#Mechwarrior 5: UrbanMech (Blender 4.5)

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fervent kindle
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To start my semi-regular Battletech/Mechwarrior uploads, I present the humble UrbanMech ๐Ÿ™‚

  • Rigged with it's ingame armature from Mechwarrior 5: Mercenaries
  • 6 paintjobs covering the 'default' look and paint schemes from the Great Houses (Davion, Kurita, Liao, Marik and Steiner)
  • Outfitted with default weaponry (in the Urbie's case, a AC/10 and a Small Laser).
  • Basic VFX for its weaponry is packed in.
  • Shader can be customized with three colour channels. Made by @mental blaze
  • Renders best using Cycles.

EDIT: One thing I forgot to mention, the textures are in their original DDS format which Blender can not natively read without a plugin. I use this one personally and have had no issues with it so far. In the future I'll probably end up converting them to PNG just to have one less addon that people have to use.
https://github.com/matyalatte/Blender-DDS-Addon/releases/tag/v0.5.0

rancid shuttle
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please do more of these!

open crown
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hey if you want i can hook you up with my procedural shader that works with both MW5 Mercs and Clans. it looks really good, and has much more customization to it. Just need to tweak a few things

fervent kindle
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Oh shit yeah that sounds awesome ๐Ÿ™‚

I'm not remotely a shader person so any help on that end would be much appreciated ๐Ÿ™‚

stray trail
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trash can mech

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i mean uh

waxen viper
fervent kindle
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I'll track them down, I have the SDK but had no clue I could do that with it

waxen viper
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From memory the game only goes as high as 2K.

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Probably goes a long way into explaining why the SDK is something outlandish like 160Gb lol

open crown
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jesus

waxen viper
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Only off by 25% hahaha

stray trail
open crown
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Almost 200GB Jesus fuck

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Might as well grab it to touch up my shader a tad

open crown
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damn mines only 148

stray trail
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interesting

open crown
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Very

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i didn't know the mod tools was literally their full unreal scene. this will (hopefully) make my shader much better as well

stray trail
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its so unreal

waxen viper
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You can also export the armature directly from the SDK if you wanted a more intact/traditional bone layout.

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Personally I have just been using the .psk and .psa from umodel as that imports easily into Blender but it does royally mess with the bone directions.

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From memory there is something janky regarding how the default view works for bones and animations in Unreal and for me every mech started out using the Crusader skeleton. Was easily fixed in a few clicks by assigning the correct one to each mech however/

waxen viper
fervent kindle
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@waxen viper I had no clue the SDK could export, I used Fmodel to export from Mercs and Clans and they seem to have their bones intact

waxen viper
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This might just be me doing something wrong in UE or not knowing a better way to do it as I only have experience with Unity, not UE.

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Did you generate a mapping file for Clans to get it to work in Fmodel? From memory the last time I tried it threw up errors and didn't let me accomplish anything in Fmodel on account of it being a UE5 title.

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This is what I meant with the .psk bones. They are all in the right place and the animations import and work fine but none of the tails of the bones line up with the heads of the next bone in their hierarchy. Seems to mostly just be a visual issue fortunately.

fervent kindle
open crown
fervent kindle
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Fuck yeah, thank you Kay ๐Ÿ™‚

fervent kindle
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Guys. I forgot to rig the head to the armature.

waxen viper
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To make matters worse it is an Urbanmech, the thing is like 60% head.

open crown
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might as well update it with my shader then lol

fervent kindle
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Already have now lol, and also going to update it with all of its potential weapon loadouts too ๐Ÿ™‚

fervent kindle