What are you working on?
Moderator: InsideQC Admins
ceriux wrote:
Looking cool, ceriux!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
hmm his face doesn't look quite right i think, he kinda has the face of a chipmunk-ed office worker chewing a hamburger with a moderate surprise on what he is staring at
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
MeTcHsteekle wrote:hmm his face doesn't look quite right i think, he kinda has the face of a chipmunk-ed office worker chewing a hamburger with a moderate surprise on what he is staring at
lol what should i change on it then (remember his face is technically flat...) also there's a video of him being animated on the homepage =)
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
About the walking video, a tip: try to animate all the body, not only the legs. Make the shoulders and arms move along the legs too (but in the opposite direction of course). Look at the original player animations and you'll see what I am talking about. Are you going to replicate all Quake standard animations ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:About the walking video, a tip: try to animate all the body, not only the legs. Make the shoulders and arms move along the legs too (but in the opposite direction of course). Look at the original player animations and you'll see what I am talking about. Are you going to replicate all Quake standard animations ?
i know about the upper body movements =) its just a wip... and im going to remake prolly quite a few of them. not all will be needed but some that weren't there before will be.
new and updated walking animation video up =)
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
CERIUX: your model is kinda round-ish. makes him look weird.
Rangers/Marine are bad ass looking mofos with sweet ass armor 'n helmets.
I think Quake is a pretty cool guy. eh kills strogg and doesn't afraid of anything...
Rangers/Marine are bad ass looking mofos with sweet ass armor 'n helmets.
I think Quake is a pretty cool guy. eh kills strogg and doesn't afraid of anything...
- worldspawn
- Posts: 27
- Joined: Tue Dec 02, 2008 11:44 pm
your guys chest needs to be wider good looking so far though. ( i may make a better version later on down the road after a beta release of my mod idk yet)
also im failing at animation hard core... so if theres anyone how there who's familiar with md3 format and smd's id apeciate some help other wise everyone will have to deal with below amature work...
also im failing at animation hard core... so if theres anyone how there who's familiar with md3 format and smd's id apeciate some help other wise everyone will have to deal with below amature work...
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
ceriux wrote:also im failing at animation hard core... so if theres anyone how there who's familiar with md3 format and smd's id apeciate some help other wise everyone will have to deal with below amature work...
Why don't you take a look at vavle's half-life skeleton. There must be hundreds of animations (hl, cs, cscz, dod, etc etc...) you could 'borrow' or even study off of.
- worldspawn
- Posts: 27
- Joined: Tue Dec 02, 2008 11:44 pm
hmm, thats a good idea. ill look at the DoD and CS ones. i figured it would still count as stealing if i used those. but i guess for a beta release it wouldnt be a bad idea =) let me try and just study them first.worldspawn wrote:ceriux wrote:also im failing at animation hard core... so if theres anyone how there who's familiar with md3 format and smd's id apeciate some help other wise everyone will have to deal with below amature work...
Why don't you take a look at vavle's half-life skeleton. There must be hundreds of animations (hl, cs, cscz, dod, etc etc...) you could 'borrow' or even study off of.
EDIT: thanks for the suggestion =) i can now make a fairly nice 15 frame walk animation well i got the legs moving properly anyways. time to work on the rest of the body.
after that ill get a walk_shoot anime =) walk_reload. ect.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
edit: see my next post


Last edited by worldspawn on Tue Oct 06, 2009 5:17 pm, edited 1 time in total.
- worldspawn
- Posts: 27
- Joined: Tue Dec 02, 2008 11:44 pm
lol at the crotch butt thing, you could spare a few polys there =p also for his shoulders his waste area seems a little thin along with his legs, not so bad on the waist but still, are you making that vertex by vertex? you should really considering learning how to make what you want using extrude =) makes your work go by much faster and iv even found iv gotten better results.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
lol of course I extrude and subdivide
yay, trivial updates!

yay, trivial updates!

Last edited by worldspawn on Tue Oct 06, 2009 9:14 pm, edited 1 time in total.
- worldspawn
- Posts: 27
- Joined: Tue Dec 02, 2008 11:44 pm
Who is online
Users browsing this forum: No registered users and 1 guest


