file to the right part of the model.

Upper Arm Texture

Lower Arm Texture

Alpha/Delta Texture



Also, in addition to the stuff in my edited post above, I've now got a new file - for all the metal parts on the subject delta arm. They're all in position, so it should be easy to understand. However, I've had a look in PepD3, and it shows lots of terminal edges in the middle of the pieces, but I don't have enough time to spend rummaging through all the spare little vertices lying around, and work out which ones are useful, at the moment.



Delta Left Arm (ignore the file name)



thanks... Im gunna try my luck with these...
 
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DylanMarx said:
So, are you Unfolding Jeddychan?



not yet, I was trying to get the model cleaned up like Impactor did... just I wanted to do it myself to learn some modeling... If theres any chance in my going to anime boston as delta I need to unfold sometime soon... hopefully I can get pepping in like a week or so...



EDIT: hey after I finish cleaning up my model can someone add supports to the sides so it doesnt warp when fiberglassing? Im not confident enough in my abilities to make the supports right...



EDIT: heres the model after I cleaned it up

Delta_Cleaned_By_Jeddychan.obj
 
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okay to keep from double posting over and over, Im just compiling all my posts into one big one separated with lines...





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okay I'm going to try adding supports myself because I just learned that in order to make faces you select exactly 3 vertices and then you can just hit "F" to create the face... youtube has been the most help to me so far for learning milkshape...



EDIT: would anyone like to look at this attempt at supports and tell me if Im doing it right? suggestions on where to put them and how to improve it are welcomed... remember, I only did one support on purpose... its not done yet...

EDIT: -I removed the older file with supports since my finished one is well... finished.-



EDIT: and on a sidenote, when I unfold this for myself Im only going to do it in letter, since I dont have much time on my hands... if someone wants to unfold my .obj file feel free, but some credit would be appreciated since this is my first project where Im actually working with models...



EDIT: I have a problem with the first support I made... I opened it in pepakura to test it and parts of the supports arent connected the way they should be and Im not totally sure how to fix it in milkshape. Heres the image showing the problem... As you can see, the red lines on the 3D view show that the faces arent connected, so even if wanted to divide those joints and connect them with tabs, I couldn't...



problem.jpg




EDIT: Im just saying hell with the supports and just making them flat and then Ill just glue cardboard to the back of them... that should make it a LOT simpler and I have plenty of cardboard lying around anyways...





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Okay Im just going to make a new post since I finished modeling the helmet. The supports are flat because Ill just glue cardboard to them for the sake of time... and yes, I did go crazy with the supports, and thats because I really dont want this to mess up and warp after I put all the effort into it when I pep it...



here is a link to the finished OBJ file for anyone whos interested:

Delta_Cleaned_With_Supports_By_Jeddychan.obj



Ill be unfolding and finishing it as soon as I can...



and a view of the .obj file in milkshape 3D

Finished_OBJ_File.jpg






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ITS FINISHED!



NOTE: I figured out how to make an image act like a hyperlink, heres what to do: (url=link to file here)(img)link to image here(/img)(/url) just instead of parenthesis, ( ), use brackets, [ ]



Subject_Delta_Helmet_By_Jeddychan.jpg
 
I got a little something for you guys but I haven't gotten it unfolded yet. I should have it unfolded in a day or so. Tell me what ya think.



***Edit***

I still have to do that camera looking thing on the top but I wanted that to be separate anyways.



1-8.jpg
 
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