Hello everyone
I am undertaking an ambitious school project for 3D animation and design. The first thing I thought about doing was remaking all weapons and items.
Since we have a dedicated community for my favorite game, I thought this would be the appropriate place for feedback as I take steps for this project into completion. I am really excited to work on this project as I have a lot of plans and ideas.
The first thing I wanted to do, is to remake the rocket launcher. Not to just remake it, but redesign it. It will still look faithful to the old, but with subtle changes. I want to give it an updated look, and increase the animation complexity to rival today's standards. For instance, I always wondered what those three little half tubes sticking out of the main body were actually for, if you put it into perspective to reality. I done a rough 15 minute sketch on the RL design itself and my implementation of those tubes in animation.
Now I need some feedback from the community because I don't just want this to be a grade for my class, but a contribution to the community. How faithful do people want models to be? Does it have to be exact to the old down to the letter? Or do people want something more out of the originals? Not changed completely, only maybe 2 degrees from 100 percent faithful.
I also plan on making 3 separate armor models. How I plan to do this is create 3 models in Maya, then combine all three into one. When I go to make the actual skins, all three models will be UV mapped on the same UV. So say I have the green armor, to get just the green armor model to show through the stack of models that'll overlap each other, I will create alpha channels on the yellow and red armor UVs so they will be invisible, leaving just the green armor skin visible.
Here's a quick sketch of the green armor:
My plans for the armor designs are to keep the basic features from the originals. Similar base shape for the pauldrons and breast plates. altering the outline shape ever so slightly with each armor design. This green armor will have a leather look to it, being green of course with some chain or ring mail on the bottom. The yellow armor will be plated with some scale mail. Red armor will be a Gothic style design being all metal.
When I am done, I am going to make optional bright skins for the weapons and items for all those competitors out there. Similar to Q4Max's style of bright skins.
I have some questions:
Note I will be developing these models primarily for EZQuake.
1. When animating models, do I animate based on the animation length of the original models, or do I animate based on the number of frames on the original models?
2. Should I do md3 models, or mdl models? If md3, explain the advantage of it over mdl or vise versa.
3. Am I able to implement q3 style shaders?
I am undertaking an ambitious school project for 3D animation and design. The first thing I thought about doing was remaking all weapons and items.
Since we have a dedicated community for my favorite game, I thought this would be the appropriate place for feedback as I take steps for this project into completion. I am really excited to work on this project as I have a lot of plans and ideas.
The first thing I wanted to do, is to remake the rocket launcher. Not to just remake it, but redesign it. It will still look faithful to the old, but with subtle changes. I want to give it an updated look, and increase the animation complexity to rival today's standards. For instance, I always wondered what those three little half tubes sticking out of the main body were actually for, if you put it into perspective to reality. I done a rough 15 minute sketch on the RL design itself and my implementation of those tubes in animation.
Now I need some feedback from the community because I don't just want this to be a grade for my class, but a contribution to the community. How faithful do people want models to be? Does it have to be exact to the old down to the letter? Or do people want something more out of the originals? Not changed completely, only maybe 2 degrees from 100 percent faithful.
I also plan on making 3 separate armor models. How I plan to do this is create 3 models in Maya, then combine all three into one. When I go to make the actual skins, all three models will be UV mapped on the same UV. So say I have the green armor, to get just the green armor model to show through the stack of models that'll overlap each other, I will create alpha channels on the yellow and red armor UVs so they will be invisible, leaving just the green armor skin visible.
Here's a quick sketch of the green armor:
My plans for the armor designs are to keep the basic features from the originals. Similar base shape for the pauldrons and breast plates. altering the outline shape ever so slightly with each armor design. This green armor will have a leather look to it, being green of course with some chain or ring mail on the bottom. The yellow armor will be plated with some scale mail. Red armor will be a Gothic style design being all metal.
When I am done, I am going to make optional bright skins for the weapons and items for all those competitors out there. Similar to Q4Max's style of bright skins.
I have some questions:
Note I will be developing these models primarily for EZQuake.
1. When animating models, do I animate based on the animation length of the original models, or do I animate based on the number of frames on the original models?
2. Should I do md3 models, or mdl models? If md3, explain the advantage of it over mdl or vise versa.
3. Am I able to implement q3 style shaders?