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The Amazing APB Reloaded 3D Render Community

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15 minutes ago, Queen of Love said:

doesnT works 😞

and now neither starts 😞

Please don't spread misinformation. It still works, I literally just ripped something 5 minutes ago.

 

You HAVE to use NinjaRipper 1.7.1 and you HAVE to use D3D9, anything else will not work.

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Either you are doing something wrong, or there is an issue with your system. It works fine for me, it works fine for everyone else I talked to about this.

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Now works, NR 1.7.1 was not on admin list (U,,u)/

 

Nice this new social.

 

Merged.

 

Really thanks Little Orbit.

Is time to visit ARMAS again ❤️

Merged.

 

Note: for restart APB for play is better delete the d3d9.dll in binaries (the launcher started the scanning revision of data blocks :classic_ohmy:)

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On 9/29/2018 at 10:44 AM, Yood said:

I liked this project, let's call it a fantastic story in San Paro . who did not know

the source is the old forum .

Surprised to see someone posting my old renders, save for one the Bridget made.  Looking back on it though, god there's so much cringe, important cringe but cringe none the less.

 

Fortunately I've stopped doing APB renders all together though I've kept story scenes on one of my back burners.  Need to get Maya again.

 

Just click on the link in my sig for my most recent car porn renders.  Can never have enough lights.

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21 hours ago, SkittyM said:

Surprised to see someone posting my old renders, save for one the Bridget made.  Looking back on it though, god there's so much cringe, important cringe but cringe none the less.

 

Fortunately I've stopped doing APB renders all together though I've kept story scenes on one of my back burners.  Need to get Maya again.

 

Just click on the link in my sig for my most recent car porn renders.  Can never have enough lights.

it's sad that you stopped . there were good works , some of your ideas impressed me very much .

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2 hours ago, Yood said:

it's sad that you stopped . there were good works , some of your ideas impressed me very much .

I actually had to stop because APB's content is limiting, the only way to pass that is by redoing things from scratch.  Ultimately i chose to make scratch stuff for GTA V instead of APB but you never know, i might scratch make something for APB.  Thinking of doing the Jericho but for now, im content with what I've made so far.

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As some of you may be aware, over the last few weeks I've been going crazy modeling weapons. Specifically I decided to do my best to replicate the style of weapons as they are in APB. It was my absolute end-goal to reach a standard of quality that is equal or even supersedes what was made by RTW/Reloaded. I also specifically designed several models that I believe would fill in gaps nicely in the current weapon roster, i.e. reskins for guns that currently lack them.

 

First, a foreword to how APB weapons actually work. Unlike most games out there, APB has a rather robust (and criminally underused) customisation system. Every weapon is made up of 5 textures: A diffuse, which is used as the template for a guns texture, a normal which gives it 3D detail, a specular texture which is used to determine how shiny parts are and finally 2 colour masks which are used to determine how things are coloured by skins. The Alpha channels for these also hold the transparency information in the first map and the scratches detail mask in the second map

 

Here are some example textures (based on my OMS pistol)

 

 


nmStfAQ.png

Diffuse - the basic white mask

 

egiWcfM.png

Normal - used for 3D details

 

IquzF7g.png

Specular - used to determine shiny and dull areas

 

fgIs4gY.png inGI0we.png H9tBb0a.png  UShvNvY.png

Colour maps: each colour corresponds to a type of part on the gun
 

 

 

 

 

OMS (Obeya Military Sidearm)

 

 


s3YRsbJ.png

(256x256 textures, tri count ranging from 433-451)

 

The first gun I went on to make, initially I only made it because I really needed a glock model for one of my characters in a scene I ended up scrapping. It proved to be a very fun experience making and got the ball rolling on me trying to make various other weapons in APB style.
 

