werewolf model

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Postby Morphed » Mon Nov 27, 2006 9:22 am

Welcome white.haired.boy
1st. for nexuiz 3.0 we will need humanoid characters, with normal legs and arms, because all characters will use same anims and same skeletons
2nd. you better use quads instead of triangles, its better for smoothing and it will helps acquire good polyflow and nice edge loops
3rd. imho going into nexuiz battle without any armor it suicide and stupid :)

oh and 3.0 will use segmented models like q3, so it will be head, torso+arms and legs
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Postby ai » Mon Nov 27, 2006 10:16 am

Morphed wrote:1st. for nexuiz 3.0 we will need humanoid characters, with normal legs and arms, because all characters will use same anims and same skeletons
2nd. you better use quads instead of triangles, its better for smoothing and it will helps acquire good polyflow and nice edge loops

oh and 3.0 will use segmented models like q3, so it will be head, torso+arms and legs


Quads good, I'm better with those than triangles (never tried modeling with those actually). Also I am modelling something right now (nothing I've planned having for a game but if this is how you do models for a game I think I can actually start with a small test character.
And should the arms and legs not be combined/attached to the whole model?

To see my model I'm working on press: http://www.origionstudios.com/ai/pics/turtleLab/werewolf/Werewolf_lowpoly_01.JPG

This model is actually going to be converted to subdivs, a project one of my friend wanted me to do. Create a turtle and a werewolf with background, textures, lightning and animation in two weeks. Seems like an impossible thing to do for me as this is actually my first real organic character I'm doing and don't know too much about that yet. And with animation and textures all in two whole weeks... working 24/7 now. (The werewolf will chase the turtle, this will be looped), gimme caffeine pills! I'm actaully seeing vertices, move handles and everything now, it gets worse when I close my eyes :P I love it xD

Oh also, this being a model of a werewolf has nothing to do with this topic :P Just a coincidence, it was my friend that decided what characters would be in this short "story". He's doing a game in Java and wanted a 3D intro for it.
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Postby ihsan » Mon Nov 27, 2006 2:06 pm

Morphed wrote:Welcome white.haired.boy
1st. for nexuiz 3.0 we will need humanoid characters, with normal legs and arms, because all characters will use same anims and same skeletons
2nd. you better use quads instead of triangles, its better for smoothing and it will helps acquire good polyflow and nice edge loops
3rd. imho going into nexuiz battle without any armor it suicide and stupid :)

oh and 3.0 will use segmented models like q3, so it will be head, torso+arms and legs


Great news! Which format will 3.0 use? DPM? When will there be a beta available with this functionality? I want to make a compatable blender 3D template.
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Postby Shoe » Mon Nov 27, 2006 8:36 pm

There's a roadmap for 3.0 already? Geeze. I don't even know what 2.2 is supposed to be having in it :lol:
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Postby esteel » Mon Nov 27, 2006 8:43 pm

Mostly bugfixes.. 2.x is supposed to be compatible with all 2.x releases. You will get (probably) two new gun models which look WAY better then the old ones. Nex will get more compatible with quake3 maps. Support for animated textures will be added.. Not really used yet but ClientSideQuakeC got improved..
Oh and 2.2 will have Multi Campaign support and someone did a huge mappack containing converted (free) quake3 maps for Nexuiz.. so Vermeulen wanted to write a campaign for this mappack. That will however be a seperate download..
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Postby Taiyo.uk » Wed Dec 13, 2006 5:33 am

Like the model!

The legs do not have too many joints - canine hind legs have an elongated foot with the ankle off the ground. Same number of joints as humans, just in different places. I think the legs look right.

The feet look too small and not canine, the look is something in between those of the "reptile" and "carni" models. The upper body looks great, nice work!

This page has many photographs of various completed werewolf model kits: http://theclubhouse1.net/museum/modelswerewolf.htm

HTH

Slightly OT: I WANT THE 1.2.1 WOLF/LYCANTHROPE SKINS BACK!
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Postby esteel » Mon Dec 18, 2006 10:06 am

Taiyo.uk wrote:Slightly OT: I WANT THE 1.2.1 WOLF/LYCANTHROPE SKINS BACK!

Hmm just copy the old skin files from 1.2.1 into 2.2.1 :)
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Postby KadaverJack » Mon Dec 18, 2006 11:44 am

esteel wrote:Hmm just copy the old skin files from 1.2.1 into 2.2.1 :)

That won't work in teamgames, cause shirt/pants textures are missing...
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Postby morfar » Mon Dec 18, 2006 11:57 am

Keep up to good work.. I hope to see it in Nexuiz :P
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Postby ai » Mon Dec 18, 2006 12:07 pm

morfar wrote:
Keep up to good work.. I hope to see it in Nexuiz :P


Wtf? Loopia has messed up that link! Now I get angry!

Though that model is most likely not gonna get into nexuiz, for several reasons. One is that the legs should not be like that, they should bend the other direction and it has to high poly count (although that is easy to fix). So if I'm gonna make it for nexuiz I will need to redo the legs.
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