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Spetsnaz Glove Project (now SKIN PACK)

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Progress Report

Completed

Updates

The "Are We There Yet?" Update
  • Added three new photos exhibiting current WIP of new (and final) glove to be added to the Spetz texture pack. Explanation of design decision on texture, specular map design exhibition.
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The 'Soonest' Status Update
  • New photo exhibiting teaser of new Russian camo completed. New Glove exhibited. General Status of project and content projection added to overall description below.
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New gloves for Spetz

The "Are we there yet?" Update

Work has begun on the final set of gloves and the last two camo patterns to be applied to the soldier models. Currently working on 1st person of said patterns along with the gloves. It's been a long road but the finish line is in sight.  Latest glove is WIP photo of course and is not final.  Latest WIP shot for glove specular map is for the latest FINISHED glove, not the current WIP glove that is now being designed and created.

THE 'SOONEST' UPDATE

The pack is almost complete (no joke, really). Finishing up this current set of camos/gloves I've been doing and have one more to go. It's been absolutely CRAZY how much free time I seem to not have. Yard work, house work, farm work, Church work, baby sitting, work work.... Progress has been slow, but I'm getting there. I plan on having 4 new full sets of camos (2 patterns apiece for light and heavy soldiers) with new gloves, plus 1 set more if you count the HD remake of the default Spetz sleeves with new gloves.

Definitely taken longer to release this than I wanted or planned, but it'll get done, sooner than later. :P



Keeps getting sooner update

As you might have figured, this Spetz glove, which became a two pack, which became an HD sleeve remake of the default Spetz also, which became a Spetz glove PACK, has graduated into a full fledged SPETSNAZ SKIN PACK.

Now that I've got my Desert skins done (not fully shown), the longest part (building templates for skinning) is complete (1st and 3rd person Light and Heavy as well as Kits). Hopefully I'll be able to breeze much faster through the other camos I plan on adding to Spetz. Also plan on doing a couple more brand new custom gloves (not recolors) for those additional camo patterns.

When doing research for patterns for Russian desert, I came across so many great Russian camo patterns that I just had to try to put them into BF2. Stay tuned guys. Hopefully not too much longer... RL allowing.

The New Variant Update

Details in the photo. Was wondering what they would look like in green. Still working this project and plan to have a pack eventually. Not going to make my April deadline, but I think it will be worth the wait for those interested.



THE COMING SOONER UPDATE

Getting closer now.  Someone told me those old sleeve textures really detracted from the gloves.  So here we go...


THE NEW SEMI-FINAL UPDATE


Just to prove I'm not sitting on my hands (HAR HAR) a little progress update. I originally planned to release April 1st (no kidding) but this project has expanded a little bit. With RL responsibilities slowing me down and the project now becoming bigger than just 'tweaks' I hoping for a late April release now. Cross your fingers(pun intended).

Here's a shot showing how new techniques I've learned added exactly the look I wanted using a combination of normals, alphas, and textures for glove reinforcement/padding for knuckles and on the fingers. Capturing the real life look of the gloves without having to make it a static texture.I've had to not only use BFmeshview, but also go back and forth ingame alot to test my changes to make sure they look they way I want them to.

Note the light reflection bending and different levels of hue on the finger
padding and knuckles. To create the bumps I first painted a normal map
grey/white/black image, bump mapped it in Gimp, then normal mapped it,
and then color painted it according to the rules of tangent normal map
space.

Yeah I know this is a weird way to do things.... but
like it's been said, I don't exactly do things in an orthodox manner. 
Isn't that the hallmark of modding, really? ;)










THE NEW FINAL UPDATE





Have waited a year for the mod I donated this glove project to release it. I've decided to release this into the wild rather than let it be lost and tossed. Applying some of my knowledge accrued over the last year, improving by tweaking textures/normals/alphas. Hope to release within the next 5 weeks.

FINAL UPDATE

After many hours finally got this project out of the way. Completed one dark glove, one white variant, and a fingerless white variant. Originally was only going to do the dark, but it ended up snowballing a bit. Anyhoo, here it is. Should be available in the next release of Spec Ops Warfare mod for Battlefield 2.



Original post:

Working on some new gloves for a Battlefield 2 mod called Spec Ops Warfare, in agreement to trade some stuff. Design is based off a set of real world civilian gloves, not entirely realistic but have occasionally seen civilian gloves being worn by soldiers. Like the "look" it invokes, just strikes my fancy.

Someone commented on the lower quality of the default sleeve it's attached to. Kicking around the idea of whether or not to go ahead and retexure that (in same colors) as well, as it does detract visual appeal of the gloves abit. :\

UPDATE

More progress made. BF2 hands are a bit frustrating with the mesh tending to bend textures a certain points. With hands making rapid movements as they do ingame it's not too noticeable, but if you stare at them in a fixed position (when you're checking how textures land ingame) it can be annoying. :P

Note that the white areas in screenshot 3 are just markers for me, not actually part of the final glove texture.

