Epsilon 14 Character Model

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.

Moderators: Nexuiz Moderators, Moderators

Epsilon 14 Character Model

Postby Oblivion » Thu Mar 04, 2010 6:43 pm

Epsilon 14 character model. Art assets only.

Polycount:
2574 polys
2577 verts

NOTE: I'm not releasing this as GPL unless someone actually rigs it and inserts it ingame.

DOWNLOAD: http://omploader.org/vM3FnOQ/Epsilon14.7z

Included files:

epsilon14_MAXFILE.max - 3dsmax file
epsilon14_OBJ.obj - player model file
epsilon14.jpg - diffuse texture (no team coloration)
epsilon14_gloss.jpg - gloss texture
epsilon14_glow.jpg - glow texture
epsilon14_glow_fullbright.jpg - fullbright? not sure if this is the proper fullbright texture, but then again no documentation anywhere
epsilon14_norm.jpg - normals texture. Note that this is for 3dsmax, not sure if nexuiz uses the flipped green channel that max does (xNormal seems not to, neither does zBrush, so I'm guessing 3dsmax is on the minority, in which case use the normals texture below instead)
epsilon14_norm_y_flipped.jpg - normals texture with the y/green channel flipped. If the previous normal map seems inverted ingame, use this instead.
epsilon14_pants.jpg - pants mask texture
epsilon14_sample_diffuse.jpg - sample diffuse texture (orange shirt, gray pants)
epsilon14_shirt.jpg - shirt mask texture

Pictures:
Image
Image
Image

Wireframe:
Image

Original highpoly:
Image
Oblivion
Alien trapper
 
Posts: 253
Joined: Thu Oct 18, 2007 10:42 pm
Location: Philippines

Re: Epsilon 14 Character Model

Postby Aleator » Thu Mar 04, 2010 7:20 pm

Damn, that looks good! I think it would fit really well in Nexuiz. Although, maybe there are too many polys?

Anyway, nice work.
Aleator
Member
 
Posts: 46
Joined: Thu Feb 25, 2010 12:13 pm
Location: France

Re: Epsilon 14 Character Model

Postby Oblivion » Thu Mar 04, 2010 7:27 pm

It's actually below the polycount limit for nexuiz which is 3000. Even that is painfully low compared to most modern games (where 3k would be the budget for just the head). Another 2k on this model would have made it look much much better, but I had to make it below the nexuiz max. Anyway thanks. :) More to come as I learn more about the highpoly-lowpoly workflow.
Oblivion
Alien trapper
 
Posts: 253
Joined: Thu Oct 18, 2007 10:42 pm
Location: Philippines

Re: Epsilon 14 Character Model

Postby Aleator » Thu Mar 04, 2010 7:33 pm

Now I remember that I read about the 3K limit. That's wright. I was thinking of making it around 1600. :D

Anyway, the orange version is the best, and I'd really like to see it in the game.
Aleator
Member
 
Posts: 46
Joined: Thu Feb 25, 2010 12:13 pm
Location: France

Re: Epsilon 14 Character Model

Postby tZork » Thu Mar 04, 2010 7:46 pm

Oblivion wrote:It's actually below the polycount limit for nexuiz which is 3000. Even that is painfully low compared to most modern games (where 3k would be the budget for just the head). Another 2k on this model would have made it look much much better, but I had to make it below the nexuiz max. Anyway thanks. :) More to come as I learn more about the highpoly-lowpoly workflow.


3K is no hard-limit, specialty not if you make LOD models. 3K is just the average of Nexuiz's current models. So much has changes since models where "deemed the slower element" that im rather uncertain if that still holds true. Oh and awesome model =)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Re: Epsilon 14 Character Model

Postby paperclips » Thu Mar 04, 2010 7:49 pm

Wow, very nice work as usual! Keep up the good work! :D
[Want to develop? Look HERE]. Image Image Gif sauce.
paperclips
Alien trapper
 
Posts: 346
Joined: Mon Jan 12, 2009 10:27 am
Location: internets

Re: Epsilon 14 Character Model

Postby lda17h » Thu Mar 04, 2010 8:56 pm

Very nice model. It looks a little bit odd though. Could you try making the legs longer and the torso a bit shorter?
He can talk the talk, but can he caulk the caulk?
lda17h
Alien
 
Posts: 221
Joined: Tue Jun 16, 2009 1:04 pm
Location: Germany

Re: Epsilon 14 Character Model

Postby FruitieX » Fri Mar 05, 2010 1:35 pm

Someone with the skills must rig this, or I keeeeel that someone.

And really damn it, keep up this AWESOME work! Can't describe in words really how helpful more quality playermodels will be, just hopefully someone can rig it so that we can get it under the GPL :)
Image
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Re: Epsilon 14 Character Model

Postby Oblivion » Sat Mar 06, 2010 7:58 am

Thanks guys. :)

Also adjusted the model a bit because yes, the proportions do look a bit wrong.

Here's the new mesh:

Image

It may still look a bit wrong but compare the female picture I used to proportion it at its back. The distortion is because of the angle of the camera (compare front view) and the weird shape of the boots.

Also the number 1 culprit: the pose. ALL models when posed in the 'T' pre-animation pose will always look a little bit off, because it's not a normal human posture. It's why character modelers often try to animate their models with a bit more human gesture before showing it to their art directors/producers. Don't have the time to do that though. :P
Oblivion
Alien trapper
 
Posts: 253
Joined: Thu Oct 18, 2007 10:42 pm
Location: Philippines

Re: Epsilon 14 Character Model

Postby C.Brutail » Sat Mar 06, 2010 9:15 am

Awesome work , as always :)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Next

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest