Harry's Models GPL'ed

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 KillaGrunt » Sun Aug 10, 2008 1:46 pm

Yeah this thread is great. I already downloaded the Origin0006 and the blend file :D Can't wait untill you add bones and animations :D :D :D :D
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Postby C.Brutail » Mon Aug 11, 2008 9:41 am

I like this model very much, very "nexuizy" too :)

Keep up the good work, and don't worry, you have time, we'll wait for it :)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby HarryButt » Wed Sep 24, 2008 3:53 pm

Okay, the portfolio is going to be finished in about three weeks, but I haven't forgotten this stuff here yet.
Just a few thoughts about how to continue work on that Origin-model.
First, of course, get used to Blender again. :P
Second: texturing, UVmapping whatever. zuriastrad did a nice start, maybe I can build up on this some way.
Third: animation. I think, I'm going to start with jump and death animations, since these are the most important ones imo. After all, it's all you do in this game, you jump around and die :D
Running is important too, but a good looking running-cycle (not those cheesy Sonic-style running animations, the game's using now) seems harder to do than some short non-cycled animations at the moment.
I'M BATMAN!
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Postby KillaGrunt » Wed Sep 24, 2008 11:17 pm

Can't wait!!
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Postby HarryButt » Sun Oct 26, 2008 10:04 pm

My design portfolio was rejected and real life is now taking a lot of my time away. So this modelling stuff may take longer than I expected... :?
I fear, that I won't have much time to get into the forum for a while, but don't worry, I quote the T-1000 on this point: "..."
Nah, you know, what I wanted to say...

Feel free to do something about this mesh. Thing.
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Postby Oblivion » Sun Oct 26, 2008 11:03 pm

Hm. I can offer to texture this. :)

IF this has already been unwrapped that is. And I work in max though, so I'd need an .obj file and the original concept.

Anyway, offering. :P PM me or something

My work: http://astepintooblivion.deviantart.com/
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Postby HarryButt » Mon Oct 27, 2008 7:49 am

my original concept from the first post:
I wrote:Origin
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An alien species with four arms. I was thinking of a Nali with twisted bones (watch his arms and legs)


zuriastrad's fixed version of the .blend-file. I'm not sure about unwrapping though:
zuriastrad wrote:origin-0014.blend


Blender has an .obj-exporter. If you open up this file, under File -> Export you're gonna find all you need.
Get Blender here.
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Postby Oblivion » Sat Nov 01, 2008 2:36 am

Ok opened it today in Blender and exported so I can use it in max. It's unwrapped (thank jeebus for that).

The unwrapping is unoptimized though, and there is a lot of wasted space. :(

Anyway, the model itself is VERY low-poly, so I applied mesh-smoothing which gave it a very reasonable 3000 polygon count, then further subdivided and baked a normal map from the higher poly version.

It looks less squarish now. But you folks might have to rerig the model. I'll include the edited .obj file.

Have started texturing. Will finish in a few more hours.
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Postby Oblivion » Sat Nov 01, 2008 2:22 pm

Here's what I've finished so far:

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Left is medium poly model with no normal maps, center is medium poly model with normal map applied, right is hi-poly model from which the normal map was generated.

Comments/suggestions please while it's still fresh in my mind and I can do quick changes before I submit this. I can't do any more changes later since I'm also very busy with our mod. You guys will have to take care of the team colors, rigging, and exporting in the right format for this.

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Postby Oblivion » Sat Nov 01, 2008 5:55 pm

Here's a better render, converted the bump submap to a normal map as well:

ImageImage
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