Looking forward to how the end result will be.

UPDATE 1-08-15

finished the fingers, finished back hand detailing, created new texture for the knuckle reinforcement and applied it to the knuckles and those 'white finger spots' as according to the glove this is based on.

Just about finished with the texture, a few more details and edits left. Then onto the OS/specular which will create the leather look through lighting, also hope to create a faux specular/height look with the knuckles for creative fun.

UPDATE 1-17-15

Almost there. OS map created and tweaking. Want to try something to see if I can add a bit of flavor to the lighting as it hits the texture map.

UPDATE 1-26-15

Everything is pretty much in a near final state. Misc tweaks being made to bumpmaps, specularity, and the texture. I would estimate between 95 to 98 percent done.

Posts

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  • 11mo
    MasterChiefRulZ avatar
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    Posted by Critical Error

    Posted by =NIGHT-WOLF=

    I think the spetsnaz use these kinds of gloves

    Both gloves are too complex.

    Thanks to both gentlemen for the interest.

    As stated this is more a 'rule of cool' than an accuracy project. Truthfully someone already made the most commonly used Spetsnaz glove (judging by RL pics, see =NIGHT-WOLF= pic) for BF2's MEC faction.

    Googling images of Spetsnaz gloves will yield interesting results. While not entirely, my latest gloves have certain details inspired by actual Russian gloves (military and airsoft inspired).

    I confess the camos themselves are not entirely worn by Spetz, but are worn by other branches of Russian military or sold in Russian Airsoft circles. There's a degree of accuracy, but I've taken artistic license here and there.

    Thanks again for interest and feedback.
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  • 11mo
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    Posted by =NIGHT-WOLF=

    I think the spetsnaz use these kinds of gloves

    Both gloves are too complex.

    • Agree x 1
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  • 11mo
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    I think the spetsnaz use these kinds of gloves


    • Agree x 1
  • 11mo
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    Posted by MasterChiefRulZ

    Posted by THePrince2231206

    those are some nice bf2 gloves 

    ps: do u still use winxp lolololololololo
    Thanks for the kind words and interest. Spent many hours working on this set.

    On the topic of XP, I use it for my modding of BF2. All the tools were made during XP's heyday, so they optimally work there. Other BF2 modders have had mixed results on newer OS, so to have the best atmosphere to work in I have a dualboot setup of different OS which I can switch between for using my BF2 modding tools. :)

    thats a smart solution.. and lol 12 updates
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  • 11mo
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    Posted by THePrince2231206

    those are some nice bf2 gloves 

    ps: do u still use winxp lolololololololo
    Thanks for the kind words and interest. Spent many hours working on this set.

    On the topic of XP, I use it for my modding of BF2. All the tools were made during XP's heyday, so they optimally work there. Other BF2 modders have had mixed results on newer OS, so to have the best atmosphere to work in I have a dualboot setup of different OS which I can switch between for using my BF2 modding tools. :)
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    those are some nice bf2 gloves 

    ps: do u still use winxp lolololololololo
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    Posted by Stark Raven

    Motorcycle crash gloves, what? Do people actually use those for combat, or is it just a rule of cool thing?


    Rule of cool.

    Granted stranger gloves have been worn into combat.

    http://www.motifake.com/facebookview.php?id=858

    I guess I need to add the BF2 community motorcycle addon to go with these gloves for anyone at GB who wants to use the gloves accurately.
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    Motorcycle crash gloves, what? Do people actually use those for combat, or is it just a rule of cool thing?

    • Good Idea x 1
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    Posted by IVMyLife

    I'd suggest you to convert knuckles to an object space normal like the rest.

    Thank you again for the feedback.

    For the sake of my ignorance please bear with me, but what would be the benefit of having them the same? (headscratch)  Not trying to be smart, a genuine question.

    Always better to get a response from someone with experience, rather the generic google search (which can yield results too, albeit more generalized).

    As they are the glove's knuckle protection actually receives reflective light when a light source is above it.  Before I would have to face the sun with palms up before that would occur, which is odd because the back of the hand should be in shadow.

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    Posted by MasterChiefRulZ

    Posted by IVMyLife

    It's kinda confusing the fact that the knuckles are a tangent space normal when the rest is an object space normal...


    A workaround for the game engine's limitations.  My intent was to achieve ingame lighting on the knuckle protection as it should, and this was the only way I could do it (with my understanding).  Ingame pics tell the rest of the story.

    I certainly admit I'm no professional, but I do take the time to experiment and craft in order to reach my goals (which may at times be a bit unorthodox). :P

    Thanks for the interest and feedback IVMYLIFE. :)

    I'd suggest you to convert knuckles to an object space normal like the rest.
    • Interesting x 1
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Category

Details

Development State
In Development
Completion
100%
Access
Public

Attributes

Miscellaneous
tactical gloves
Genre
Texturing

Stats

Posts
14
Views
4,052
Downloads
0
Date Added
2y
Date Modified
9mo
Date Updated
11mo

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