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Member 86 posts
Registered: Aug 2007
Thanks everyone empezar: absolutely agree! the proportions are completely messed up and unrealistic... i'll be changing some stuff as I go through now making the low poly for each part. Will definitely be making the boots smaller. Guran: no idea, most likely different. You know you can't see yourself in single player yeah? hehe http://www.bendarling.net | http://www.reflexfps.net
Member 86 posts
Registered: Aug 2007
Ok... did up the head in low poly.. currently sitting at 1k (I plan on this character being around 5k total) http://img224.imageshack.us/my.php?image=head02jl9.jpg That's with normalmap, and just ambient occlusion as the diffuse texture Oh.. and no teeth/eyes http://www.bendarling.net | http://www.reflexfps.net
Member 344 posts
Registered: Apr 2007
Ok... did up the head in low poly.. currently sitting at 1k (I plan on this character being around 5k total) http://img224.imageshack.us/my.php?image=head02jl9.jpg That's with normalmap, and just ambient occlusion as the diffuse texture Oh.. and no teeth/eyes he looks hellbent on lodging a quad rocket up someone's ass
Member 86 posts
Registered: Aug 2007
torso low poly: http://img444.imageshack.us/my.php?image=torso02pm0.jpg http://www.bendarling.net | http://www.reflexfps.net
Member 86 posts
Registered: Aug 2007
shoulder low poly: http://img383.imageshack.us/my.php?image=shoulderlowsi0.jpg few glitches, should iron out later on http://www.bendarling.net | http://www.reflexfps.net
Member 86 posts
Registered: Aug 2007
boot: http://img116.imageshack.us/my.php?image=bootlow01ui4.jpg http://img410.imageshack.us/my.php?image=bootlow01bbx2.jpg
Yes i know there's seams, it's in the normalmap, will paint them out later in texturing stage. http://www.bendarling.net | http://www.reflexfps.net
News Writer 169 posts
Registered: Dec 2007
Looks awesome, cant wait to see more
Administrator 2058 posts
Registered: Jan 2006
Looks nice. How about making his shoe size a bit larger? I would never fit my feet in those shoes
Member 344 posts
Registered: Apr 2007
boot: http://img116.imageshack.us/my.php?image=bootlow01ui4.jpg http://img410.imageshack.us/my.php?image=bootlow01bbx2.jpg
Yes i know there's seams, it's in the normalmap, will paint them out later in texturing stage. yeah, they look sorta like something a chick would wear. it would look way better longer
Member 344 posts
Registered: Apr 2007
other than that, everyone. I believe this man will make THE md3 Quakeguy for Quake. =]
Member 17 posts
Registered: Jul 2008
Thinking outside the box, what if the "flapage" from the calf to the ankle were gaiters? http://www.dregsld.com/QW/Boot_Gaiter.jpg Old Age and Trickery Will Always Overcome Youth and Ambition
Member 126 posts
Registered: Oct 2006
people think they're knee protectors, but i think they're actually thigh pads, at least that's what they're as on the q3 ranger haha, strange.. you're right about the pads, but it is strange. thigh pads is more for sports than war. if you're fighting for your life they would just be in the way... sounds just like something the graphic makers invented when they did the model. Amazing job Electro! Are you gonna do the texturing too?
Member 86 posts
Registered: Aug 2007
http://www.gamersgallery.com/gallery/showphoto.php/photo/60545/size/big/cat/ Take a look at the boots on him, that's what I've based them off. It actually matches up, but looks a bit more odd when it's higher poly! Can easily make them slightly longer though. They're sort of like leather ugg boots, which are very girly.. urgh. Such a STUPID design, but unfortunately I'm trying to make it for the most part faithful, so that means enduring all the stupidities. GODIS!: thanks! and yeah, sure will http://www.bendarling.net | http://www.reflexfps.net
Member 126 posts
Registered: Oct 2006
Yeah, make it faithful.. Not your fault that it is a stupid design
Member 126 posts
Registered: Oct 2006
http://www.gamersgallery.com/gallery/showphoto.php/photo/60545/size/big/cat/ That is such a nice picture to model from, still faithful, but detailed.
Member 86 posts
Registered: Aug 2007
arm low poly done: http://img385.imageshack.us/my.php?image=arm02ew6.jpg yes that's everything in seperate elements modeled low poly now to combine them together onto 1 uv set and rebake the objects, shouldn't take long! full low poly pic with polygon count details etc. tomorrow http://www.bendarling.net | http://www.reflexfps.net
Member 126 posts
Registered: Oct 2006
is it possible to make the uv's as they are original right now.. I know they are in an old style, but then u maby would be able to use old skins? but the new model maby is to different from the old one?
