
areilly
Members-
Posts
90 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Everything posted by areilly
-
From what I can see, they took a fairly standard jackboot design and gave it a taller shaft. I'm getting about a 38cm shaft height along the back of the leg, and on my German EU43/BW275 boots I have about a 32cm shaft (shaft not including the heel/sole). So overall about a 6cm/2.5" taller shaft than the standard jackboot.
-
Getting the measurements was a bit tricky, since the model is bit lumpy/rounded off since the pouches are stuffed, so I tried to get an average measurement between the different sides and the left/right pouches the Scout Trooper CRL has this: and that's pretty close to what I was getting from the model +/- 1cm, so I'd say we go with the same measurements
-
Here's some of the hidden bits in the over belt. the back part doesn't show any buckles or adjustments, but since most of it is covered anyways it wouldnt be hard to hide a buckle in there. as before the scout pouches are attached with magic. back strap of the hip pouch also has a magic attachment. Also worth noting is that in the 3d model the belt boxes are a single mesh/part, the rivets/separation of the 2 boxes on the side are shown in the textures so they are in "reality" separate parts attached with rivets.
-
In game it only uses one texture for all the leather bits, so in game the belt does have a slight texture as well. In some of the hi-res renders/promo images though the belts appear smooth, so you could argue that the belt should be smooth, and they just didn't bother giving it a smooth texture in-game since it was a minor detail. IRL you don't usually see textured leather belts because that kind of leather tends to be soft and and stretchy. The in game model does include the rivet - no other holes, but I think that's mainly because its a magical belt loop with no seams or adjustments.
-
Here's some views of the in-game model of the tac vest. Like the other models, some of the details are only in the textures. Annoyingly, the tool I'm using to extract all this is having a problem extracting the vest texture, so for those the in-game screenshots are the best reference. I'll get some measurements as well.
-
That gold cast in the other screenshots might be due to some ambient reflections or red/gold lighting, everything else I’ve seen is gray/silver. I’ll extract the color textures tomorrow to have a closer look, iirc they are all gray. I Extracted the models and took some measurements as well (the details are all texture based, the in game model is all plain geometry). It’s roughly 2.5” tall and 2.25” wide. The model only has the exposed part, and doesn’t show the tab at the bottom. I got the Wampawear inferno commpad, and it’s fairly close to this.
-
fabric: The most generic description I can think of is some combination of “plain weave” “canvas” and/or “oxford". “Plain weave” seems to be the most generic description. Some references to Oxford include a basketweave for shirts, but it seems close enough as well. it’s definitely not ripstop nylon, and Nomex seems like an oddly specific choice, it’s a brand of fiber and not really a fabric type. I suppose you could spring for black Nomex cloth if you wanted a genuinely fireproof flightsuit for bragging rights. The Rogue One TIE suits are nylon, I’m guessing that’s why JRS mentioned nylon since these are the post-R1 era of designs. The regular TIE CRL just says black, and doesn't even mention a fabric type. patches: I have seem a couple 100% PVC patches, the rest are all typical embroidered patches, I haven’t seen anyone making a cloth backed and PVC patch. Thinking about how I’d make one myself, I was considering a cloth backing, then using a stencil to paint on a thick layer of some kind of flexible fabric or leather paint. Alternatively, cutting up vinyl/PVC pieces and gluing it to a cloth backing. My guess is that making it a level 2 requirement would mean a handmade patch.
-
Regarding the decal size, I'm getting about 57mm/2.25" for both the helmet and shoulder emblems from the in-game assets. I got the helmet decal measurement from scaling the texture to the model, but there is likely a few percentage points of error there, since the wrapped texture is a bit distorted. It should be fairly close, and the model measurements are pretty reliable since the in-game models do include measurements. They are scaled to a body that is about 1.8m/6' in height. Like you mentioned, the scaling/proportion is ultimately what's important, and 2.15 vs 2.25 is hardly noticeable. helmet texture top, shoulder bottom:
-
I don’t think we really disagree here, I didn’t mean to suggest those renders be tossed out, just that that particular detail remain an optional one, since it’s not even seen in all of the promo renders. as far as I can tell, it only exists in 2 of the initial promo images, and then is never seen again in renders or cutscenes. It is a cool looking feature, so I can’t argue that it doesn’t look good either ? those out of game renders are definitely a valuable resource, since they represent the highest quality version of the design before they are simplified and the detail is replaced with the texture maps, like these I found posted by one of the designers. The in game models I’ve extracted have lost quite of bit of detail compared to these.
-
I've been doing some research on this one since I'm looking at doing one for Celebration. I've been extracting the in game data and there's something I noticed regarding the lenses. The mesh texture mentioned seems to be only seen in a couple of the pre-launch promo images/wallpapers, it's not in-game at all. When these CRLs were drafted those were a primary reference so it makes sense that it was included at the time, but looking at the in-game data, it seems like it should be made a completely optional item, even for level 2. These are the extracted textures, you can see there's no mesh detail at all, and any in-game footage won't have it either. The 3D model in game also doesn't have it either, since it's relatively low poly, all the detail at that level is done with normal mapping in game.
-
Sorry I couldn't reply earlier - Your proof looks a bit different from the WTF version, which is 3.0"x5.0" with different proportions. Not saying yours looks bad, after all the source material is pretty fuzzy to start with so we don't have anything exact to compare against anyways. When I was drawing this one up and digging for reference material, I did come across another image from that seems to match the proportions you went with... maybe from an old WTF facebook thread, but I'm not sure anymore - but I ended up going against the physical patch examples. Also I did notice that slightly bowed edge in all the WTF images, which was really weird, like that line was freehanded or something. This is one of the WTF patches compared to the drawing I posted in the other thread (the colors are a bit off) Illustrator PDF Old image/prototype
-
The colors are approximated based on pictures and the other images posted on the product listing. From the patch vendors I've seen, it seems like they have to match their threads against your pictures, so I'm not sure if there's a better way to define the colors without knowing what the original run used.