Screenshots of what you're doing

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 Icarus » Thu Dec 18, 2008 3:51 am

Oops. I was using the wrong nex image:
Image
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Postby ihsan » Mon Jan 12, 2009 3:03 am

Converting pyria into a character for a mod i want to make. She'll be called Divinity.
Only half done but the way i'm working i always have a working in-game model.
Blender and Photoshop only (sorry gimp, i'm just faster on photoshop).

Image
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Postby torus » Mon Jan 12, 2009 6:21 am

New camping rifle model:

Image
Image
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Postby SavageX » Mon Jan 12, 2009 6:54 am

ihsan wrote:Converting pyria into a character for a mod i want to make. She'll be called Divinity.
Only half done but the way i'm working i always have a working in-game model.
Blender and Photoshop only (sorry gimp, i'm just faster on photoshop).

Image


This is pretty awesome.

Can you elaborate how the Blender workflow works? I thought the model sources were all 3DS... and apparently there is a perfectly working export for SMD in Blender now?
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Tachyon Nexuiz Deathmatch

Postby fabz0r » Mon Jan 12, 2009 8:12 am

a map im slowly working on

100% made in netradiant on linux

http://www.fabianrosten.com/tachyon/wip/lift.jpg
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Postby ihsan » Mon Jan 12, 2009 1:33 pm

SavageX wrote:
ihsan wrote:Converting pyria into a character for a mod i want to make. She'll be called Divinity.
Only half done but the way i'm working i always have a working in-game model.
Blender and Photoshop only (sorry gimp, i'm just faster on photoshop).

Image


This is pretty awesome.

Can you elaborate how the Blender workflow works? I thought the model sources were all 3DS... and apparently there is a perfectly working export for SMD in Blender now?


The blender exporter works just fine for static meshes. This was imported from the SMD sources. The blender SMD import has a bug. The bones seem to roll arbitrarily during import so i fixed that manually. There is a perfectly working ZYM import which shouldn't have that problem and loads all animations into the NLA editor. It's a great way to keep everything in one file. Hopefully someone will complete the matching ZYM export. Blender SMD animation export seems to be pra-alpha but functional.

To answer your question, I used the SMD sources so the workflow is straightforward actually; export mesh.smd and run zmodel on it. When I need to add my melee and spell casting animations i'll just export more animation SMD's and re-run zmodel.

P.S.
torus wrote:New camping rifle model:

:shock:
Last edited by ihsan on Mon Jan 12, 2009 1:41 pm, edited 1 time in total.
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Postby SavageX » Mon Jan 12, 2009 1:37 pm

Thanks for elaborating.

Actually what I'd love to have would be all the model sources in a format for a free modelling app - in this case as Blender file. 3Ds is just pretty expensive. But given the import seems to be a bit screwed up I guess that would be pretty much work.
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Postby C.Brutail » Mon Jan 12, 2009 1:44 pm

/OFF
SavageX ... texture blending in your png to terrain app? :D
/ON
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby ihsan » Mon Jan 12, 2009 1:50 pm

SavageX wrote:Thanks for elaborating.

Actually what I'd love to have would be all the model sources in a format for a free modelling app - in this case as Blender file. 3Ds is just pretty expensive. But given the import seems to be a bit screwed up I guess that would be pretty much work.


Before we get too far off topic let me almost solve that problem. Use the import script from here: http://alientrap.org/forum/viewtopic.php?t=2559 on any ZYM and you get Mesh, Armature, UVs and Animations imported into the blender file nicely. What you lose are the frame rate and looping settings.
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Postby C.Brutail » Mon Jan 12, 2009 2:31 pm

Image

Image

Image
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