Technical information for player models

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Postby Ivan » Mon Feb 19, 2007 6:05 pm

Sup People
My name is Ivan you probably seen me playing on Herforst Elite. I been playing for a while now and I feel Nexuiz has a lot of potential. But the thing is that the art aspect to it is a bit ........lacking.
Seeing how I am an art student and I am pretty good at modeling I think I can contribute a bit to it. I have been working on a model and I think it would be a good replacement for the Marine. I might have to adjust the art style a bit to fit the nexuiz atmosphere, but i really don't think that it will take too much of an effort. I was thinking of putting mechanic stuff on his head as if he is half cyborg. I was also considering giving him a helmet but that would increase the polycount. Bare in mind that this is not the finished texture. I haven't finished texturing the legs and I was going to put an armband, pockets, and more seams in the texture. And I was going to make a red texture for cft teams.
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these are the unfinished legs, i can trim the polycount here if I must
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Here's the polycount and wireframe
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If you think I should trim the polycount a bit then tell me.
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Postby SavageX » Mon Feb 19, 2007 6:10 pm

That looks nice!
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Postby Ivan » Mon Feb 19, 2007 6:16 pm

I am using maya how should I export this.
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Postby SavageX » Mon Feb 19, 2007 6:41 pm

Well, currently we're using a homebrew format for models (.zym). This format is generated by a small program taking .smd (Half Life editing format) files and a control script.

You can see how this work by downloading and tinkering with http://svn.icculus.org/nexuiz/modelsour ... 5&view=log . That's the source of our current player models, including the control scripts, the animation files and the converter.

For a first try you may want to try to stuff marine's skeleton into your mesh and using his current animation files. Don't know if this works out okay.

In future versions we'd like to ditch our current models alltogether and switch to what Quake 3 uses. This format is well supported in all major modelling apps (unlike .smd) and thanks to the segmentation of models it allows players to look up and down etc.

Here's a maya tutorial: http://members.lycos.co.uk/peoplesfacto ... deling.htm
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Postby Shoe » Tue Feb 20, 2007 2:30 am

SavageX wrote:In future versions we'd like to ditch our current models alltogether and switch to what Quake 3 uses. This format is well supported in all major modelling apps (unlike .smd) and thanks to the segmentation of models it allows players to look up and down etc.

Is this something we might see pre-3.0 or is it still down the road a little way? I know it's been talked about for a long time now, but I haven't heard any reports of how the progress is going.
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Postby SavageX » Tue Feb 20, 2007 9:30 am

I wouldn't expect it to surface pre 3.0.
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Postby Ivan » Tue Feb 20, 2007 9:22 pm

I think it is something that the game can handle right now. I actually think it is more low poly than the current models we have now.
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Dead?

Postby yukasz.biernat » Mon Sep 22, 2008 6:22 pm

Is this thread dead? Are there still modelers needed? Art's my passion, i could model smt in my free time. Thx for the info if any help is still aforded.
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Postby ai » Mon Sep 22, 2008 6:51 pm

Sure models are appreciated. Just the conversion process which might be confusing if you haven't done anything like this before. Models for games that is.
Are you a hobby modeler or more to the 'pro' direction?
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