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....dumb>your right

Postby UrbanKid » Sun May 09, 2010 8:15 am

well yea i am dumb in alot of ways but here it is
[Decreased the poly limit]
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Postby Biodude » Mon May 10, 2010 2:01 am

if you want a model to work nicely in quake psp, I would make it less than 1000, it would work on pc quake though.

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Postby Downsider » Mon May 10, 2010 4:40 am

Biodude wrote:if you want a model to work nicely in quake psp, I would make it less than 1000, it would work on pc quake though.

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Why would you think I'd insult you for no reason?
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thats what everyone says

Postby UrbanKid » Tue May 11, 2010 9:01 am

thats what everyone says they don't believe that i made that model they always say you riped halo and stuff well i didn't i got this idea from halo reach and dark void and DUKE NUKEM[JETPACK!]......well since if you say like that i will cancel my project.....[sorry] everyone dislikes me...T_T
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Postby frag.machine » Tue May 11, 2010 12:23 pm

So, are you giving up of your project because someone doubts you did a model ? Wow. Just. Wow. :roll:
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 r00k » Tue May 11, 2010 5:17 pm

Hey if you made those models good for you. But I'm with lielielol on this one. Not to mention your player model has 30 frames of animation already. If I myself had seen a WIP progression sure, and you might want to try that in your defense in the future.

Beyond that the models look good. I can already imagine a horde of those mechs chasing CHAOS around a military installation.
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Re: thats what everyone says

Postby GiffE » Tue May 11, 2010 6:13 pm

UrbanKid wrote:thats what everyone says they don't believe that i made that model they always say you riped halo and stuff well i didn't i got this idea from halo reach and dark void and DUKE NUKEM[JETPACK!]......well since if you say like that i will cancel my project.....[sorry] everyone dislikes me...T_T

Take an easy UrbanKid, your project should be done for yourself. Regardless whether people like you or not.

While I can't say the player model looks like you made it, if you did great work, if not oh well...
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Postby frag.machine » Tue May 11, 2010 6:38 pm

While I agree the model is very detailed and far better than the others, accusations without proofs or at least strong evidences are as bad as stealing someone's work.
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 Biodude » Tue May 11, 2010 11:10 pm

He put up progress pictures of him making this model not too long ago, in our dropbox. I watched him make the model. Those pictures might not be there anymore, since he deleted everything in his old folder because of him running out of dropbox space.

Dropping because of that isn't really a good dropping reason :)
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.......

Postby UrbanKid » Wed May 12, 2010 9:35 am

thanks but i will give you an update if i have done the other models

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Postby Biodude » Fri May 14, 2010 1:48 am

thats some nice work, I see some over lapping faces tho
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Postby jim » Fri May 14, 2010 12:07 pm

They look kinda messy, would be better to show them with just one colour.

Well.. I finally got colour patterns done for my character. Does it matter what colour is used in the texture on areas that change colour using "pants" or "shirt"? I'm thinking all the green parts will be one area and the orange parts will be another area. I guess the black will stay as it is.

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zbang!
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AWESOME!

Postby UrbanKid » Fri May 14, 2010 12:58 pm

jim wrote:They look kinda messy, would be better to show them with just one colour.

Well.. I finally got colour patterns done for my character. Does it matter what colour is used in the texture on areas that change colour using "pants" or "shirt"? I'm thinking all the green parts will be one area and the orange parts will be another area. I guess the black will stay as it is.

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That is freaking AWESOME!!
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Postby ceriux » Fri May 14, 2010 4:16 pm

lookin good i see some stretching where the shoulders meet the pecs though.
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Postby jim » Sat May 15, 2010 11:09 pm

Oh well, maybe I'll try improve the vertex weights.. just remembered that I really need to do that elsewhere too.. the head has bad weights, the ears go weird if I rotate the head horizontally.

Ok and then here's an update to the skins. I think this will be final, because I don't know what else I could do to them. Well, I've thought of improving the highpoly model.. I just feel some scales in the tail bottom & end are wrong, mostly because the tail poly topology was kinda crappy. I'll probably add some more poly sections to the tail, so it'll appear smoother with animations.

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zbang!
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