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Thread: WPP: Wipeout Pulse Papercrafts

  1. #1
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    Default WPP: Wipeout Pulse Papercrafts

    Hi to all Wipeout Pulse fans..

    The time has come for some paper creation from Wipeout Pulse.
    My work continues. Besides the PURE line grafts I want to create PULSE crafts too.

    I know that 20 crafts from FX 300 is still missing ,but don´t worry I´m counting with their construction.

    How about some craft from FX 400.

    That idea comes to me trough the ICARAS creation of Dogg Thang.
    I like his livery so I´ve decided to make Pulse Icaras first.

    ICARAS

    The craft itself is more detailed than the Pure-one, so it will be more difficult to build...Major difference is "clear" COCKPIT with the pilot...
    The AIRBRAKES are opening in the different side in some hole-shape thing.
    I though that the shape of the Icarases from both games will be nearly the same. Wrong contemplation .The Pulse Icaras has completely new shape as you can notice from the renders below.



    front view

    rear view

    top view

    cockpit

    cockpit open

    I hope that the paper model of this amazing craft will be soon...

    After that I´ll complete THIS little thing.

    This time...... enjoy the renders .....

  2. #2
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    Looking great! The addition of the pilot must have made it quite tricky. I can't wait to see it progress!

  3. #3
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    I`m looking forward to see this design!

    stevie

  4. #4
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    I made the cockpit from some transparent foil....
    The unfolded "glass" of the cockpit will be in the paper sheet with the craft in 2 forms: Blank - for transparent foil and Textured - like in the Pure models.

  5. #5
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    this will be an epic, epic thread...

    I'm looking forward to your models.
    The ones you made for Pure were excellent!

  6. #6
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    Definitely! Looking forward to see your model, Jan!
    Maybe you should choose a bigger scale for the pulse models so it's easier to fold these complex structures?

  7. #7
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    Jan, you do such wonderfully neat, precise work. You got skillz.

  8. #8
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    amazing! that icaras looks wonderful! i cant wait to see my feisar

  9. #9
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    jan. for you sir. i would traverse mountains.


  10. #10
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    Just something I've been doing on my side of the world might be of interest to you:
    http://www.eastrain.com/?p=24

  11. #11
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    Quote Originally Posted by defor View Post
    are you litteraly importing them from the game/website or are you recreating them from scratch? Either way awesome work.

  12. #12
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    Just imported. Pretty easily too, if you think about it...

  13. #13
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    From the game or website? Because I know that it'd make jans papercrafting job alot easier if he had the original models.

  14. #14
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    Well... yes, you've got me, extracted from the website... so far I've converted the following:

    ag_systems.DXF
    assegai.DXF
    auricom.DXF
    harimau.DXF
    icaras.DXF
    mirage.DXF
    qirex.DXF

    (updated 2/24)
    The rest and the texture mapping are almost done.
    Last edited by defor; 24th February 2008 at 01:51 PM.

  15. #15
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    That's awesome, defor!
    Jan you should use them

  16. #16
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    Ok, all 12 are done now for anyone who wants them (left in .obj format):

    http://www.eastrain.com/?p=27

    Texture coordinates are intact as well for making new textures, unwrapping, etc.

    This should make creating papercrafts simply a matter of unfolding them in the application of choice.

    Thanks to Wipeout-Game.com for making the .w3d files publicly available.

  17. #17
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    Ah nice one defor, I attempted to do the same, got as far as converting the w3d files into .obj using glintercept and SW3D viewer, I'm guessing you used a similar method. I got bored by the time I needed to begin the UV mapping, such a horrible, horrible, task, especialy considering I was working from anim8or

    Was planning to import them as props into garrysmod

  18. #18
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    right..
    my process (after some trial and error) was as follows:
    1-bring the w3d files and images into director and set the movie to default to OpenGL rendering
    2-use 3DPI to:
    enable visibility (some of the models weren't visible?)
    associate the images to the textures
    associate the textures to the shaders (had to do this by hand on a few as the original w3d process apparently was not the same for all)
    reposition the camera at 0,0,3000 (this is why the obj files are offset vertically
    3-create a looping stage and export using OGLE straight from director with settings modified to include texture coordinates and normals

    now, some little notes:
    1-smoothing groups appear to be lost
    2-polys need to be rewelded in your tool of choice
    3-normals need unified

    but that's standard for most 3d conversions.

  19. #19
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    Good job Defor

    Is there any chance to export them (the models) into other formats suitable for me. I need the geometry (mesh) only. The textures and mapping I´m doing myself. I need format that can be opened (or imported) with 3D Studio MAX 5.1 or AutoCad 2000.....That means this types of files... dxf,3ds,max(5),dwg(2000)..
    I saw in your pages that picture with the craft mesh similar to the MAX interface , true?
    It makes my work much easier if you help me with this problem....Jan

  20. #20
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    Lightbulb want .mqo file?

    Quote Originally Posted by alien99 View Post

    I need format that can be opened (or imported) with...
    I can export to Metasequoia format(.mqo).
    Metasequoia can export to dxf, 3ds(shereware version only), and some format.

    Do you (papercraft maker and skin creaters) want it?

    EDIT:
    Defor, I think you should include alternative ship skin textures for skin creaters if they are availavle.
    Last edited by HISHO[JP]; 25th February 2008 at 10:07 AM.

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