Awesome Work!
#1253 posted by
mjb on 2016/03/04 19:42:07
That looks great! Nice going and looking forward to the progress!
Thumbs Up!
#1254 posted by
madfox on 2016/03/04 22:21:03
flp, looks very solid so far.
Nice one flp. Give him a big gun like a mini gun or something!
Thanks Guys
#1256 posted by
flp on 2016/03/05 10:19:43
I went with Bloughsburgh's idea about the base ogre a bit and made some sort of chainsaw/grenlauncher fuse.
http://i.imgur.com/MPgv3TR.png
but I'm not entirely sure about it.
Do you know if it is necessery in quake to merge the model geometry with the weapon?
All quake models that have weapons seem to be one solid object. Could I have disconnected geometry in my model?
Soldier Model
#1257 posted by
madfox on 2016/03/05 10:34:55
Taking a
base frame of the soldier in account show a model, a weapon and a gun blast. The weapon looks attached but it is diverted.
So it is best to keep the weapon apart, and the blast fire later will be used for attack scenes.
You're Right.
#1258 posted by
flp on 2016/03/05 11:13:25
I just reexamined some of the models in necros editor and they actually aren't connected.
I also didn't realize that there where muzzleflashes. They seem to be hidden inside the model also detachted.
Thx, now I know how to proceed.
I Like The Weapon
#1259 posted by
flp on 2016/03/05 14:00:52
I think I'll stick with it. It's kinda cool.
http://i.imgur.com/OkWRNGx.png
Blender's riggify is awesome. Rigging took 10mins and it just works.
The model (including gun) currently has 681 verts, 1366 tris which should be just okay.
#1260 posted by
Skiffy on 2016/03/05 15:17:57
I like it. Enforcer but with a chainsaw
#1263 posted by
necros on 2016/03/05 15:54:59
if you are making a muzzle flash, best to hide it in the gun, near the muzzle. some engines will lerp the muzzle flash and if you stick it in the body you can see it moving between those two spots which can look bad.
Looks Great!
#1264 posted by
mjb on 2016/03/05 15:59:24
Really cool to see the idea come from concept drawing to model!
Flp
#1265 posted by
Kinn on 2016/03/05 16:02:44
that's a spicya meataballa
Just Wanted To Share A Little Progress.
#1266 posted by
flp on 2016/03/09 21:00:52
I'm currently texturing at a sluggish pace.
http://i.imgur.com/d3KFLaG.png
#1267 posted by
necros on 2016/03/09 21:58:38
Needs more brown I think?
Brown = Quake
#1268 posted by
flp on 2016/03/11 17:36:46
You are right. It's very hard to get the colors right. I don't even think there's very much blue in quake at all. I will change the weapon. I've tried color picking from the original textures to find base colors. Seems like quake in general is a world of brownish mud.
http://i.imgur.com/SpciqRk.png
Hmmmm
#1269 posted by
Kinn on 2016/03/11 17:57:53
Model looks great but I'm concerned that such polygon density will cause a lot of the detail to just collapse once you run it through the meat-grinder that is 8-bit MDL vertex precision...
Resolution Is Too High Imho
Oh Of Course
#1271 posted by
flp on 2016/03/11 18:18:58
These are just wip shots. The polycount is well in quakelimits and the model looks good in quake too.
The texture resolution is double the targetsize and also in truecolor because thats just the way I paint. There is a lot of detail that will get lost in translation. Luckily this includes some of the dullness and subpar painting.
Here's a screenshot of what it will look like after the conversion.
http://imgur.com/VHsPzeh
#1272 posted by
Kinn on 2016/03/11 18:23:11
The polycount is well in quakelimits
It's not about polycount - it's about vertex density, and you'll only see the collapsing verts once all the anims are done, not with a t-pose test.
However, you seem to know what you're doing so I'll stop being annoying now.
I Think I Understand.
#1273 posted by
flp on 2016/03/11 18:28:07
It's about vertices that are to close to each other?
I actually didn't think about this :( Well I'll just hope for the best then.
Looks Great!
#1274 posted by
mjb on 2016/03/11 18:31:43
Really liking the progress flp!
#1275 posted by
Kinn on 2016/03/11 18:35:58
Basically, imagine finding the maximum X, Y, and Z extents of the model, over all frames.
In each dimension, the vertex coordinates are then quantized to adopt one of 256 values fitting inside the maximum extents.
I don't know if I've explained it well, but if you have two vertices that are very close to each other relative to the model extents (remember it's over all frames, not per-frame), then they will collapse.
Got A Image
Quote: "I don't even think there's very much blue in quake at all."
http://www.simonoc.com/images/design/sp/1000cuts3l.jpg
Kinn
It should be possible to get rough aproximation with single frame by adding temp triangles on min/max values for each axis extent, correct?