 

 

STAR-X8 series

 

 


mVD08WD.png

(512x256 textures, tri count ranging from 496-772)

 

This weapon was a very easy choice to make, considering that the STAR currently does not have a reskin available, and that the real life XM-8 is basically just a reskin of a G36. Initially I had only intended to, and did only, make the AR, however after some consideration I decided to expand the weapon into a series akin to the S1 and the VAS series of guns, which involved me completely redoing the UVs and textures from 256x256 to 512x256, which also solved other problems like the X8 symbol being mirrored on the left side of the gun

 

Uo8HomX.png   Tju6Gdl.png

(left is old, right is new)
 

 

 

EBR-762

 

 


unknown.png

(256x256 textures, tri count ranging from 996-1408)

 

Almost certainly the most complex weapon I have made here. I made it on suggestion of a friend of mine and opted to name it in convention as a Obeya reskin, since I can't really see it being anything other than an obeya functionally if it were in APB.
 

 

 

MSR (Magnum Sniper Rifle)

 

 


1DQH46B.png

(256x256 textures, tri count ranging from 1174-1552)

 

At this point I just wanted to basically make one gun in every major category APB has, going for an AWM was not a far fetched idea considering it's extremely famous use in CS. I did decide to go for the folding stock version when the standard version started to seem a little bit empty looking at the stock. Also made it easier to isolate an area to use for decal placement.
 

 

 

PASG-7 (Police Action Shotgun)

 

 


20QIOUO.png

(256x256 textures, tri count ranging from 452-622)

 

Sticking with the theme of weapons I remembered from CSGO, I decided to make possibly the ugliest shotgun in the universe for APB, simply because it would provide a rather interesting new gun, being magazine fed pump-action.
 

 

 

N-AMP 95 (Automatic Machine Pistol)

 

 


rBrkXvN.png

(256x256 textures, tri count ranging from 592-620)

 

Making the Gepard SMG was not my first choice for SMG, but it turns out, APB already features every single commonly known SMG that uses a handling configuration compatible with the game's animations. I ended up finding it by chance just before giving up.
 

 

 

SAW 556 (placeholder name, can't think of a good one)

 

SiQeAeZ.png

(512x256 textures, tri count ranging from 1200-1298)

 

The latest (and by far best imo) weapon I finished, the SAW 556 is basically designed to be a reskin of the SHAW, which somehow has gone all this time without one. Originally I had to cut the ELCAN sight before I decided to move to 512x256 textures due to an absolute lack of space on the texture. The texture was also otherwise awfully cramped and frankly terrible looking.

 

with those huge walls of images out of the way (and neatly hidden in spoilers), I'm still not done making models, I just felt that now that I have at least one of every category it was time to share. 

Edited by WhiskeyTangoFoxX
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11 hours ago, WhiskeyTangoFoxX said:

As some of you may be aware, over the last few weeks I've been going crazy modeling weapons. Specifically I decided to do my best to replicate the style of weapons as they are in APB. It was my absolute end-goal to reach a standard of quality that is equal or even supersedes what was made by RTW/Reloaded. I also specifically designed several models that I believe would fill in gaps nicely in the current weapon roster, i.e. reskins for guns that currently lack them.

 

First, a foreword to how APB weapons actually work. Unlike most games out there, APB has a rather robust (and criminally underused) customisation system. Every weapon is made up of 5 textures: A diffuse, which is used as the template for a guns texture, a normal which gives it 3D detail, a specular texture which is used to determine how shiny parts are and finally 2 colour masks which are used to determine how things are coloured by skins. The Alpha channels for these also hold the transparency information in the first map and the scratches detail mask in the second map

 

Here are some example textures (based on my OMS pistol)

  Reveal hidden contents

 


nmStfAQ.png

Diffuse - the basic white mask

 

egiWcfM.png

Normal - used for 3D details

 

IquzF7g.png

Specular - used to determine shiny and dull areas

 

fgIs4gY.png inGI0we.png H9tBb0a.png  UShvNvY.png

Colour maps: each colour corresponds to a type of part on the gun
 

 

 

 

 

OMS (Obeya Military Sidearm)

  Hide contents

 


s3YRsbJ.png

(256x256 textures, tri count ranging from 433-451)

 

The first gun I went on to make, initially I only made it because I really needed a glock model for one of my characters in a scene I ended up scrapping. It proved to be a very fun experience making and got the ball rolling on me trying to make various other weapons in APB style.
 