Member 344 posts
Registered: Apr 2007
http://www.gamersgallery.com/gallery/showphoto.php/photo/60545/size/big/cat/ Take a look at the boots on him, that's what I've based them off. It actually matches up, but looks a bit more odd when it's higher poly! Can easily make them slightly longer though. They're sort of like leather ugg boots, which are very girly.. urgh. Such a STUPID design, but unfortunately I'm trying to make it for the most part faithful, so that means enduring all the stupidities. GODIS!: thanks! and yeah, sure will I didn't know he was 6'5! what a big guy, he should play football in his spare time.
Administrator 1864 posts
Registered: Feb 2006
I told santa that this was what i wanted for christmas
Member 86 posts
Registered: Aug 2007
GODIS: it'd be great to be able to make use of all the skins out there, but unfortunately it's not that simple. It could in theory be possible to fit this model onto the uv's of the original quake guy texture, but there will be stretching and distortion. The use of other textures/skins for diffuse will mean that the normalmap and specular would then be invalid and unable to be used. I WAS considering the possibility of uv'ing it to the quake3 version as that's a closer match... but even those uv's are pretty awkward to work with. We'll just have to move forward with a new one! http://www.bendarling.net | http://www.reflexfps.net
Administrator 1864 posts
Registered: Feb 2006
yeah, new one - and then support for custom skins by the server
Member 86 posts
Registered: Aug 2007
Zalon: won't it support custom skins already?! if not that's pretty lame :S
ok here's all the seperate low poly bits just thrown in together http://img229.imageshack.us/my.php?image=q1ranger01lw8.jpg
Still some work to be done, and it's a bit too high poly still atm (10k) so i'd like to work on that, I can probably just get it down to 5k without much noticeable difference at all. http://www.bendarling.net | http://www.reflexfps.net
Member 793 posts
Registered: Feb 2006
i like the fact that it's low poly and still looks awesome :]
so what about the animation? will you animate this? will it have the same frames as the original model? wouldn't more detail for the animation require changes to the engine? very curious and looking very much forward to a skinned version.
Member 86 posts
Registered: Aug 2007
dEus: Yeah i'll animate it, I'll have to make sure the frames match up with the original because like you said, if they differ, it won't work in ANY mod that uses the player model. Which is kind of against what I'm trying to do! http://www.bendarling.net | http://www.reflexfps.net
Member 126 posts
Registered: Oct 2006
GODIS: it'd be great to be able to make use of all the skins out there, but unfortunately it's not that simple. It could in theory be possible to fit this model onto the uv's of the original quake guy texture, but there will be stretching and distortion. The use of other textures/skins for diffuse will mean that the normalmap and specular would then be invalid and unable to be used. I WAS considering the possibility of uv'ing it to the quake3 version as that's a closer match... but even those uv's are pretty awkward to work with. We'll just have to move forward with a new one! hehe that's is what i was thinking... I remember when q3 demo arrived and i was amazed by the uv's, haha btw, is there anything you need help with? unfortunatly i dont have access to my stationary computer in several months, but I bet there are alot of people here that would love to help you if you need it : >
Administrator 1864 posts
Registered: Feb 2006
I have a skeleton animation for milkshape that i've used to convert models from other games in the past, dunno if this could be converted and then be of some kind of help?
Member 303 posts
Registered: Jun 2007
Huh, definition of "low poly" has changed pretty much xD UT2k4 models looks low poly compared to this model
Administrator 1864 posts
Registered: Feb 2006
I think it's low poly, as in it fits in the md3 format
Member 805 posts
Registered: Mar 2006
I have a skeleton animation for milkshape that i've used to convert models from other games in the past, dunno if this could be converted and then be of some kind of help? Maybe he could use the animation made by SputnikUtah! https://tinyurl.com/qwbrasil - QuakeFiles
Member 86 posts
Registered: Aug 2007
Ah, might help as reference, but I'll be doing my own rig and animations. Something I like from team fortress 2 is the facial expressions of characters, mainly noticable in demos and screenshots.. but yeah. Hopefully I won't get too bored and actually rig up the face so I can do some things with attacks and pain animations and things Herb: ut2004 was made a looong time ago (says a q1 developer HEHE). I will be getting the polygon count down more though. Will still be higher than ut2k4 though. GODIS!: hmm... I can't think of anything I need help with. *shrug* http://www.bendarling.net | http://www.reflexfps.net
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