character modeler.. poking here..

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

character modeler.. poking here..

Postby deathguppie » Fri May 02, 2008 5:04 am

hey, I am a character modeler.. working toward professional level design work.

I accidentally came by a post in blendernation asking for character designers from 2006, but I just thought I would pop in and see if there was still a need, or if development here has slowed down to maintenance level.

I wouldn't mind doing a character for nexuiz and seeing how things go, but I do have some questions and some requirements of my own.

first, do you even want anyone to create new characters for Nexuiz, or do you think it is worth it??

Second, it takes me approximately between 60 to 100 hrs to create a character, low poly, high poly, normal map, texture, rigging and animations. In other words the first character I create will be it will be obvious that it is a new generation character (i.e. lots of detail) and will not fit really well with the existing game characters. Would it seem strange to have one high detail character in the middle of the game, even if it is only midterm.

third, the post from 2006 mentioned keeping characters to 1200 tris. This is highly unrealistic these days with 4,000 - 5,000 tris on the low end... UT2007 I think is using characters in the range of 10,000 tris. I like to keep mine under 4,500 but that is about where this would end up. Textures even remapped to take up all texture space still end up being at least 512x512.. larger if you really want to see the scars.. Is this to much??

Fourth, I probably should have asked this second, but I do need to know what the state of export from blender to nexuiz is. I did read about using tags like the .smd exporter for the source engine. This is of course a little strange for me because I thought that nexuiz was built from quake which is ID software, not Valve... ??

Anyway.. just poking so maybe someone could answer some of that ..

I do have plenty of prior work, but I don't want to show up here and start stuffing my work into peoples faces, so if you want to see stuff I've done just ask and I'll post it.

DG
"Oh bother!" said Poo, while chambering another round...
deathguppie
Newbie
 
Posts: 6
Joined: Fri May 02, 2008 4:35 am

Re: character modeler.. poking here..

Postby Shoe » Fri May 02, 2008 5:43 am

deathguppie wrote:hey, I am a character modeler.. working toward professional level design work.

I accidentally came by a post in blendernation asking for character designers from 2006, but I just thought I would pop in and see if there was still a need, or if development here has slowed down to maintenance level.

I wouldn't mind doing a character for nexuiz and seeing how things go, but I do have some questions and some requirements of my own.

first, do you even want anyone to create new characters for Nexuiz, or do you think it is worth it??

Second, it takes me approximately between 60 to 100 hrs to create a character, low poly, high poly, normal map, texture, rigging and animations. In other words the first character I create will be it will be obvious that it is a new generation character (i.e. lots of detail) and will not fit really well with the existing game characters. Would it seem strange to have one high detail character in the middle of the game, even if it is only midterm.

third, the post from 2006 mentioned keeping characters to 1200 tris. This is highly unrealistic these days with 4,000 - 5,000 tris on the low end... UT2007 I think is using characters in the range of 10,000 tris. I like to keep mine under 4,500 but that is about where this would end up. Textures even remapped to take up all texture space still end up being at least 512x512.. larger if you really want to see the scars.. Is this to much??

Fourth, I probably should have asked this second, but I do need to know what the state of export from blender to nexuiz is. I did read about using tags like the .smd exporter for the source engine. This is of course a little strange for me because I thought that nexuiz was built from quake which is ID software, not Valve... ??

Anyway.. just poking so maybe someone could answer some of that ..

I do have plenty of prior work, but I don't want to show up here and start stuffing my work into peoples faces, so if you want to see stuff I've done just ask and I'll post it.

DG

To your first question, yes. The game needs them. The current models aren't too pretty and don't complement the visual work gone into everything else in the game.

For number two: The main devs wouldn't release unless officially unless there was a significant amount of replacement models. It'd only look weird for people who downloaded the replacements themselves.

Someone with more technical knowledge would be better able to answer your third question.

And next, it is based on Quake 1, but DarkPlaces uses a specially developed model format (made by Lord Havoc) based upon .smd. However, more support for different model formats (like md3) have become available recently.

2006 is about four major releases ago, so that thread might not be entirely accurate. However they've been looking for character modellers to do full replacements for a long time :)
Shoe
Keyboard killer
 
Posts: 517
Joined: Wed Mar 08, 2006 2:18 am

Re: character modeler.. poking here..

Postby HarryButt » Fri May 02, 2008 5:57 pm

deathguppie wrote:[...] if you want to see stuff I've done just ask and I'll post it.

Butt wants!
I'M BATMAN!
HarryButt
Keyboard killer
 
Posts: 560
Joined: Thu Jan 17, 2008 4:51 pm
Location: Hamburg, Germanistan

Postby C.Brutail » Fri May 02, 2008 11:03 pm

\o_
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge


Postby Psychcf » Sat May 03, 2008 1:32 am

that looks really great!
IIRC nexuiz can handle around 1500 polys per model.
Work with models is desperately needed, it's /very/ hard to find in the open source world.
Psychcf
Forum addon
 
Posts: 1554
Joined: Sun Dec 03, 2006 11:38 pm
Location: NY, USA

Postby Taiyo.uk » Sat May 03, 2008 6:56 pm

deathguppie wrote:ok.. here is some..

http://proviction.com/deathguppie/image ... Spider.jpg


Looks like a dretch and a marauder from tremulous ;)


Good modelers are indeed hard to find, and updated player models are most welcome here.

Good work!
Taiyo.uk
Alien trapper
 
Posts: 436
Joined: Mon Apr 17, 2006 8:48 pm
Location: Reading, IN-GER-LUND!!!

Postby Mirio » Sat May 03, 2008 7:11 pm


damn i want to have this! :)
ginseng
Mirio
Forum addon
 
Posts: 1170
Joined: Sun Apr 15, 2007 3:05 pm
Location: Aneurysm

Postby Genegineer » Fri May 09, 2008 4:58 am

tHonestly, u want to keep the model down to about 2000 tris or less, 4500 is waaaaaaaaaayyy too much. Skins 256x256 or so, if possible. I thinks 512 may choke some older cards. This game has an updated engine over quake, but at its core its still a quake engine. HL was based off a modified form of the quake engine. So thats why u see .smd files and such. As you already know, u can use .md3's too. Professional models look more detailed with less polys, so stay on budget.
BTW: I have some models made up already, but I suck at texturing. If you like, I can send u a screenshot of a couple to see if u can texture them.
Genegineer
Advanced member
 
Posts: 50
Joined: Fri Nov 17, 2006 8:01 pm
Location: East Coast, USA

Postby Taiyo.uk » Fri May 09, 2008 11:33 am

Genegineer wrote:Skins 256x256 or so, if possible. I thinks 512 may choke some older cards.

If a card can't handle 512 skins then it can't handle Nexuiz. The stock playermodel skins are 512 and it shows. I vote for 1024.
Taiyo.uk
Alien trapper
 
Posts: 436
Joined: Mon Apr 17, 2006 8:48 pm
Location: Reading, IN-GER-LUND!!!

Next

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron