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Postby ceriux » Sun Oct 26, 2008 6:21 pm

cool shit.
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Postby jim » Thu Oct 30, 2008 7:45 pm

Thanks :)

I've made the player view arms texture somewhat complete...

Player View arms ingame test

Player View arms textures + render
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Postby ceriux » Thu Oct 30, 2008 9:03 pm

cool :D these are md3?
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Postby MeTcHsteekle » Thu Oct 30, 2008 10:14 pm

awesome!
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wheee :)

Postby jim » Sat Nov 01, 2008 12:50 am

They're dpm.

I started on the character model texture now, so far just the basic colour areas:

Image
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Postby Electro » Sat Nov 01, 2008 9:13 pm

Cool stuff so far jim!

I hope you don't mind, i did a quick paintover of some proportions and ideas. Nothing too drastics, still keeping things in line with what you had.

ImageImage

I'd also beef up the fingers and shorten them a bit as well, i didn't do that in the paintover though.

Keep going! :D
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Postby Urre » Sun Nov 02, 2008 2:19 pm

I can totally agree on the shortening of the torso and shortening of arms and fingers, but otherwise the original has an interesting and quite original style. Although this might be by mistake, it's still interesting :)
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Postby jim » Sun Nov 02, 2008 4:15 pm

Thanks for the comments :)

The proportions are about my proportions ( + armour pushed up a bit), and I don't have heroic proportions. I just weigh around 61kg. I made the enemy character have beefed up body and legs.

Image

The torso section goes a bit over the legs section. The pants have some extra room, because I usually keep my pants somewhat down, but not as down as some weirdo hiphopgeeks. I've measured my body with clothes on and I've measured the model and they have just about the same values.

If I changed the helmet like that, my face would come out of it (if I didn't hide/remove the face model then), or I should have a face like a cat. Oh and this is not an evil character, so the eyes in the helmet shouldn't be that way. Also most gasmasks have big eyeholes in them, so you don't need to turn your head to look around, only your eyes.

Here without helmet:

Image

edit.. some progress on it:
Image


And here's something completely different:
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Sorry for the interuption

Postby UrbanKid » Mon Nov 03, 2008 8:53 am

can anyone teach me how to convert half-life mdl's to

quake one mdl?

Because i really need it well quick 3d did not work out
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Postby Urre » Mon Nov 03, 2008 1:57 pm

jim: why are the edges of parts in the texture jaggy like that? Anything you could do about it? I'm suspecting you have offsetmapping turned on
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Postby jim » Mon Nov 03, 2008 2:10 pm

Because I've not smoothed it yet. It's easier to draw everything simple first and then smooth out the parts that need smoothing, which is pretty much all edges that are not straight vertical or horizontal.
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Postby jim » Tue Nov 04, 2008 11:01 pm

I just didn't like it, so I modified the armour:

Image
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Postby jim » Fri Nov 07, 2008 3:38 am

The armour is now uvw mapped and got a simple texture:
Image

But I decided I'll texture the basic clothes first, not yet complete, the pants look like some wool...
Image

And here's a belt that's probably not seen very much, because it's usually under the shirt.
Image
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Postby ceriux » Fri Nov 07, 2008 6:44 am

i cant wait to play your game. it looks good lots of effort put into it.
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Postby jim » Sun Nov 09, 2008 12:40 am

Some more progress on it. Now testing it ingame. Seems like the face have too much bump effect.

Image
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