O^v^v^v^v^v^v^v^v^vNexus Model^v^v^v^v^v^v^v^v^v^O

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby C.Brutail » Mon Jul 02, 2007 3:23 pm

You should contact Vermeulen or SavageX instead :)
But imho you should just start modelling, and let's see what you've got ;)
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Postby Psychcf » Mon Jul 02, 2007 4:05 pm

looking at his stuff I'm going to say he can model really well.
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re

Postby raphael3d » Mon Jul 02, 2007 5:16 pm

yes,i begin modeling but before i need some information about the polycount and so on^^
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Postby Urre » Wed Jul 04, 2007 10:11 am

I'm happily surprised to see new models being made. Then we can finally get rid of the old models, which are basicly the only reason why Nexuiz is slow anymore (insane polycounts while still not looking all that good at all).

Ivan: keep it up! Feel free to attack some of the other models as well with replacements, great work mate, and don't listen to people wanting higher polycounts. You should instead make normalmaps.

raphael3d: Like C.Brutail said, the people you'd want to talk to about modeling for Nexuiz are: div0, SavageX and Vermeulen. But mostly it's just all about getting to work, Nexuiz is already just a big mixture of people contributing stuff, so I'm sure anything that doesn't look worse than the current models would be great! When it comes to the polycounts, 1000-2000. The current models are seriously un-optimized, they are in the 4000-5000 ranges while looking like 1000 at most, and people (especially the dev team) have been wishing for better ones ever since Nexuiz was released over two years ago. Welcome aboard!
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Postby Psychcf » Wed Jul 04, 2007 3:19 pm

raphael3d wrote:yes,i begin modeling but before i need some information about the polycount and so on^^


iirc the polycount for each model should be around 1500, but I may be wrong. wait for esteel or tzork or some other dev to clarify though...
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Postby tZork » Wed Jul 04, 2007 5:29 pm

Current ones are arround 3k polies, thats the upper limit IMO. 1-2k is good, also support for LOD models exsist, we just need LOD versions of models to use it.
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Re: Charakter Modeling

Postby Ivan » Wed Jul 04, 2007 5:55 pm

raphael3d wrote:hello ivan,

i really want to model charakters for the game but i dont know if i adapted.
here is my portfolio

http://raphael3d.cgsociety.org/gallery/

please contact me i need work:)


Well, I would suggest keeping polys to a minimum. Think of polys as money, "You want to get the most detail for the least money/polys". I was using about 2300 polys for the soldier model I did. And don't forget to consider where the joints are in the model. You might want to more geometry there.

If you are talking about working to get paid, sorry we don't do things that way around here. This is an open source project, everything is user-submitted. But making things for Nexuiz is a great way to put together a portfolio and learn how to work with other people.

You should talk to SavageX.
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Postby leileilol » Wed Jul 04, 2007 6:42 pm

field hockey
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ivan re

Postby raphael3d » Wed Jul 04, 2007 9:39 pm

dear ivan,

money was never a theme,myself i use kubuntu as my os so i'm involved to the opensource community:)
so btw i don't really like the capitalistic side of life but it belongs to everybody...
my work is for free and i will take this chance to improve my skills because these have to get very improved;)

ps:sorry for my bad english spelling
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Postby Urre » Sun Jul 08, 2007 1:53 pm

leileilol: to his defense I'll have to say atleast he knows games have polygon limits, that's way more than most newbie modelers know.

Go raphael3d!

Can you animate btw?
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