 

 

STAR-X8 series

  Hide contents

 


mVD08WD.png

(512x256 textures, tri count ranging from 496-772)

 

This weapon was a very easy choice to make, considering that the STAR currently does not have a reskin available, and that the real life XM-8 is basically just a reskin of a G36. Initially I had only intended to, and did only, make the AR, however after some consideration I decided to expand the weapon into a series akin to the S1 and the VAS series of guns, which involved me completely redoing the UVs and textures from 256x256 to 512x256, which also solved other problems like the X8 symbol being mirrored on the left side of the gun

 

Uo8HomX.png   Tju6Gdl.png

(left is old, right is new)
 

 

 

EBR-762

  Hide contents

 


unknown.png

(256x256 textures, tri count ranging from 996-1408)

 

Almost certainly the most complex weapon I have made here. I made it on suggestion of a friend of mine and opted to name it in convention as a Obeya reskin, since I can't really see it being anything other than an obeya functionally if it were in APB.
 

 

 

MSR (Magnum Sniper Rifle)

  Hide contents

 


1DQH46B.png

(256x256 textures, tri count ranging from 1174-1552)

 

At this point I just wanted to basically make one gun in every major category APB has, going for an AWM was not a far fetched idea considering it's extremely famous use in CS. I did decide to go for the folding stock version when the standard version started to seem a little bit empty looking at the stock. Also made it easier to isolate an area to use for decal placement.
 

 

 

PASG-7 (Police Action Shotgun)

  Hide contents

 


20QIOUO.png

(256x256 textures, tri count ranging from 452-622)

 

Sticking with the theme of weapons I remembered from CSGO, I decided to make possibly the ugliest shotgun in the universe for APB, simply because it would provide a rather interesting new gun, being magazine fed pump-action.
 

 

 

N-AMP 95 (Automatic Machine Pistol)

  Hide contents

 


rBrkXvN.png

(256x256 textures, tri count ranging from 592-620)

 

Making the Gepard SMG was not my first choice for SMG, but it turns out, APB already features every single commonly known SMG that uses a handling configuration compatible with the game's animations. I ended up finding it by chance just before giving up.
 

 

 

SAW 556 (placeholder name, can't think of a good one)

  Hide contents

SiQeAeZ.png

(512x256 textures, tri count ranging from 1200-1298)

 

The latest (and by far best imo) weapon I finished, the SAW 556 is basically designed to be a reskin of the SHAW, which somehow has gone all this time without one. Originally I had to cut the ELCAN sight before I decided to move to 512x256 textures due to an absolute lack of space on the texture. The texture was also otherwise awfully cramped and frankly terrible looking.

 

with those huge walls of images out of the way (and neatly hidden in spoilers), I'm still not done making models, I just felt that now that I have at least one of every category it was time to share. 

LO should hire you to do weapons for them.

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11 minutes ago, Amberwind said:

LO should hire you to do weapons for them.

Cool as that would be, I doubt that's even possible

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Hopefully in the future they can add proper reload animations on the characters and weapons. I'll try and post something soon.

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10 hours ago, IRyanI said:

Hopefully in the future they can add proper reload animations on the characters and weapons. I'll try and post something soon.

This is what I'm hoping for. It's still pretty jarring to fire any gun and not see the slide on a pistol or ejection port on a rifle not move at all. Just proper gun animations in general would improve the feel for each gun so much

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On 2/20/2019 at 4:08 AM, SuperToaster said:

This is what I'm hoping for. It's still pretty jarring to fire any gun and not see the slide on a pistol or ejection port on a rifle not move at all. Just proper gun animations in general would improve the feel for each gun so much

Weapon parts used to be animated but this feature was removed for whatever reason

On 2/17/2019 at 3:37 PM, WhiskeyTangoFoxX said:

Cool as that would be, I doubt that's even possible

I don't see why not. There's many game companies that went on to actually hire their modders - knowing multiple skills helps

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