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 Post subject: Re: CQB_player
PostPosted: Wed Mar 08, 2017 9:28 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
These are some texture variations for the woodland version. My favorite combinations are the P, O, B, L (let me know your favorite combinations). I took the flecktarn and multicam camouflage textures from this site (thank you guys!) -->
http://s116.photobucket.com/user/TKB1/library/facepunch%20forums%20skin%20resources?sort=3&page=1

Check out my blog to view the render.

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 Post subject: Re: CQB_player
PostPosted: Thu Mar 09, 2017 8:08 pm 
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Sharp Shooter
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Joined: Fri Oct 18, 2013 7:00 pm
Posts: 84
Very good source for camo patterns indeed!

E, G, H for terrorist.
I think that flecktarn is TC terrorist classic by now and should stay that way(but different camo patterns for trousers and jacket like your examples). Additionaly maybe soviet/russian "butan" camo which was used in different variations in eastern european armies. Also there is a possilility to use flectarn on the vest. Search for "german flak vest" on Google. These are very popular(cause they're cheap aond plentiful) among survivalists and a lot of them could be seen on volunteer militias in 2014-2015 at eastern Ukraine.

T for spec ops.
For spec ops i think that the multicam suits the best(and it's quite popular among NATO forces too). For spec ops no mixed camo and matching trousers/jacket. For woodland camo I suggest you to try out MARPAT, CADPAT or other digital patterns.

I should finish up my weaponsounds mod...


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 Post subject: Re: CQB_player
PostPosted: Sat Mar 11, 2017 8:17 pm 
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Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
Nice work marze, there's still hope for TC. As long as there is just one person creating content for TC there will be hope ;)

I like B for terrorists and R for spec-ops. I would like to see some variants with head gear like masks or hats, helmet , etc.


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 Post subject: Re: CQB_player
PostPosted: Sun Apr 09, 2017 8:01 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
I showed only a basic model without accessories because the accessories and the heads are customizable with the *.skin files directly in TCE/CQB. However in order to have a better overview of how it could be the red team fully equipped, I did a render for the urban environment maps (take a look at my blog). I 'just a proposal and am happy to make changes if you send me some suggestions.

Camo used:
Black-Urban Camo, Black-Foliage, Brown-Plissken
Foliage-Black, Black-Splinter night, Foliage-jeans

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 Post subject: Re: CQB_player
PostPosted: Tue Apr 11, 2017 8:45 pm 
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Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
Man these variants look awesome. Well done marze.

I don't know what else to suggest because they look ready to be deployed into any high quality game imho. :mrgreen:

Or maybe you could create a variant with a sleeveless jacket and maybe add some tattoos to the arms? That's a very common design in specops vs terrorist games these days.

Something like this:

Image


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 Post subject: Re: CQB_player
PostPosted: Mon May 01, 2017 5:03 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
The current version of CQB does not allow you to change the player based on the map type. So using a sleeveless variant on an arctic map becomes a bit difficult and unlikely ...
I did a render of spec ops team fully equipped for the urban environment maps (take a look at my blog).

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 Post subject: Re: CQB_player
PostPosted: Sat May 06, 2017 11:36 pm 
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Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
Oh I see. You're right It wouldn't make any sense.

Those variants look awesome though. Excellent work!

And what about a juggernaut type of variant? You know like the ones from CoD Black Ops 1. Those design would fit perfectly in a CQB setting.


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 Post subject: Re: CQB_player
PostPosted: Sat May 06, 2017 11:48 pm 
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Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
rBok6 wrote:
Oh I see. You're right It wouldn't make any sense.

Those variants look awesome though. Excellent work!

And what about a juggernaut type of variant? You know like the ones from CoD Black Ops 1. Those design would fit perfectly in a CQB setting.


http://callofduty.wikia.com/wiki/File:J ... del_BO.png


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 Post subject: Re: CQB_player
PostPosted: Sat May 20, 2017 9:36 am 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
juggernaut in the queue

I did a render for the Red team - woodland environment

Camo used:
Olive-Flecktarn, Black-Olive, Olive-Olive
Olive-Flecktarn, Foliage-Multicam, Flecktarn-Olive

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 Post subject: Re: CQB_player
PostPosted: Wed May 31, 2017 10:20 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
Some variations for the woodland environment for the specops team.
I like the classic M81 with black vest but the last one is good for urban environment also.
Camo used: M81-Olive, M81-Black, Comsubin-Olive, Comsubin-Black, Foliage-Olive, Foliage-Black.
I made also a patch with the logo on the left shoulder.
Every time that I make some render I found some error on the texture to fix...never ending story...

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 Post subject: Re: CQB_player
PostPosted: Thu Jun 08, 2017 3:37 am 
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Sharp Shooter
Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
marze wrote:
Some variations for the woodland environment for the specops team.
I like the classic M81 with black vest but the last one is good for urban environment also.
Camo used: M81-Olive, M81-Black, Comsubin-Olive, Comsubin-Black, Foliage-Olive, Foliage-Black.
I made also a patch with the logo on the left shoulder.
Every time that I make some render I found some error on the texture to fix...never ending story...



Excellent work as usual marze. Keep it up :)


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 Post subject: Re: CQB_player
PostPosted: Wed Jun 14, 2017 8:21 pm 
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Master
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Joined: Fri Jun 12, 2009 4:01 pm
Posts: 466
Marze, I PM'ed you, please check it out. :)


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 Post subject: Re: CQB_player
PostPosted: Fri Jul 14, 2017 11:37 am 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
I fixed a UV mapping error of the hands and I did a render for the Red team - Desert environment

Camo used:
Khaki-Flecktarn desert(Ger), Khaki-Somalia (Ita), Flecktarn desert(Ger)-Khaki
3color desert(USA)-Khaki, Khaki-Flecktarn desert(Ger), Kryptek Highlander(USA)

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 Post subject: Re: CQB_player
PostPosted: Fri Jul 21, 2017 6:48 pm 
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Master
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Joined: Wed Apr 13, 2005 10:28 pm
Posts: 291
Location: USA, California
Damien I PMed you twice now. What gives? No response?


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 Post subject: Re: CQB_player
PostPosted: Fri Aug 11, 2017 1:17 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
Some variations for the desert environment for the specops team.

Camo used:
AOR1 Desert(USA)

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