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Postby ceriux » Tue Mar 22, 2011 6:40 pm

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Postby Error » Tue Mar 22, 2011 7:34 pm

I wasn't thinking about Covert Ops, but maybe will eventually.

Covert Ops was made just to make Quake play like Black Ops. Not to make Quake into Black Ops.

I have a few ideas for player model replacements that I may get started on. Just so that people have choices as to who they want to play as.
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Postby ceriux » Tue Mar 22, 2011 7:39 pm

just the uv left and a texture than i can start animation, i want to come up with some cool weapons, going to be hard at low poly.

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Postby frag.machine » Wed Mar 23, 2011 1:29 am

wtf happened to the Heavy ? :O
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Wed Mar 23, 2011 3:09 am

Heavy?
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Postby Error » Wed Mar 23, 2011 3:14 am

make his body beefier... he looks abnormal... not in a good way
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Postby ceriux » Wed Mar 23, 2011 3:17 am

he's an alien he's supposed to be abnormal? if i make him beefier , he'll really look stupid. i'v already attempted it.
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Postby leileilol » Wed Mar 23, 2011 3:28 am

why the excuses? I suppose there's some excuse for the terrible poly distribution and unnecessary edgeloops too?
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Postby ceriux » Wed Mar 23, 2011 3:35 am

how's this?

Image

i dont know what you mean by horrible poly distribution?

please explain, if possible draw over my pic. be as blunt as you want leilei. i need crit's to do better.

anyways, concept is alien, male, stylized but not extremely.

no paper concept, all from my head. bad idea i suppose.
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Postby Downsider » Wed Mar 23, 2011 8:41 pm

I'm no artist but he might be referring to the hands and neck area.
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Postby ceriux » Wed Mar 23, 2011 8:43 pm

i thought the hands looked good? other than the one mess up that i fixed in that pic. idk. neck i could see, i only put one loop there. but his head wont be moving that much. idk, i think im just going to scrap that character anyways... i kind of want to make a super smash bro's like game =)
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Postby mh » Wed Mar 23, 2011 8:57 pm

They do look good. I think he's more worried about how it'll run on a 486 though... :twisted: :lol:
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Postby Downsider » Wed Mar 23, 2011 9:22 pm

ceriux wrote:i thought the hands looked good? other than the one mess up that i fixed in that pic. idk. neck i could see, i only put one loop there. but his head wont be moving that much. idk, i think im just going to scrap that character anyways... i kind of want to make a super smash bro's like game =)


They look good, but horrible poly distribution is referring to the fact that they're fairly high poly compared to the rest of the model. Frankly I don't care, and I doubt anybody else does, but he does have a point.
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Postby frag.machine » Wed Mar 23, 2011 10:45 pm

ceriux wrote:Heavy?


Image

LOL just kidding... nvm
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Downsider » Thu Mar 24, 2011 2:02 am

Trying to get attachments on bones in IQM.

The box is supposed to be attached to the left hand.. Any ideas why this might be happening instead? Seems like the origin of rotation is off..

http://www.youtube.com/watch?v=H-6KDjrR6lE

EDIT:
Dayum, page king for page 100.
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