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Postby GiffE » Tue Sep 23, 2008 12:11 am

I'm loving the rocket launcher. Superb work!
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Postby jim » Sat Sep 27, 2008 1:50 am

Great thanks :)

Started drawing the face now.. It looks older than me.. but it's meant to be older than me, but maybe not as much as it's now. Eyes may be a bit different colour, but that's about how they looked like in the bathroom mirror. Sometimes they look brown, sometimes they look dark green.. I like green :D

Render:

Image


Texture:

Image


Various clothes, not textured yet, only uvw mapped. All on separate uvw maps, thought it would be better in case I need to change or remove something I don't like.. I've been chaning them back and forth on being one uvw or separate uvws, huh:

Image
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Postby MeTcHsteekle » Sat Sep 27, 2008 10:31 am

perhaps you could make skins with the diffrent eye color and make it random on wich is used
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Postby jim » Mon Sep 29, 2008 9:50 am

Yes, I will and I do some other changes to the skin as well.

Finally got it looking like something.. I based the skin areas to my photos, but they were quite crappy, so I had to draw a lot. The render got some meshsmooth, bumps and specular, just for fun..

Image

Image

Some texture testing: http://koti.mbnet.fi/jeejeeje/wip/paral ... e_test.jpg
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Postby Spirit » Mon Sep 29, 2008 10:14 am

That looks like Jesus. :D
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby ceriux » Mon Sep 29, 2008 11:10 pm

id say add more shading where the hair folds over itself but you can still see under it (if you know what im saying) have a little difference in the shadows on your hair, it seems really flat atm. otherwise its a nice textures ;)
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Postby jim » Fri Oct 10, 2008 7:18 pm

Here's some bunch of stuff I've been working on recently:

3 Rocket Box

Disc Launcher Ammo Box
note: I haven't done the weapon, this and the rocket ammo boxes were done for a speed modeling competition with "Ammo pickup" theme.

Door ingame wip

Some windows ingame test


I've also added real gravity.. found an equation for it from wikipedia and put it in.

Code: Select all
   if(!at_bottom)
   {
      density = 1.2; // 20 celsius air density
      area = 81.261; // projected human surface area in square meters... this is actually when it's falling in crusifixion pose face down
      dragco = 1.1; // human in upright position
      // terminal velocity: square root((2 * object mass * gravity) / (fluid density * object projected area * object drag coefficient))
      self.velocity_z = self.velocity_z - sqrt( (2 * self.mass * (gravity / 10)) / (density * area * dragco) );
      self.jump_flag = self.velocity_z;
   }


This new gravity also needs a much lower setting for sv_gravity. I use 392 units per second (1 unit = 2,5cm) which is 980 cm per second (average earth gravity).
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Postby MeTcHsteekle » Fri Oct 10, 2008 7:34 pm

hehe looks cool

im interested in what the razor launcer will do, will it be like the lil ripper in AON? or like a a game i wonce played for the gamecube where u play as a robot, and one of the wepons you get shoot out lil razors, and when u hit the other robots it cuts there arms so they just hang there. they loose control of the arm but will still shoot at you, wich would make there arm swing around violently causing them to shoot themselves and the other eneimy robots as well...i cant remeber the name of the game tho :?

oh it was "MetalArms:glitch in the system"
http://www.youtube.com/watch?v=sTtdb4Uf ... re=related
pritty fun no matter how childish it can get :D
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Postby jim » Mon Oct 13, 2008 3:27 am

I'm interested in what it will do too :O I think it will be something like a sniper rifle, but it just shoots high velocity discs.

Here's initial concept for it:
Image


And here's city textures finished mostly:
Image

Click it for bigger!
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Postby GiffE » Mon Oct 13, 2008 4:51 am

Atmosphere of that level is great.
He runs like a goof but still nice quite a pace of work.
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Postby ceriux » Mon Oct 13, 2008 5:07 am

looks cool :D
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Postby jim » Wed Oct 15, 2008 1:05 pm

Now that I had spent a lot time on doing that, I started wondering if it would be a better idea just to make the windows from map geometry? This way I could make a lot more textures in faster time. Saving all those window textures took me more than 5 hours... I thought I could still have some windows drawed into the texture, which could be used in buildings that are far away and player can't get close to them.

Windows something like this?

Not necessarily bumped up like that...
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Postby r00k » Wed Oct 15, 2008 5:01 pm

jim wrote:...(1 unit = 2,5cm)...


you mean the normal Quake guy is less than 2feet tall?


Which modeling software are you using?
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Postby jim » Wed Oct 15, 2008 6:00 pm

That's just what scale I use. 2,5cm is about one inch and probably no one notice if it's 2,5cm or an inch. It's just so much easier for me to use 2,5cm instead of 2,54cm...

In my scale Quake guy would be 140cm tall, which is about 4,6 feet. The player character in this is sized 70 units, which is 175cm / 5,74 feet, though really the character is around 180cm / 5,9 feet, but people can bend a bit. Also my character is not over wide like Quake guy. The width is 18 units. And now when he's a little bit smaller, then it's ok size for a woman too.

I've been using 3dsmax.

I think I'll be doing the windows in this map geometry way. But it was good practice on drawing them into the texture.
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Postby ceriux » Wed Oct 15, 2008 8:35 pm

oh btw nice sky :D
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