Technical information for player models

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 ihsan » Fri Sep 29, 2006 4:00 pm

puffie wrote:Hiya!

I have done some professional work in the past for game studios via Turbosquid...

I have very good knowledge on how to use QERadient, Unreal ED, and HAMMER for HL2...

I own Zbrush 2, and can create the monsters you need.

I like to make static things as well, for my environments and maps.... this is what i am best at.

One thing I might ask is that you guys consider using the open collada format for your models and static meshes.

Collada can be imported/exported from Blender with ease. the MD2, and MD3 and MD5 exporters all really suck... I would have to install my old copy of milkshape.


here is some nice renderings I have done in the past:
http://s91842597.onlinehome.us/NEXTGEN/neptune.html
http://s91842597.onlinehome.us/NEXTGEN/Bigguy2.html
http://s91842597.onlinehome.us/NEXTGEN/ ... Final.html
http://s91842597.onlinehome.us/NEXTGEN/doctor1.html

sorry about my broken index page... I have not done casual artwork in quite some time :)


Those are some great high poly(?) models. Justr had to say that :D
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Postby leileilol » Fri Sep 29, 2006 5:56 pm

It's up to LordHavoc to add new model formats however (which is highly unlikely imo)
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Postby Genegineer » Thu Dec 07, 2006 6:57 pm

New to making models for this game, or any game for that matter. Got the files ffom sourceforge and took a quick look at them. Are all the animations in there or are there more? How do the zmodel and compile-zym exe's work into the process? I guess I'm supposed to get my models and skeletons into .smd format and then use compile-zym, but I'd rather get it correct. Lastly (for now), are alpha textures supported? Thanks!

BTW: Found a good tutorial at http://www.planetfortress.com/tf2models/tuto.htm








Using: 3ds max 4, paint shop pro 8, and milkshape - seems it all thats needed.
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Postby SavageX » Tue Dec 12, 2006 8:07 pm

Hello and welcome!

Well, currently we're using the .zym model format generated by a small program called "zmodel". This program takes a .smd file with the mesh, several .smd files for animations (each file is an skeletal animation) and a configuration file telling what .smd files to use for what animation at what playing speed etc. etc.

The model source comes with those .smd and config files and a binary of zmodel.

However, we're considering switching to a less strange format - e.g. something resembling Q3.
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Zmodel

Postby Genegineer » Tue Dec 12, 2006 9:27 pm

Thanks for the info! I'll give the zmodel prog a try until the other format is made available. I found a couple models floating around that are ready for conversion, gonna try to get one in to see how it looks before I do my own stuff. Has anyone else suggested this?
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Postby ai » Tue Dec 12, 2006 9:45 pm

Deleted post, found what I was looking for. Though, where can I find zmodel, wanna check it out?
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Postby SavageX » Wed Dec 13, 2006 9:20 am

You can get the model source of our player models at

http://svn.icculus.org/nexuiz/modelsour ... 5&view=log

This ZIP contains a Windows executable of zmodel.

The source code of zmodel is available at

http://cvs.icculus.org/cvs/twilight/zmodel/
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Postby ai » Wed Dec 13, 2006 10:18 am

That's zmodel? I had that for some time on my computer now, guess I had something else in mind :P
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Postby Genegineer » Fri Feb 09, 2007 7:13 pm

Has this topic died?? Looking at most of the old models, they seem to come in at 2600 polys, 1800 - 2000 should help out a lot. 1500 is very low, but not impossible. It will make for some chunky looking chars tho, imho.
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Postby vertexoteric » Fri Feb 16, 2007 7:59 pm

1500 polys is pretty low, but not necessarily chunky. i've been reading paul steed's book on modelling and in it he teaches character modelling by building a 1500 poly character. the final result looked pretty good and a lot smoother than some nexuiz characters with twice that number of polygons.
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